Earl "Grey"
Garamond
Kettlewhistle

Ascendant Future Leader of Caelestis

Chaotic Neutral Humanoid (Planetouched)
Level 5 Sha'ir
Magic-Touched Lesser D'hin'i

The Magic Reach

It is no great secret that, within the four primary elemental planes, some of the most powerful creatures are the Genies, masters of their element and, according to some, masters of the very idea of wishes. What is much less known is what these Genies do with all the power and time on their hands. Outside visitors to the elemental planes are exceedingly rare and rarely repeat their visit. What good is all this power if there's nobody to wield it against and no one to worship and adore them?

The answer to that question is the exceedinly condensed reason that The Magic Reach was created. The reach is an idyllic and magically isolated realm on the Material Plane. Rivers flow down from majestic mountains, pristine lakes are nestled within rolling, hilly plains. The geography is dotted with a handful of volcanoes until one gets to the southern lip of the continent, where fiery lakes of lava have pooled at the feet of a range of volcanoes. Whether you were an air, earth, fire, or water-aspected Genie, there is much and more domain for you to be the master of.

The Magic Reach would be populated by mortals, one way or another drawn to this apparent heaven on earth but never then able to escape. Adventurers who made it to an elemental plane only to find themselves underprepared or unworthy of the trip often wound up here. People who were excluded from their society for any reason who were desperate enough to try anything for a fresh start somewhere else might be willing to deal with a genie for an invitation. Thus was this cursed playground for the genies born. Between being magically isolated from the rest of the known world and ruled over by masters of magic and their powerful illusory and controlling spells, most mortals living in The Reach know nothing of the world outside of it.

With an entire nation of mortals all to their own to control and do with as they please, the genies had created for themselves a cursed world that could indulge their every whim. Which element would reign supreme were there to be a multiplanar war between the elements? The genie could simply send their armies of mortals at each other, testing their leadership, tactical, and raw magical abilities. What better way to test new magic and magical theories than on a populace of mortals unable to fight back?

Currently, there are four dominant nations in The Reach, known to her people as "Elementa." While the nations are aware of and interact with each other, none seem to be aware of those who are pulling the strings behind the scenes, The Elemental Archfiends:

  • Terraven, ruled by the Earth Genie Evren

  • Ignatia, ruled by the Fire Genie Ignazzo

  • Vaporiel, ruled by the Water Genie Octo

  • Caelestis, ruled by the Wind Genie Ricci

Caelestis

Nestled at the foot of the Delkfutt Mountains, Caelestis's geogrpahy is wildly hilly with a constantly fair climate. This allows for perfect stargazing and unlimited fresh air to take in, especially for those who climb Selbina Mountain, the tallest peak within its borders. Because of the cool clime and wide-open spaces to grow the needed materials, Caelestis silk and cotton is known throughout Elementa to be the softest and comfiest and available in no shortage of vibrant colors.

Caelestis is roughly 2/3rds Halfling. Male Halflings from Caelestis are are universally bald, while woman tend to have very long (well, long for a halfling) jet-black hair. On average, they're only a few inches shorter than dwarves. "Adulthood" is vaguely defined as around 30 years of age, and life expectancy is around 175 years.

The idyllic scenery shows none of the country's violent history, as it has often been on the losing side of war. Often this has come at the hands of Earth-aspect nations who have extracted every last ore from the mountains they call home and, desperate for a new 'mountain' to claim, are willing to settle for smaller and smaller peaks.

Currently, however, Caelestis is at peace with its neighbors and has successfully defended herself from numerous invasion attempts. While the nation is under the leadership of President May Minglewillow, this peace is largely attributed to the military leadership of General Henry Kettlewhistle, whose considerable magical power is matched only by his tactical abilities. The peace has given Caelestis the best opportunity to celebrate and practice their national pasttime of professional wrestling. A sport that is far more acting than physical showcase, professional wrestling allows those to showcase their magical, improvisational, and acting abilities to tell a usually story through typically pre-determined combat. The stories and fighting are so popular throughout the world that the only thing that stops the international tours are the all-too-frequent open hostilties between the nations.

