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The Exalted Emihnca


Week 32 of COTW features another pair of related characters, a "mixed double" in which the true relationship between the two characters is not what it seems to be on the surface. The first of the two is an Arch-Mage and Overlord, getting old and guarding a secret...


The Exalted Emihnca; an ageing emperor living on his reputation

(c) copyright 2001 andi jones

Total Points: 530 Points

Age about 70; 6'1"; 145 pounds; a tall and somewhat spindly old man with a full head of silvery shoulder-length hair, a neatly-trimmed beard and electric (but somewhat distant) blue eyes, holding himself in a regal and sophisticated manner.

ST 10   [-] - thrust 1d-2, swing 1d, fatigue 20*
DX 11  [10] - basic speed 5.75, move 5, dodge 5
IQ 19 [150]
HT 12  [20] - hit points 10
WL 16   [-]
 *extra Fatigue for spell-casting only

ADVANTAGES: Ally Group (Protectors, 15-) [90]; Appearance (Handsome) [15]; Charisma +3 [15]; Extra Fatigue +10 (Spellcasting only) [20]; Literacy [10]; Magery 1 [15]; Multimillionaire x3 [75]; Reputation +4 (as powerful and respected Arch-Mage and Emperor, to everyone) [20]; Status 7* [20]; Wealth (Filthy Rich) [50].
 *three levels free from Multimillionaire and Wealth

DISADVANTAGES: Enemy (Dwarven Trade Directorate, 6-) [-15]; Loner [-5]; Reduced Hit Points -2 [-10]; Secret (Lost Most of his Power) [-10]; Sense of Duty (His People) [-10]; Weak Will -3 [-24].

QUIRKS: Spends the first two hours after sunrise in his painting studio; Attributes more personality to Homonculi than is really warranted; Wears his "formal" crown and cape to all official events, even informal ones; Proud; Loves history, research and the study of the past. [-5]

SKILLS: Administration-14* [0]; Animal Handling (Blue Egret)-18 [2]; Area Knowledge (Archipelago)-18 [.5]; Astrology-13** [0]; Calligraphy-13 [8]; Cartography-14** [0]; Diplomacy-17 [1]; Economics-16 [.5]; Gardening-19 [1]; History-16 [.5]; Illumination-14 [16]; Law (Colonial)-16 [.5]; Leadership-20*** [.5]; Merchant-17 [.5]; Occultism-18 [1]; Politics-12# [0]; Research-19 [2]; Riding (Horse)-11 [2]; Savoir-Faire-21## [0]; Swimming-12 [2].
 *default from Merchant
 **default from IQ
 ***includes +3 from Charisma
 #default from Diplomacy
 ##free from Status

LANGUAGES: Common Tongue (native)-19 [0]; Brine Elven-17 [.5]; Colonial Dialect-17 [.5]; Dwarven-17 [.5]; Troglodtye-17 [.5].

GRIMOIRE*: Apportation-18 [1]; Bless Plants-21 [6]; Clouds-18 [1]; Create Air-19 [2]; Create Water-18 [1]; Dispel Magic-20 [4]; Forest Warning-18 [1]; Great Voice-18 [1]; Hail-18 [1]; Heal Plant-19 [2]; Hide Path-18 [1]; Hide Thoughts-18 [1]; History-18 [1]; Mind-Sending-18 [1]; Mystic Mist-19 [2]; Plant Growth-20 [4]; Plant Sense-18 [1]; Recover Strength-18 [1]; Seeker-19 [2]; Seek Earth-18 [1]; Sense Emotion-18 [1]; Shape Plant-18 [1]; Shape Water-19 [2]; Shield-20 [4]; Sound-18 [1]; Tangle Growth-19 [2]; Test Food-18 [1]; Trace-19 [2]; Truthsayer-18 [1]; Voices-19 [2]; Whirlwind-18 [1]; Windstorm-20 [4]; Wither Growth-18 [1]; Wizard Eye-18 [1].
 *all include +1 from Magery

EQUIPMENT

The Exalted Emihnca (eh-MINK-uh) spends most of his time in the palace, and hasn't got much call for specialised equipment; he spends his days in his painting studio, his gardens, and the aviary attached to the palace grounds (where he'll be fitted out with the necessary mundane tools). For diplomatic duties - the most likely reason for meeting with outsiders - Emihnca will have various royal accoutrements, but nothing especially important. It wouldn't be inappropriate that he have a minor magic item or two, but he isn't likely to have artifacts of exceptional power.

