Ioth Character in Anacra | World Anvil

Ioth (Eye-auth)

Ar dtús Ioth

Son of Luminias, Instructor of Mortals, The Preserver, First Archmage, Ioth is one of the few survivors of the Dawn World and the greatest practitioner of Arcane Magic in the Four Kingdoms. He founded Ioth Academy to share the knowledge of the First Minds with mortals.

Physical Description

General Physical Condition

Golden, flowing, almost translucent.

Identifying Characteristics

His body is covered in glowing golden tattoos.

Special abilities

Mastery of Dawn Magic. Arch-mage level wizard.

Apparel & Accessories

Ioth wears flowing, billowing white robes with a golden trim. Embroidered runes of his unique creation tell a story throughout the trim.

Mental characteristics

Personal history

The Dawn

  Ioth arose during the Dawn World. He dwelt in Luminias, the City of Light, and kept counsel with Loetne.   The Infernals came, and devoured the light. Barash and Loetne perished. Ioth survived.   The Dragons swept over the Dawn, laying waste to the fiends and scattering the Infernals. Ioth endured.   The Sovereigns divided the Dawn into Four Kingdoms, and the First Minds chose new bodies for themselves. Ioth and many of his companions yearned for the lost light of Luminias. They became Alfar, and together they set out into a new world.  

Journey of the Companions

  Ioth and the First Elves made their way across the Mortal World   They tangled with the first Archfey, who they remembered from the Dawn, and the new Archfey who were born into the world.   They delved beneath the oceans of Li-Ban, got trapped inside the palace of an arrogant genie, and punished the marid for his inhospitality.    They stood beneath the Celestial Lights in Terranimbus and shared words with Vindur, in the Garden of the Gods   They plunged beneath the earth, tasted the very wellsprings of the elements, and communed with Erecura.   They sat by the fire with Sin, arguing about the role of mortals and the new shape of the world.   They challenged the newborn dragons, testing their knowledge and their mettle.   They found hidden ways between the Four Kingdoms, took measure of the weft and warp of the Firmament itself, and unlocked the secrets of the Emerald Tablets.   When at last their wanderings were over, their numbers were lessened. One went to the sky, one to the deep places of the world, one to the ocean depths, and two to the darkest forests. Only Ioth, Doéccai and Déantóir remained. They were not allured by the Four Kingdoms, and went in one final search for any traces of their lost home.   So they found a place at the feet of the mountains, north of the Sunswept Lands, where the Last Light of Dawn settled, and they spent centuries attuning with it, experimenting with it, and studying its secrets.  

Echoes of Light

  When at last they were ready, the Companions combined their wisdom and their might, and made the Dawn Pocket manifest. It rose from the land as a great Golden Sphere. Within this contained realm, magic and their will would rule. Within the sphere, they recaptured a spark, a last echo of the Dawn World. It allowed them to shape other magical energies in ways impossible within the mortal world, focusing and enhancing such powers. To keep the sphere focused, they bound dawn magic and used it to shape a golden spire at the heart of their new refuge.   Now, their work could begin. Drawing upon the elemental wellsprings they created small worlds, miniatures and living dioramas of what they loved most about the new reality. Glistening gems and beautiful caverns, sparkling tides and waterfalls, fresh breezes, sun-dappled forests, and more. It was like the days of old, when creativity and beauty held sway above all else.   But the sphere did not sing with the expressive power of the First Minds. The Companions created and created but the joy they once held by sharing their works with a community, was lost. In time, the new refuge lost its luster.   

The Call of Ioth

  It was time for the Companions to embrace the new world--or at least, to invite its inhabitants into theirs. Ioth made the decision, and the other two soon agreed. They sent out a call to the peoples of the nearby lands, who'd rarely crossed the open desert to see the marvelous golden sphere in the foothills. They traveled by magical paths to the shores, across the highlands, to the cliffs and hills and forests, opening a hand in friendship to the young mortals who were still learning the secrets of fire, the wheel, and agriculture.   Over the years they came, first a few curious and brave souls, then hundreds, then thousands. Their dwellings spread out across the sand, fed by water called up from magical springs. The Companions spent years sitting and teaching about the nature of the Four Kingdoms, the Emerald Tablets, language, seasons, beasts and plants, all manner of knowledge.   Each generation was more knowledgeable than the last. Some returned to their homes to share what they learned with their people. Others stayed, making homes and lives for themselves. They embraced lives of learning or caretaking. It was during this age that the Lodges were formed, as permanent residents found homes for themselves in the small worlds that most resonated with them.   Wars between Huldra families, the lurking specter of Xethius, and constant expansion and growth within the Academy itself enacted change after change. Over nearly eight centuries, the refuge was the greatest center of learning in the East. Great heroes and wise sages of a thousand cultures trace their wisdom back to the libraries, scholars and masters of the place Ioth called Macallai an tSolais--echoes of light--but the rest of the world called Ioth's Academy  

The Infernal Age

  When Uzhul's sword plunged into the very heart of the earth, it changed life for every being in Anacra. Xethius took the chance to wrap the Múinteoirí in his coils. A scheme a thousand years in the making. Doéccai, the Seer, Ioth's close companion, was the vector. With his power of prophecy manipulated by Knowledge-Of-All-Things, Doéccai made choices that left the academy vulnerable. It was infiltrated by fiends. The faculty turned on each other. Magical devastation nearly destroyed the Academy.    In the end, Doéccai vanished, and the remaining companions sealed the Golden Sphere against intrusion. This marked the end of the  Academy's role as a beacon of knowledge. So, too, did Ioth's role as chief teacher. More and more he left the running of the academy to his trusted faculty, focusing inward, becoming reclusive, obsessing over his own experiments. Some say nobody's truly seen him for years. Some question whether he's even real.

Personality Characteristics

Motivation

Above all else Ioth values beauty and knowledge. He seeks to preserve it, whether by passing it from one generation to the next or through powerful magic.

Social

Contacts & Relations

Ioth's closest relationships were with his seven companions, all survivors of the Fall of Luminias. This included Déantóir and Doéccai, until the latter vanished, and the Dokkalfar Sage, whose name is hidden. Beyond that, he used to maintain a friendly warm and scholastic outer persona, but remained guarded to all others.

Speech

Ioth was once known for his delightful metaphors, whimsical instruction and inquisitive nature. In the past few centuries, he's become more erratic, more reclusive, his speeches confused and almost nonsensical.

Wealth & Financial state

It's difficult to quantify the wealth granted by a massive cache of Dawn Magic, capable of practically granting wishes. Nontheless, Ioth has accumulated a massive treasury of wealth and enchanted power through his old adventures across the Four Kingdoms.
Current Status
Imprisoned in the Book of Dawn
Current Location
Dark Academy
Species
Honorary & Occupational Titles
Ar dtús, The First, Archmagus, The Wizard
Age
3000+
Date of Birth
2500
Birthplace
Children
Pronouns
He/Him
Gender
Male
Eyes
Light Yellow
Hair
Long, golden
Skin Tone/Pigmentation
Wheat
Height
6'2"
Weight
153
Quotes & Catchphrases
Preserve what can be preserved. Redeem what can be redeemed. Mourn what must be lost.
Aligned Organization
Ruled Locations

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