Trouble may yet be on the usually pristine horizons, however. Where did all of our people's magical abilities come from, anyway? Where did all of these people come from, for that matter? Is it possible that other "Elementas" exist if we were to simply travel beyond the horizon we see from our shore? These are all important questions that demand answers, but one has to be careful who they make their demands of.

Early Life

Earl has spent most of his life fighting against the fate that seems to be expected of him. He has the misfortune of having not just one but two extremely talented parents, one of whom serves in the country's government. His father, General Henry Kettlewhistle, is credited with turning around the fortunes of the Caelestian military. His mother, Shanna Kettlewhistle (nee Cloudhopper), is better known as "Luchadorable," the much beloved pro wrestler who has squared off against her son numerous times.

Many believe Earl's magical ability will eventually outshine his father's. This, combined with his immense popularity from his exploits in the square circle, mean he is all but guaranteed any leadership position he desires in government. Many are pressuring him to take the reigns of the country and push for rapid changes, in a stark contrast to the generally conservative leadership of Caelestis. But any talk of political leadership is talk of the future. After graduating from the prestigious Tempestvale Academy, like both of his parents before him, he was set to attend Galecrest University to study something pretentious and earn prestigious degree, setting him up for a future in public service. Instead, he went to Academia De El Hijo De Dorado and Fei Windrider School of the Arts.

And if you were to ask Earl, he would say that was the better choice. He is the current reigning Lightweight Champion for Elementa Caster Wrestling. His reign pushed that typically "midcard" title into prominence, and his ability to punch far above his weight has lead to historically great matches against the likes of Hester Grimhammer, Spike Connolly, and even Luchadorable. His rivalry against Luchadorable, in particular, was especially fiery, culminating in a "career versus mask" match. Despite winning, Earl refused to take the mask of his opponent, instead wishing for the rivalry to continue so the two could push each other to new heights in the future.

Behind the scenes, of course, the idea was that Luchadorable would win the match, ending Earl's in-ring career and paving the way for him to pursue a more important career. The relationship between the two has been awkward at best after Earl went "into business for himself" and won a match he wasn't meant to. This was a controversial finish for a lot of reasons, but Earl is known for his prowess cutting 'promos' -- the speaking half of professional wrestling, and simply sank into his newfound heel persona. He backs up his words with in-ring ability, seemingly able to carry any opponent to a fantastic match greater than the sum of its parts, almost as if Earl is casting spells not just on himself, but on his opponent at the same time in order to push them both to new limits.

Ambitions

Until recently, Earl has had absolutely no ambition to be a political leader. Recent developments in Elementa has swiftly changed things, however, and he is now in a single-minded quest not to lead Caelestia, but to lead all of Elementa and depose those who are currently in charge.

Earl's unique position and popularity means he's given the opportunity to learn things and pass messages as foriegn leaders try to use him to get the ear of his father. A relic was discovered in Vaporiel making mention of "The Reach" and an all-powerful ancestor of the Vaporielians known as a "Genie." A similar relic was found in Terraven, who now question whether their recent troubles are due to a weakened magical prowess compared to their ancestors, and are desperately mining to try to find more relics.

When he brought these messages to his father, who in turned informed the president and other leaders, it was met with the typical do-nothing conservative leadership of his nation, and they refused to lift a finger to aid in these endeavors. Earl then threatened to make this information public, banking on his popularity to rally the people into action.

Before he was able to, however, he was approached by Ricci, the Elemental Archfiend of Air. Seeing an opportunity to meddle in mortal affairs and curious how things would play out, Ricci confirmed that the information in the Relics was true. There are worlds beyond their horizon, and they are all descendant form one of four Genies, who have ruled in the background and kept them safe all these centuries.

Earl fell right into Ricci's trap, furious at the notion that the lifetime of war he has known has somehow constituted keeping anybody safe. In the very heated conversation that followed, he no less than threatened a genie for its life, putting his own on the line in the process. Ricci is willing to give Earl the opportunity to take her spot on the council, even though that will cost her her life. But only if Earl is able to ascend beyond the limitations of spellcasting as Elementans know it, and master the art of spellcasting as a Sha'ir, the way that their D'hin'ni ancestors did centuries if not millenia before.