BIOGRAPHY

The history of the Exalted Emihnca is sketchy, since many of the records from before the Plague Years were destroyed in the Winter War. As a youth growing up in the Serulean Colonies, Emihnca (who was known by the name Emin at the time) displayed a talent for drawing, and his father's brother got him an apprenticeship at the local religious library, to learn a scribe's trade. Emihnca took to the materials immediately, and by the time he was an adolescent he was being trained by the Library's elder priest-mages to create illuminated manuscripts.

By the time he was twenty, Emihnca's staggering intellect had become known to his mentors, who also divined his considerable talent for sorcery. He began his magical training at an older age than most apprentices, but is said to have finished his instruction in a matter of only a few years.

At age 30, Emihnca found himself in the center of the first Fisher Rebellion in the Serulean Colonies, and stories that survive from the conflict hint that a powerful and gifted water-mage was responsible for sinking three of the Crown's largest war-galleys. Most scholars agree that the mage was Emihnca, but official records are lacking in proof.

One way or the other, Emihnca's power grew, and his ambition did as well. His fondness of power ignited by his experiences during the Fisher Rebellion, Emihnca organised a fleet of ships - most of them refugees, or Crown deserters - and they founded a colony on two contested islands in the Third Archipelago. The islands were supposed to have been given to the Crown in an arrangement with the Serulean Line, but the treaty had never been formally adopted (due to the suicide of the Serulean Regent's daughter). And before the issue could be cleared up, Emihnca and his people had extended their new colony to all nineteen islands in the Archipelago. Rebels, refugees and pilgrims travelled to the Archipelago from all corners of the Crown Empire, and beyond, and Emihnca's population grew. By the time he was 40 years old, he was the Exalted Emihnca, the Arch-Mage and Emperor of the Archipelago, Keeper of the Dolphin Seal. Neither the Crown nor the Seruleans could oust him, and had no choice but to recognise Emihnca's authority and honour diplomatic relations.

For the next fifteen years, Emihnca's island kingdom thrived. His maturity and vision as a ruler were tested during the Plague Years, but he never faltered, and his authority only got stronger. His trade relations made his kingdom wealthy, and his magic provided support that conventional kingdoms and empires lacked. And when the Magi of the Southern Mountains waged the Winter War on the Crown Empire, Emihnca's Archipelago was the only kingdom to lose less than one-fifth its population. Emihnca was a legend, nearly a living god. His people loved him, his allies rallied behind him, and there was a time when the University on the Eighth Island was considered the most advanced and sophisticated place of learning in the Known Lands.

And then everything changed. Emihnca was now in his 57th year, and had settled into a life of artistic pursuits and the leisurely rule of peace-time. But one evening - during the festival held after harvest - he received a visitor, a mage from a land far to the south. The mage told a story of a destructive magical entity - a Demon, or a Djinni - which was loose on the world, fallout from the rituals that birthed the Winter. Many mages had perished battling the creature, and Emihnca was told that he might be the only mage with the resources and talent needed to stop it. Emihnca was no warrior, but he promised his visitor he would do what he could. And the next night, after quickly informing his closest advisors of his plans, he slipped quietly out of the castle and went to meet the Demon. Two months later, he returned to the castle, barely alive, nearly dead from exposure. The Demon was dead, but the battle had almost cost Emihnca his life. With time, his body healed, but it became clear to his advisors that Emihnca's soul had suffered worse injuries. A full year after his return, Emihnca's magical abilities had not recovered. His repertoire of spells, once in the hundreds, was reduced to a mere few dozen... The magical power he once commanded was not gone entirely, but greatly diminished. The Arch Mage of legend was little more than a shadow of his former greatness.

