Ivan Rhetval
Physical Description
General Physical Condition
A little out of shape physically speaking. Thinner than average.
Body Features
Fair skin, with wavy light brown hair on top of his head.
Facial Features
A set of dark blue eyes and a confident smile.
Physical quirks
Left handed, doesn't really like to hurry.
Apparel & Accessories
Wears glasses, one bracelet on each wrist with an assortment of different polished stones. Wears black jeans and an asymmetric white jacket, with a grey dress shirt and a black tie underneath.
Mental characteristics
Personal history
Born to a proficient witch, Ivan took very well to magical theory at a young age and spent most of his childhood years studying under the tutelage of his mother and the mages guild that she was a part of. When he was finally given the choice of learning his first spell, he declined and stated that he wanted to design a spell for himself using the knowledge that he had gained. His mother disapproved of the idea of him attempting to create a spell, citing the extreme difficulty, the dangers, and the lifelong training that many mages must go through before they could be trusted with this sort of a task. Creating a spell at his age that worked as intended was unheard of.
Ivan accepted his mother's reasoning, but rejected the underlying method behind which spells were designed in the first place. It felt terribly archaic to him that a new spell could more or less be created every generation. It severely stifled creativity and improvement in the field of magic, and so he offered a compromise. He asked to be a part of the mages guild that his mother was in, and proclaimed that he would develop a new spell with their assistance.
As further years went by and he learned more behind the process of spell creation, he went on to speak at length to many of the guild's upper echelon about his magical theories. He also spoke to them about his ideas about how to improve the process and their understanding of how magic fundamentally operates. This sparked discourse within the guild among traditionalists who wanted to keep the art of spellmaking as it was, and those who wanted change. This schism resulted in the formation of Legacy Labs and several mages leaving.
Ivan remained as part of the staff of the newly formed organization, and went on to assist in the creation of its two most critically important spells. Worldline, which offered a safe way to test new spell ideas, and Imprint, an enchantment that could handle the former spell's computational demands. The latter of which required him to be implanted with a brain-machine interface in order to handle the mental demands of the spell. He learned these spells as part of his original intended goal, but he has yet to create a spell that he's satisfied with.
Ivan accepted his mother's reasoning, but rejected the underlying method behind which spells were designed in the first place. It felt terribly archaic to him that a new spell could more or less be created every generation. It severely stifled creativity and improvement in the field of magic, and so he offered a compromise. He asked to be a part of the mages guild that his mother was in, and proclaimed that he would develop a new spell with their assistance.
As further years went by and he learned more behind the process of spell creation, he went on to speak at length to many of the guild's upper echelon about his magical theories. He also spoke to them about his ideas about how to improve the process and their understanding of how magic fundamentally operates. This sparked discourse within the guild among traditionalists who wanted to keep the art of spellmaking as it was, and those who wanted change. This schism resulted in the formation of Legacy Labs and several mages leaving.
Ivan remained as part of the staff of the newly formed organization, and went on to assist in the creation of its two most critically important spells. Worldline, which offered a safe way to test new spell ideas, and Imprint, an enchantment that could handle the former spell's computational demands. The latter of which required him to be implanted with a brain-machine interface in order to handle the mental demands of the spell. He learned these spells as part of his original intended goal, but he has yet to create a spell that he's satisfied with.
Gender Identity
Male
Sexuality
( ͡° ͜ʖ ͡°)
Education
Homeschooled up to highschool level of education. Given extra magical theory education through his mother and the guild. Self-taught theoretical physics and computer science.
Employment
Spell engineer at Legacy Labs
Accomplishments & Achievements
- One of the major contributors towards the creation of the Worldline and Imprint spells at an early age.
- Compiled a comprehensive repository of current magical theory knowledge and a program that automatically scrapes the internet for new findings to add to it.
- Designer of the first mana-based logic gate enchantment.
- Thought of up the idea of micro-enchantments which contribute to a larger over-all enchantment, without the individual swappable components contributing towards one's magical limitations. The theory behind which Imprint works.
- One of the youngest successful spell designers in recorded history.
Failures & Embarrassments
- Underestimating the difficulty of spell design.
- Did not go through college or university level education.
- A spell which he was responsible for creating was not as thoroughly tested as he thought. An unexpected edge case caused dismemberment in the one who used it.
Intellectual Characteristics
Logically oriented and extremely patient.
Morality & Philosophy
Suffering should be minimized wherever possible by those who have the capability to do so.
Personality Characteristics
Motivation
The scientific study of magic.
Savvies & Ineptitudes
Savvies
- Excellent with computers.
- A very competent spell designer for his age.
- Solid understanding of theoretical models of the universe.
- Not good at snap decision making.
- Spontaneous events make him uncomfortable.
- Horrible cook.
Likes & Dislikes
Likes
- Experimentation.
- Rationality.
- Acts of charity.
- Coffee.
- Spicy foods.
- Unfair treatment.
- Missed opportunities.
- Strict and blind adherence to tradition.
- Stagnation.
Virtues & Personality perks
- Extremely patient.
- Problem solver.
- Forward thinker.
- Charitable.
Vices & Personality flaws
- Tunnel vision.
- Stubborn.
- Unwilling to accept that some things are impossible.
- Naive.
Social
Social Aptitude
Rather charismatic, though introverted. Unintentionally carries the aura of being the smartest person in the room.
Current Location
Species
Year of Birth
2820 AG
26 Years old
Children
Eyes
Dark blue
Hair
Light brown, wavy
Skin Tone/Pigmentation
Fair
Height
5'5"
Weight
69kg
Aligned Organization
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