Now, his goal is quite simple -- to become an all-powerful genie, one of four who rule over the world of Elementa, and hopefully use those powers to save everyone before the world crumbles under their feet.

The Gen, Zephyr

Ricci accepted Earl's challenge knowing that if he is to win, she probably has to die. Still, likely du eto her ego, she was willing to help Earl get started on his journey. To this end, she assigned him an Air Gen named Zerpyr. While Sha'ir typically summon their own gens, Zephyr was assigned by Ricci to him in order to better keep an eye on his progress.

Zephyr is new to The Magic Reach and as such inexperienced, but eager to help and learn more about the mortals of The Magic Reach. His role in the challenge is two-fold. The first is simple, and the basic job of any gen in service to a Sha'ir: to assist Earl by finding the magic spells he needs when he needs him. Secondly, he is to act as a messenger of sorts between Ricci and Earl. While she will not be watching him constantly, Zephyr will be able to directly pass messages in either direction as needed.

Zephyr quickly learned what Earl considers to be the most important job, though -- holding the Relay Orb, a magical orb typically used to relay footage of pro wrestling matches to those who could not attend in person, though now it also provides a feed to Ricci when needed, as well.

Statistics

Vitals

Magic-Blooded Lesser D'hin'i
Humanoid(Planetouched)
40 years old, 3'5", 40lbs.
Bright green eyes
Black hair with green underlayer, usually in a long ponytail.

Ability Scores

Strength: 7 (-2)
Dexterity: 16 (+2)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 22 (+6)

Class/Level Stats

Currently: Sha'ir 5
Future Ambitions:
Sha'ir 5
War Weaver 5
Incantatrix 7
Dweomerkeeper 3

Feats and Abilities

Air Mastery
Academy Graduate
---Academia De El Hijo De Dorado
---Fei Windrider School/Arts
Enlarge Spell Metamagic
Lowlight Vision (60')
Languages Known:
Common, Auran, Terran, Infernal, Aquan, Halfling

Trained Skills

Diplomacy, 8 Ranks
Spellcraft, 8 Ranks
Concentration, 6 Ranks
Arcanic Knowledge, 6 Ranks
Weaving, 6 Ranks
Bluff, 5 Ranks
Wrestling, 4 Ranks

Class Skills

Intimidate
Listen
Sense Motive

Spells and Abilities

Earl employs an unusual and eclectic set of spells, catered mostly to his job as a professional wrestler. While many mages would learn spells like Color Spray and orbs or ray spells, Earl instead opts for spells like Master's Touch and Insight of Good Fortune. Magic that can be used on his in-ring opponent will make the battle seem that much more fierce and hotly contested.

He also learns spells that work as a matter of convenience, making it easier for him to study or complete homework as a student, hand things to a friend without bothering to walk across the room, or cool down after a long training session. He works hard enough inside the ring and does what he can to minimize his efforts on menial tasks outside of it.

Spell - Like  Abilities

Earl's bloodline of extremely powerful mages gifts him with a handful of abilities, including:

  • Prestidigitation, At-Will

  • Detect Magic, 1/day

  • Read Magic, 1/day

  • Nystul's Magic Aura, 1/day
    --Earl is able to make an object appear mundane when it is actually magical, or make an object appear under an effect or spell of his choosing

  • Gust of Wind, Wind Wall, or Whispering Wind -- choice of 1/day

Known  Spells

While Sha'irs can employ their Gens to fetch nearly any known spell in the universe, this process takes time, and it is faster for the Gen to retrieve a spell with which the caster is already familiar.

Cantrips:

  • Amaneusis -- Allows one to copy non-magical documents perfectly, such as promotional posters, admission tickets, scripts, waivers, and other documents needed in plurality.

  • Arcane Mark - While Earl adores his fans and manually writes his autograph, Arcane Mark makes it much easier to mass-produce merch.