It's been twelve years since Emihnca's injuries. In the time since, he has withdrawn from most public activity, citing his age and health as reasons. In reality, of course, he is trying to conceal his weakened state from his subjects. In part, he is too proud to admit that his power is lost... But it is also, in part, out of fear that his subjects (and allies) would lose faith in his ability to lead them, and serve them. For these twelve years, Emihnca has been served faithfully by the Protectors, a circle of mages and warriors that serve as his cabinet of ministers, advisors and bodyguards. The Protectors are aware of Emihnca's secret weakness, and their job is to make sure the kingdom runs smoothly, and that the truth is kept hidden. Recently - for the first time in twelve years - they have failed; the leaders of the Dwarven Trade Directorate have (somehow) learned the truth, and have threatened to reveal it to the public (and to the leaders of other kingdoms) unless the Archipelago makes considerable concessions to the Dwarves in upcoming trade negotiations. This problem is relatively new, and the Exalted Emihnca and his Protectors haven't yet decided how they're going to handle it...

EMIHNCA'S MAGIC

Prior to his encounter with the Demon, Emihnca would have had nothing less than Magery 3, and if the campaign allows for the Extended Magery rules (p.WI116), he could easily have had an even higher level. Now, of course, he has only Magery 1. In addition to losing two levels of his magical aptitude (and suffering the appropriate penalties to his skill levels), Emihnca has also "lost" some of the spells he once knew; these have not merely been forgotten, they have been stripped from the memory of his soul, and they cannot be cast, nor relearned. If the GM wants to re-create Emihnca at the height of his power, Emihnca would have known as many as hundreds of spells - concentrating on the Colleges of Air, Plants and Water, but with no shortage of spells from virtually all colleges - all of levels 21 or higher.

ENCOUNTERED

Gaining an audience with Emihnca is no easy task; his Protectors keep him sheltered from all but the most tightly-controlled situations, for obvious reasons.

But should the unlikely happen, meeting the Exalted Emihnca will probably match most people's expectations of the legendary mage. Even at the age of 70, he is vigourous and as alert as ever, and holds himself with the same regal (yet amiable) air he did when he was thirty years younger... He is charismatic and handsome, and projects a profound sense of power (even in his reduced magical capacity). But even so, Emihnca is a little more reserved than he once was, and he'll try to keep his meetings and appearances to a minimum.

At heart, Emihnca is a good man. When he was younger, he was probably something of an egomaniac, thrilled by power and leading his people to the Archipelago as much for the excitement as for the welfare of his subjects. But in the many years since, he has come to appreciate his role in the life of his kingdom, and takes the safety of his people very seriously. (His willingness to fight the Demon was borne out of the realisation that ultimately the Archipelago would be threatened. He didn't do it for glory or for thrills, he did it for his kingdom and his legacy.) Emihnca knows that the Protectors will take good care of the Archipelago once he's gone, but he is proud enough to want to be fondly remembered, and known as a hero, not as a broken old man...

CANONICALITY

The Exalted Emihnca is based - somewhat loosely - on the Overlord template on pp.WI84-87. He conforms to the standard GURPS rules.

WHAT IF?

Emihnca was written for a generic fantasy setting (despite the inclusion of some particular geographical and historical details in his biography). The basic idea is that he is an exceptional mage who came into political power in a newly colonised area. The specific details can be changed to suit another fantasy setting.

Yrth: To move the Exalted Emihnca to Yrth, there are a couple choices. The first is Bilit Island, located about 300 miles east of Araterre and 600 miles south of Megalos; this fits well because the region has resisted becoming another Imperial territory. (It is just a happy coincidence that Emihnca's name has an intentionally Mesoamerican-sounding name, and Bilit Island is inhabited by people of Mayan and Toltec descent.) It is possible that a powerful warlord like Emihnca could unite the city-states of Bilit into a kingdom. Another choice would be the Ring Islands, an archipelago formed by meteoric impacts. They are found at the far western end of the islands that make up Araterre, about 200 miles from Cardiel. These islands have pockets of high mana, some of which are aspected, which could make it an ideal place for a mage overlord to found a kingdom, and protect it as well. Some aspects of Emihnca's biography might need revision on Yrth; references to the various kingdoms can all be easily substituted, and a few historical events will need to be replaced.

