Bearer of the Sapphire
Aldric, the Unbound
Frost Mage
“Be my fucking guest!”
Two mages in one body. Play him as pure control — freeze the board, choke the game shut — or take the gambler's line: freeze, then Shatter what's frozen for terrible damage. You choose which Aldric you build.
The story
The mountain, the cave, the winter
Aldric grew up among the Bound — the mountain folk of the Crowns, the great ranges of the far north, descendants of those who once served the old gods. They live off the rock and the river: gemstones broken from the cliff, gold panned from the valley water. Few ever travel that far up, so the mountain folk travel instead, trading stone for grain on month-long roads south. A hard life, but a safe one. Their faith sits in the spine more than in any temple: the old gods held the power; man served. That order was broken once, long ago, by a leader who tried to take Ambryx for himself through magic. Almost no one remembers the story whole. Speaking of those days is not forbidden by law. It is forbidden by fear.
Aldric was never the calm kind. He climbed higher than anyone, wagered more, laughed at warnings. As a young man he went up the snowbound northern summit — higher than anyone from the village would go — and found a cave no one knew. It was full of relics. Books in scripts he didn't recognise. Things that felt wrong in a way he had no words for. He went deeper than he should have.
That was when the avalanche came.
It buried the entrance. Aldric was trapped — not hurt, just sealed in, in a cave full of everything a man like him should never have been given free run of. He sat there for months, winter into spring. He read what could be read. He tried what should not be tried. No teacher. No rules. No one to say no. And in the deep of the cave he found a stone: a sapphire, cold as ice against the skin, bound to something older than his people's gods. He bound himself to it before he understood what that meant.
When the snow finally gave way, the man who climbed out was not the man who had gone in.
His people call themselves the Bound. His name is his answer.
The relic
A stone that stops the moment
To anyone but Aldric, the sapphire is worthless — a cold, beautiful trinket. Aldric knows how to wake it. The cave's books taught him, month by month, in the dark. It was not a gift. It was something he took apart until it gave in.
Through the stone he can freeze what he touches — not just water, but the moment itself: one thing, one heartbeat at a time. It is the closest he will ever come to the only magic he actually wanted — to turn back what has already happened. He can't. No stone grants that. So he freezes the present instead, over and over, like a man taking second-best because the best doesn't exist.
“I'm not leaving because you're right. I'm leaving because there's a whole world out there, and you've spent generations too scared to fucking look at it.” — Aldric, to the village elder, the day he came down
The voice
Heard in the Glade
Loudly confident. Talks more than he should, promises more than he can keep, and always picks the dangerous option when a safer, duller one is standing right next to it. Magic is his only discipline — everything else in him is unbroken.
- Greeting“Careful. I bite when I'm bored — and I'm always fucking bored.”
- A slow opponent“Take your time. I'll just be over here, freezing the whole damn forest.”
- Casting Frost Bolt“Cold front's coming. That's me, by the fucking way.”
- Victory“See? Worth the risk. It's always worth the fucking risk.”
- Defeat“Fine. Next time I aim higher. Literally. Fuck.”
In the Glade
How Aldric fights
Frost Bolt
Signature attack · 2 manaDeal 1 damage to any target. Small, cold, and always there — the last point of reach that control decks are built around.
Worth the risk?
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