  • Dancing Lights -- Lighting and pyro effects are always a huge hit when used properly during a wrestler's entrance or a match.

  • Launch Item -- Earl uses this spell to throw an object at distance with accuracy, such as a steel chair against an opponent's skull.

  • Open/Close -- Earl can open or close a door without leaving his seat, which always looks 150% cooler on-screen than having to answer the door yourself.

Lv.1

  • Enlarge Person - Who doesn't love watching Big Meaty Men Slappin' Man Meat?

  • Proection from Evil - Earl has typically played a face.

  • Quicktwitch -- Magic employed by Earl's father to great effect on the battlefield, originally known as "Nerveskitter." It sounds gross and creepy, so Earl rebranded the spell, which improves a fighter's reaction time, especially when starting a match. (Initiative +5)

  • Shield -- Wrestlers do not wear armor in the ring. They may, however, need to use their arms to block an incoming chair shot, and a Shield spell (usually cast with the Invisible Spell feat) makes those blows much less dangerous.

  • Sniloc's Snowball -- Summons a snowball to the caster's hand. When that is thrown at an enemy (or used to smack them in a face), another appears in the caster's hand shortly thereafter. (1x Snowball/CL, dealing 1d6+1 damage per snowball. 120" throwing range)

Lv.2

  • Detect Thoughts -- Allows wrestlers to know what the other is thinking without having to call spots out loud.

  • Glitterdust -- More flash and glitz and glamour for entrances, though a well-timed "pocket sand" spot is a great way for a heel stop their opponent.

  • Insight of Good Fortune -- A good wrestler can have a great match against another good wrestler when both are focused on making themselves look good. A good wrestler can have an all-time classic match against even a rookie wrestler if they're willing to put in the effort to make their opponent look good. (Caster can allow one creature to roll nearly any d20 roll with advantage, once per cast.)

  • Master's Touch -- In a similar vein of the Insight of Good Fortune spell, this spell is meant to help Earl's opponents look good in order to make for a far more entertaining bout. (Caster can give anyone a +4 to any one skill check as an immediate action)

Gear

In addition to your standard kit of adventuring gear, Earl has a handful of magical items at his disposal as well as a few other noteworthy items.

Circlet of Persuasion
Helps when rallying the fans to his side, when cutting a biting promo, and just day-to-day social interactions. (+3 bonus to Charisma-based checks)
Glamourweave Outfits
Due to both being raised in a political family with money and being an entertainer, Earl would rather be caught dead than looking "basic" or buying off the rack. He has a Travelling outfit and matching Cold Weather outfit made out of Glamourweave, and the star-like sequins shine brightly against the dark night sky of the fabric. (+1 Diplomacy)
Gloves of the Starry Sky
Recently gifted to him by the leaders of Terraven. The "how" and "where" in finding these gloves could easily spark another war between the two nations, so it's best not to ask such things. The "what else did they find" question is also a bit of a hot-button issue. As for the gloves themselves, they are velvety black with small star adornments woven in. On command, they can emit light, and three times per day, cast star-shaped Magic Missiles.
Golden Dice
Earl has a small collection of golden dice, which are used as a spell component for a specific spell.
Heward's Fortifying Bedroll
A luxurious, magical bedroll that allows for a complete night's rest in a fraction of the time. (48-hour cooldown, can get full night's rest in one hour)
Heward's Handy Haversack
To keep luggage light for a life on the road.
Masterwork Weaver's Tools
To help Earl mend wrestling gear while on the road.
Ornate Daggers
When Earl does need to fight in close-quarters, he has a pair of very expensive, fancy-looking daggers with pearl inlaid in the handles. Despite their appearance, all of the cost of having these made went into looks and not substance, and they are effectively normal-quality non-masterwork daggers.
Starry Scarf
Another piece of star-adorned attire, this time woven by Earl himself. It is not magical in nature, but is sometimes used when Earl is 'negotiating' with the Gens for his spells. (Masterwork Tool for Diplomacy, situational +2 if the diplomat in question would be influenced by reverance of the power of wind)