Historical Earth/Steampunk: Emihnca could be worked into Earth's ancient history, in a campaign of alternative history and magic. His kingdom might be in the Aegean during the days of ancient Greece, or somewhere on the fringes of the Roman Empire. During the middle ages, he might have been on the fringes of Europe, perhaps somewhere near the Holy Land, and claimed during the political tumult of the Crusades. Or, another few centuries later on, Emihnca could have carved out any number of kingdoms during the frenzy of exploration of a Steampunk nineteenth century. His larger-than-life personality fits in well with the Steampunk genre, especially if his political views are somewhat radical. And if the focus is less on steam and more on magic, he even has the potential to have been (in his youth, before the run-in with the Demon) quite the inventor. For the most part, Emihnca's skills wouldn't need to be altered too much (although there might not have been as much call for illuminated manuscripts after the invention of the printing press). Language and Area Knowledge would need to be changed as appropriate.

Supers: The comic books are full of powerful overlords, though most are a bit more sinister than the Exalted Emihnca. Even so, a powerful magic super-mage could easily commander some islands somewhere (the Caribbean maybe, or the South Pacific) and rule his own kingdom. In this scenario, his political motivations might be a little stronger; his incentive for setting up his own island Utopia can be as reasonable or outlandish as the GM wants. Emihnca would probably exist in the grey area between the crime-fighting super-heroes and the criminal-mastermind villains. He probably isn't a super-despot like Doctor Doom, nor a misunderstood alien monarch like Namor the Sub-Mariner, but Emihnca's dedication to his people and his kingdom could easily lead to the occasional clash with conventional governments and the super-heroes that protect them...

ADVENTURE SEEDS

Unearthing the Dwarves: The PCs are from the continent, and have never visited the Archipelago. (They are, of course, well aware of who the Exalted Emihnca is.) So they're a bit surprised when the Protectors - Emihnca's cabinet - invite them to the palace, and offer them work. The Protector General is a man called Ulo Varkka, and he wants the PCs to do some "digging" into the operations of the Dwarven Trade Directorate. Rumour has revealed that the Directorate's Financier-in-Chief - the curmudgeony Dwarf called Bellik - has engaged in smuggling with the Troglodytes. (If Varkka can get evidence of misconduct by the Dwarves, he'll have some leverage in protecting Emihnca's secret. He won't, of course, tell the PCs why they want this information.) But the PCs may clue in that Varkka is leaving out some of the details, and might wonder why the transgressions of the Financier-in-Chief are of any import to the Archipelago. Either way, the PCs are getting swept up in Emihnca's cover-up, and there's no telling where it could lead.

Finding the Past, Finding the Future: The PCs are treasure-hunters who have just stumbled across a story about a fabulous artifact (something they would very much want, something with the power to do great good), and the only living witness to the object's last historical appearance is the famous mage, Emihnca. So the PCs decide to take a chance, and go out on a limb; they spend the last of their money to travel to the Archipelago. They know it's not easy to get an audience with the old Emperor, but they're hoping that their story will pique his curiosity. And thanks to Emihnca's great fondness for the study of the past, he'll be intrigued. Finding the artifact won't be easy, and will involve some research, as well as interviewing Emihnca about what he remembers (that might not have made it into historical journals). Will Emihnca make himself this available, or will he stay in seclusion? Will the Protectors allow Emihnca to have regular contact with the PCs, even if he wants to? And what if, during the PCs' visit, word arrives in the Archipelago that one of the Southern Magi is on the move, supposedly hunting for the same artifact. This makes the matter more urgent, and puts the pressure on Emihnca to cooperate fully. Can he work with the PCs without his secret coming out? And what kind of threat might compel Emihnca to sacrifice his legacy?

- written & formatted by andi jones (andi@angelwerks.com)
- thanks to Brandon Cope for the lesson in Yrth geography

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