Ignis Character in Toriel | World Anvil

Ignis

Fire and ash
— Ignis
Ignis is a professor of Pyromancy at the Evocation School of Windrin.
  Ignis, once a shy scholar, transformed into an arrogant wizard through her adventures, mastering fire Magic with her fiery spirit. After feeling undervalued within her adventuring group, she returns to the material plane, investing in her magical studies and eventually becoming a teacher of pyromancy at the Evocation School.
 

Characteristics

Physical features

Ignis eyes turn red and orange like dancing flames when she uses magic.
 

Mental traits

Ignis was initially a quirky and shy scholar who meticulously studied the arcane. However, upon embarking on a new life as an adventurer, an experience entirely foreign to her, she underwent a significant transformation.
  Her adventures molded her into an arrogant wizard, unafraid to confront both friends and foes with her fiery spirit. However, despite her newfound confidence, Ignis harbored a deep fear of dark and damp environments.
  This phobia proved challenging for her when she was captured by giants and imprisoned, leading to a particularly difficult ordeal.
 

Abilities

Ignis is a powerful wizard, an expert of fire magic. Her favorite spell is bonfire and Trixie's Tricky Teleportation which allows her to escape even the trickiest situation.
  Ignis also learned Ashardalon’s Stride from Doraka, a draconic spell allowing her to move quickly.
 

History

Backstory

Ignis is a woman from Windrin with a modest background, she was lucky enough to study at the evocation school for a year before she ran out of gold to pay the tuition fee. WIth her pyromancy skills already developed, she decided to try the life of an adventurer to earn the money necessary for her tuition and joined Holypertuis' adventurers' guild.
 

Campaign

Team selection

Nesiven Rose, Flo Stormcry, Seraphine Cresilo, Sik , Ignis, and Sophia were all young adventurers, inexperienced, who naturally gathered as they embarked on similar quests. Their first mission was to deal with an Ogre terrorizing a nearby settlement not far from Holypertuis.
  Upon confronting the ogre, they discovered it was protected by a group of goblins and bugbears. Sophia, a bard, managed to charm one of the bugbears and convinced them that it would be best for the goblins and bugbears to leave as the adventurers would handle the ogres. Agreeing, the goblins and bugbears fled as the adventurers ventured into the depths of the cave to face the ogre.
  With Ignis' flames, they successfully defeated the ogres, but Sik the Kobold was gravely injured. The party went to the adventurers guild to claim their reward.
  When they reunited, Sik announced he wouldn't adventure again, having already tasted the harsh realities of this life. Vutha, who had been uncertain until now, found the courage to make the same decision, leaving the adventuring party to dedicate herself to the bugbear she had saved.
 

heading North

The adventurers decided to unite to face the perils of future quests together. Three weeks later, the group was summoned directly by Booyahgs Nalyek, who had received numerous reports from the north about suspicious Giant activities. Sharla, a warrior from the north, had traveled south as an emissary of the Duchy of Freed to request the Adventurers Guild's help, and Nalyek believed that the group of adventurers could undertake this mission. He tasked them with traveling north to investigate the movements of the giants on their island: the Giant Island.
  The mission was supposed to be fairly simple, limited to reconnaissance, and paid handsomely. The adventurers all agreed to journey north, with Sharla now by their side as a representative of the Duchy of Freed. Flo Stormcry, a native of the north, and Sharla's affiliation with the duchy allowed the party to be easily accepted by the Northlanders, who assisted them in various towns they crossed, providing fur and hides to protect against the cold.
  The group finally reached Raskam, the closest village to the Giant Island. Arriving during a blizzard in the evening, the adventurers sought refuge in the local tavern and stayed for the night. Most of them looked for a ship, hoping one could be prepared the following day to take them to the island. Meanwhile, Sharla and Seraphine, both pious, heard rumors about recent changes with the local priest, his new rituals, and how the temple's underground was now sealed.
  The next day, Sharla and Seraphine investigated the temple while the rest of the party negotiated for a suitable ship. While Seraphine spoke with the new priest, Sharla broke into the sealed underground, revealing an evil ritual to summon a Demon. The imposter priest, discovered, attacked Seraphine and attempted to complete the ritual by sacrificing him over the dark circle. Sharla intervened, knocking the imposter priest prone.
  Unfortunately, it was too late, and a green energy materialized into the form of a huge demon that burst out of the temple. Seraphine used her divine power to try to slow down the demon, which had begun to burn the ships in the port below, while Sharla jumped onto the monster's back and killed it with a powerful blow, being hailed as the savior of Raskam.
  Meanwhile, the rest of the party had secured a ship. Although most captains refused to sail that far north, they managed to negotiate with one who agreed to drop them off on the island and return to pick them up two weeks later. As they finalized the deal, they witnessed the fight but were unable to reach their friends before Sharla defeated the demon. However, thanks to Ignis's control over the flames, the fire was quickly extinguished before it could spread further.
 

