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Wizards Without Work
Episode 2A - Codex Entry: Merrick Ashbain

Episode 2A - Codex Entry: Merrick Ashbain

Full Name: Merrick Ashbain Taronigun

Age: 317

Height: 6’5”

Complexion: Copper-toned skin, weathered

Build: Once muscular and imposing, now leaner with age but still carries an air of strength

Hair: Long white and silver hair, often tucked under his limp, pointed wizard hat

Eyes: Piercing gold

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Magical Specialty:

Merrick is a master of Traditional Magic, priding himself on the long-forgotten arts of meticulous spellcasting, ritual magic, and ancient incantations. Though his methods are considered slow and outdated, his power and precision remain unmatched in certain areas.

* Specializations:

* Elder Incantations: Spells that require lengthy chanting but are immensely powerful.

* Transformation Magic: Skilled at morphing objects and creatures (when he doesn’t lose focus).

* Elemental Magic: Proficient in fire, earth, and lightning spells, though his fire spells tend to be overly dramatic.

* Illusion Magic: A master of creating grand, believable illusions, often used to intimidate or confuse opponents.

* Signature Spell: Grand Binding Incantation — A lengthy spell capable of restraining even the most powerful beings, though it requires absolute concentration and no interruptions

Notable Strengths:

* Centuries of experience and deep knowledge of magical theory

* Incredible magical stamina due to years of practice

* Adaptability in chaotic situations (though he’s reluctant to admit it)

Notable Weaknesses:

* Inflexible about modern magic and technology, often refusing to acknowledge their usefulness

* Stubborn and resistant to change, which sometimes hinders team progress

* Takes forever to cast spells, often getting interrupted

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Background:

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Born during a time when wizards were revered as guardians and advisors, Merrick grew up in an era of grand battles and epic quests. He idolized Merlin as a young wizard but later grew to despise him after Merlin famously embraced modern magic and technology.

In his prime, Merrick served as the chief magical protector of a distant kingdom. But as technology and modern magic advanced, his methods were deemed outdated, and he was ultimately replaced by a fairy magician specializing in tech-based spellcasting.

For the past century, Merrick has run Ashbain’s General Magical Services, a small, struggling guild dedicated to handling magical problems that the Arcane Standards Bureau or larger guilds won’t bother with. His stubborn refusal to modernize has driven away potential allies and apprentices, leaving him reliant on an increasingly mismatched team of misfits.

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Personality:

Merrick is gruff, no-nonsense, and often exasperated by the chaos that surrounds him. He takes pride in his craft and struggles to adapt to a world that seems to have moved past him. Though he’s quick to criticize and slow to praise, his loyalty to his guild and its members runs deep, even if he rarely expresses it aloud.

While Merrick often seems stuck in the past, his occasional moments of humor, wisdom, and surprising vulnerability reveal a softer side beneath his cantankerous exterior.

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Fun Facts:

* Hat Trouble: Merrick’s once-stiff pointed wizard hat now droops limply to the side, a constant source of annoyance and a running gag among his colleagues.

* Favorite Spell Mishap: In his youth, Merrick accidentally transformed a rival into a squirrel. The rival took three years to forgive him—after they both agreed the rival made an excellent squirrel.

* Grandmear the Broom: Merrick still rides his original wooden broom, lovingly nicknamed Grandmear. It's old and barely keeps up with modern hover-brooms, but Merrick refuses to replace it.

* Weekly Meetups: Merrick meets his two closest wizard friends, Silas the Tall and Falga Lightwillow, for coffee every week at a diner that humorously pretends its coffee is brewed with dragon’s breath.

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Relationships:

* Darwin Dewflare: Merrick sees Darwin as enthusiastic but green, and he’s often skeptical of the young wizard’s methods. However, Darwin’s determination and respect for tradition have earned Merrick’s begrudging approval—though he’ll never admit it out loud.

* Saffrey Smokevine: Saffrey’s snark and modern sensibilities drive Merrick up the wall, but he grudgingly acknowledges her potion expertise. He secretly appreciates her ability to keep the team grounded.

* Tally Brightspark: Merrick and Tally clash frequently over technology, with Merrick dismissing most of Tally’s inventions as unnecessary distractions. Despite this, he relies on Tally more than he’d care to admit, especially in situations where modern solutions save the day.

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Current Status:

Merrick is the leader of Ashbain’s General Magical Services, a guild hanging on by a thread in a world that increasingly sees them as obsolete. While his methods are often at odds with his team’s more modern approaches, Merrick remains committed to proving that traditional magic still has a place in today’s world.