Glyph of Andersgate
A young apprentice wizard with an unusual and mysterious past
Level 1 at Start
Glyph stands before you, a new journeyman wizard, proud and confident, ready to face whatever challenges await him and his companions. He is garbed in fairly plain but sturdy clothing, eschewing the traditional robes for pantaloons and tunic, the latter of white linen, the pants in a darker fabric, all clean but spartan. He also wears a hooded cloak to help ward off the elements, plain but sturdy, heavy enough that the wind does not catch it much. On his back sits a small backpack, and the ensemble is finished off with a utilitarian belt, at which hangs a dagger in sheath, a compartmented pouch on his left side and a common belt pouch at his right.
He associates with a cat, too, and you see it occasionally riding on his shoulder, but most often it sits perched in the backpack (the flap open), a furry head peeking around and about, always curious. If you’re especially observent, you’ve noticed that while animals don’t seem to get along with him, this cat is an exception, it’s always found nearby. Where Glyph goes, so does the cat, and vice versa. The cat, as befitting a strange master is also strange: you would swear that the patterns shift, but never when you’re looking at them. Odd indeed.
Glyph himself stands a fairly short 5’7” and is very slender. He looks younger than his twenty years, yet possesses the sort of innocent but unknowing boyish charm that makes a woman’s pulse tend to race when he passes. He doesn’t see it though, or seems not to. More than one servant girl around the keep has overcome her fears at his strangeness to make a pass, yet Glyph seems not to notice, or misinterprets, always kindly. He does have a way of looking at you that makes you think he can see into your very soul, yet before things get too uncomfortable, he looks away, sparing you the embarassment and making you wonder what it is about him that repels you with strangeness yet is so compelling.
He is a wizard though, much strangeness can be excused from that alone. It is rumored that he never sleeps. The servants who have encountered him reading in some nook or cranny, or munching on a snack past midnight on some steps with cat playang at his feet, say that it’s true. You may have seen him (along with another apprentice of very good looks) assist Kyman the court wizard with diverse illusions in the great hall at the Winter Festival. At those public times, he seems to have a inherent mastery over spellcraft that is almost fluid and effortless. The multicolored energies flow from his fingertips, and you can see a hint of rapture on his face, and the air is pregnant with potency around him.
He’s a good natured sort and known to involve himself in certain light-hearted pranks, such as raiding the kitchens for a sweet snack with a few other youths. He admits to doing it when caught, yet somehow his charm allows him to avoid punishment. He might also have been involved in a certain little embarassing incident involving a frog, a pail of water, a broom, and the Lady Ivanov, yet he disavows knowledge of it, and the perpetrators were never caught.
He does have some quirks. He has a thing against Maldarans (really, the Maldaran empire which imposes its yoke on the Duchy). Horses don’t like him and he doesn’t like horses. You’ve heard him mutter something about the “Great Equine Conspiracy”. You think he’s joking. Probably. But he is a wizard after all, they’re all strange, aren’t they?
He is new, he is raw. But time and experience will temper him and make him into the adult that he almost is now. What destiny awaits him, time will reveal.
No one, not even Glyph himself, is certain as to whom his parents were, when exactly he was born, or even where he was born. Indeed, given his somewhat unusual appearance, it has been asked (in whispers, when Glyph isn’t nearby) whether he is fully human. Regardless of his origins or the circumstances of his birth, Glyph has been an inhabitant of Castle d’Anderville for the past two decades. Even if he is not fully understood, he has gained a measure of acceptance despite his appearance and his unusual outlook on life.
Twenty years ago, the Night Dragon attacked the Duchy of Anderland. In the span of one day, the creature decimated six villages before launching an attack against the capital city of Andersgate. In the midst of the fire and the destruction, brave heroes fought against the dragon and struggled desperately to save the city. One such individual was Kyman Andoverge, a middle-aged wizard who had already been the court wizard for more than three decades.
While sections of the city burned, Kyman led a team of soldiers and laborers into a devastated neighborhood. While flames consumed most of the buildings, Kyman overheard a cry within a burning home. He pushed his way in, briefly protected from the heat and smoke by his magic. Therein, he discovered a small infant, not even a year old, lying in the rubble. Kyman rescued the infant; unfortunately, before anyone could go back in and locate the infant’s family, the building collapsed completely.
With the Night Dragon defeated (thanks, in part, to the later help of Kyman and a heroic bowshot by the Duke’s son, Caldric), the city of Andersgate struggled to return to normal. Hundreds of people were left homeless, with many more dead or missing. Try as he might, Kyman and the Duke’s officials could find no information about the child’s family or their whereabouts. With the entire neighborhood demolished, it seemed the infant’s true parents were either dead or lost. At first, Kyman thought to put up the infant he had rescued for adoption, perhaps to the newly established orphanage. An incident one morning convinced him, however, he could not turn the child over for adoption.
When Kyman arrived at his quarters that morning, he discovered the child floating several feet off the ground. The infant seemed entirely unconcerned with this remarkable situation. After a quick test, Kyman confirmed that the child possessed innate magical talents, the extent of which remained unknown. At that moment, Kyman elected to adopt the child as his own, with the intention of teaching him to master his magical abilities. He named the child Glyph.
Since that time, Kyman has worked to teach Glyph not only how to control magic and understand the ways of the arcane, but he has also worked to teach Glyph how to be a good person. Although Glyph certainly pushed the boundaries of what one expects from childrearing, in the main he proved a kind-hearted and trustworthy soul. In time, the palace staff came to accept Glyph, despite his oddities. Indeed, Glyph gained popularity as a mascot of sorts
Kyman has done everything possible to help Glyph use his powers for good, and with as much subtlety as possible. Although people in the palace are somewhat accepting of Kyman and other wizards, arcane magic typically made people uncomfortable when they were in its presence. As a result, Glyph has had to remain cautious and careful about when and how he uses his powers. Through it all, he has come to the realization that he possesses untapped reserves of power that practically beg discovery.
Over the past two decades, Glyph has matured both as an individual and in the ways of magic. He is on the verge of graduating from apprenticeship into journeyman status. The young lad has made a few friends (and a few enemies and rivals) in the palace, but now he is ready to make his own way and forge his own path. He has many unanswered questions about his past and his future. Who were his parents? Where did he get his unusual powers? Why does he possess talents that elude many of the most gifted magic-users? Is he even truly human? If not, then what is he? Glyph is on the verge of undertaking a dramatic journey that will forever alter his place in the world, how he views the world, and how the world view him in return.