Giant island

The group of adventurers finally reached the Giant Island, where the geography itself appeared enormous: trees grew to disproportionate sizes, grass reached above their heads... everything on this island was giant. As the party progressed further into the island, they came across an enormous but empty hut.
  Inside the hut, they began to plan how they would investigate the giants' movements, but their discussions were quickly interrupted by the return of two hill giants to their hut. Hiding within the house as the giants brought back an enormous dead sealion to eat, they were soon discovered, leading to a fight against the giants. The adventurers learned of the giants' proficiency with rock throwing, as Ignis set ablaze the giants and trees alike.
  Although the adventurers managed to kill the giants, the smoke from the quickly spreading fire drew too much attention, and they were forced to flee. In their escape, Seraphine and Ignis were captured.
  Captured by a group of hill giants, Ignis and Seraphine were thrown into a bag and carried to the Hammerfell Citadel to be judged by storm giants. After half a day uncomfortably carried in a giant's bag, they were thrown into jails within the citadel, awaiting their judgment.
  The cells were round in shape, made of large bent iron bars with loops below and on top of the cell linking them to large chains. On a single chain, there were 4 to 5 cells at various heights, all hanging from the roof.
  Ignis was thrown into another cell by herself and gagged to prevent her from casting spells, however, some of her spells wouldn't require any verbal component, especially one called Trixie's Tricky Teleportation, allowing the wizard to get out of her cell. However, teleporting like that left her arcane focus behind.
  With Ignis out of her cell, she climbed the chain, delivering Seraphine and her lover as they escaped the room. While escaping the citadel, the two women heard terrifying conversations between the giants who were plotting an invasion of the continents.
  Ignis and Seraphine, freed from captivity, searched for their friends to regroup and flee, especially with the valuable information they had gathered. Hearing the sound of an explosion, they headed towards Ironslag and spotted the party sneaking inside the mines in the distance. Following them, they finally caught up with the group as they were inside the mines.
  With the information provided by Ignis and Seraphine, the group hastily fled from the mines. However, they were spotted by fire giants, who gave chase. Ignis attempted to stop the giants by conjuring a wall of flame, but to their dismay, the giants proved to be immune to fire. Sharla and Flo rushed forward to dispatch their pursuers swiftly.
  Eventually, the party managed to escape, and it was soon Time for their boat to take them back to the mainland.
 

Thief Scheme

The adventurers, now celebrated as Giant Slayers, had their fame spread throughout the duchy of Freed. However, their renown was soon overshadowed by a significant event: the closure of the portal linking Holypertuis to the Brass City in the Elemental Plane of Fire. This portal was a vital link in the empire's trade of magic items, and its shutdown was attributed to the theft of an artifact powering the portal. The adventurers were tasked with tracking down the culprit and retrieving the stolen artifact.
  Equipped with a necklace allowing them to traverse to the Elemental Plane of Fire, the adventurers embarked on their journey through the hostile landscape of the plane until they reached the bustling City of Brass. Ignis, resistant to heat, fared better than her companions in the scorching environment.
  In the Brass City, the party took respite in a tavern, indulging in the local spicy cuisine while strategizing their investigation into the missing artifact. Their conversation caught the attention of Hardah, a solitary half-orc adventurer, and also caught the attention of a spy of the thief. The spy later ambushed the group before fleeing.
  Tracking the spy led the adventurers to an auction, where Ignis caught sight of a pseudo-dragon that she stole. This impulsive action put her in jeopardy, prompting Nesiven to teleport them both away from danger. However, this sparked an argument between Ignis and Nesiven, with Ignis feeling resentful about being rescued as she could have handled the situation herself.
  When Ignis and Nesiven united with the rest of the party, they captured a woman and learned that Flo had been charmed by her, and fought against his companions.
  Ignis was particularly offended by how easily Flo had been manipulated. The shop owner now captured, the group interrogated her, learning that she was a Vampire, and a spy of Silver Remington, a higher vampire and the thief of the artifact. He resides in the shadowfel, prompting the party to seek ways to reach the shadowfell.
  The group paid for passage on a brass ship to navigate the Sea of Fire, encountering and battling a lava monster along the way. Their goal was to reach the Elemental Plane of Air, where they hoped to acquire an airship that would enable them to journey into the Shadowfell. Upon reaching the Elemental Plane of Air, they traded their collars for passage on an airship.
  Ignis refused to proceed with the group she referred to as "buffoons" and left the party.
 

After the campaign

Ignis grew weary of the adventurers she deemed incompetent and frivolous, often found carousing in taverns rather than facing danger head-on. Despite her remarkable achievements, she felt undervalued and overlooked within the group, lacking the trust and recognition she believed she deserved.
  With the wealth accumulated from her exploits, Ignis made the decision to return to the material plane. She invested in furthering her magical studies, paying the tuition fees to complete her education at the Evocation School. Though she initially found the academic environment dull compared to the thrill of adventure, Ignis's exceptional skills as a wizard did not go unnoticed.
  Jaina Proudmoore, leader of the Academy of magic, took notice of Ignis's talent and offered her a position as a teacher of pyromancy at the Evocation School, Ignis accepted the offer.

Ignis


Titles
Giant Slayer
Race
Human
Sex
Female
Alignment
/
Sheet
Children


Cover image: Farewell by Greg Rutkowski
Character Portrait image: Astra - OC by Mirco Cabbia (Sciamano240)

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