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The Equipment

The Staff - Named: Storm’s Bane

Naldela's primary weapon is a nearly four-foot-long battle staff, equipped with a blade at the lower end for close-quarters combat.
To maximize its potential, the staff must be attuned to its carrier. Only direct descendants can wield the staff, and attunement is necessary to unlock its full power. Upon the owner's death, the staff can only be attuned to a blood relative.
When grasped by its rightful owner, the staff charges itself completely, emitting a glow from the crystal at its tip. Once charged, only blood relatives can touch it without experiencing a painful shock, though the shock is non-fatal. The staff requires a few minutes to discharge when stowed away.

The staff's origin remains shrouded in mystery, having been passed down through five generations of female magicians in the Ra Baivneth family. Historically, the staff has proven selective in its attunement, rejecting certain individuals. As a result, it remained unused for two generations within the Ra Baivneth family's collection until Naldela's mother, Faral, successfully attuned to it, significantly enhancing her fire magic.

The staff is the centerpiece of Naldela's arsenal, significantly amplifying her magical abilities and empowering her with devastating spells.

The Dagger - Named: Blinkstrike

The dagger, forged in 1435 DR by the dwarf Dhondreck at the request of Naldela's father Cadran Teleyal, is crafted from the finest mithral gathered during Cadran's journey to the Underdark. The family rune, later enchanted by Faral, enhances the wearer's magic, charging them electrically in Naldela's hands. In Faral's hands, the blade burned, while in Miara's, it protected her forearm like a stone wall. The rune also restricts the dagger to blood relatives, similar to the staff. If touched by a non-relative, the rune glows red and burns the hand.

The dagger's mithral construction makes it remarkably lightweight, while the high-quality leather handle ensures a comfortable grip. The blade, honed to razor-sharp precision by the blacksmith, can effortlessly cut through even bone.

Naldela has decided to follow the tradition of the staff and pass the dagger down only to her descendants.


The Orb (until Hammer 14, 1489 DR)

A flat, glove-like crystal, secured to the back of the hand with a loop around the middle finger and a wristband, serves as a magic focus. Due to its size, it can only hold a limited number of spells. Many magicians bind spells like fireball or storm to the crystal as a safeguard against emergencies. When attached to a staff, the mage can use it to summon the staff.

Naldela created this glove as her first magical artifact after losing her staff multiple times in battle. Due to her limited knowledge of enchanting crystals, she overexerted herself during its creation, resulting in two days of unconsciousness. Initially, the crystal could only retrieve the staff before she successfully anchored a second ability. As the glove is linked to the staff, it shares the same bloodline restriction, requiring the wearer to be a direct descendant.


The Orb (since Alturiak 12, 1489 DR)

Following the destruction of her previous attire, Naldela designed a new outfit and replaced the Orb with a pair of crystals, one on each hand. These crystals, identical in size to the original Orb, can each hold a single spell.
Instead of using iron for the entire glove, the crystal mount is now made of solid material surrounded by spider silk fabric.

Similar to the previous Orb, the crystal on Naldela's right hand is enchanted with a spell to summon her staff. However, Naldela has expanded its functionality to include the ability to summon her dagger as well. The crystal on her left hand holds a one-time lightning spell that requires recharging after use.




The Whip - Named: Stormbringer

Naldela's whip is a unique magical artifact that manifests only when she is consumed by rage. Due to her heightened electrostatic charge in this state, the whip is the only object she can touch. A flexible electric arc, measuring 2.5 meters in length, forms from the short, spider-shaped handle, discharging additional bursts of energy fueled by Naldela's heightened state. Flesh wounds inflicted by the whip are often cauterized in seconds, preventing excessive bleeding.

The whip's destructive power makes it unsuitable for capturing creatures alive. Any creature ensnared by the whip is likely to perish.

Naldela's new outfit includes a crystal on her left hand that allows her to control the whip's end.
To prevent self-harm, the electric arc dematerializes if the summoner releases the whip's handle.