Full name: Skallagrim the Cughtagh
Home Universe: RolePlay Gateway
Position in society: Cughtagh of the Dreaming Queen. Skallagrim is a champion and scout-explorer for the Dreaming Queen.
Physical Description: Skallagrim is tall and skeletal, though wrapped in the black mystical wraps of the Jah'ra to preserve his form. Standing well over 6 feet tall, (6'3). His eyes glow with a hideous amethyst light. His face is covered with only his eyes showing. He wears the onyx plate and mail of the Cughtagh and Aeryn, the queens own explorers and bodyguards. He wears a crimson lined heavy cloaks that signify a Champion and rarely reveals his form unless he has a measure of respect for his opponent.
Personality: Cold and aloof, he has very little patience for most beings. He is a good ally and better friend but he has few of those. He is the favored scout of the dreaming queen, traveling through the vast multiverse seeking experiences and understanding for the eternal sleeper. Though he is a loyal subject, he has his own desires to once again see his wife and his two children, while seemingly impossible; the multiverse is indeed a strange place where the impossible is limited only by the desire to challenge it.
(4) Being Xindhi, when damaged he can slowly regenerate himself, however the extent of the damage dictates the amount of time it takes him to reassemble. However even Xindhi regenerative power is limited as overwhelming damage, either magical or physical can be more than the regeneration process can handle.
(3) Surprisingly he is able to move with extreme grace and agility. At the minimum level it equals an Olympic level athlete, at the upper limits his speed and agility creates a blur of fluidity in movement.
(3) He has the increased strength bestowed upon him by the very nature of the aesr transformation, equal to 20 human men, (able to lift/press roughly 4,000 pounds or two tons).
(6) He can summon his shadow mount by touching his necklace and calling it from the dreaming realms, the space between worlds. He can do this without expending energy. However if the necklace is taken or lost he can summon a shadow mount via galdhr powers.(see galdhr manipulation)
His sword and dagger also confer some powers to him.
(6) His sword Keefe is a war sword. The 36” long black blade is nicked and notched through years of use, the heavy steel hilt has runes carved into it from a language long forgotten, the 8” handle allows for both a single or two handed grip. The sword is 44” long giving him a very effective reach. The runes allow for aesr to be stored and effects to be enacted upon the sword. A maximum of five charges may be stored in the sword.
(6) His dagger Rhiannon is wide with its blade measuring 17” long and two inches across, the blade is shrouded in a black pulsating mist that seems to have a life of its own. The thick 5” handle is covered in hide from an animal that legends only speak of. The pulsating mist is an aspect of galdhr, with a simple thought from Skallagrim the dagger can transform into a shield of dark energy/matter.
Xindhi Esoteric Powers, the Galdhr and Seidhr, Patterns of Aesr (Resonance).
What are the patterns of Aesr? According to the Gothi of the Xindhi, the whole universe is composed Aesr, the energy of life, both seidhr (visible) and galdhr (invisible).
The Aesr is the energy that courses through everything. It is the electromagnetic surge that is the firing discharges between synapses that produce thoughts in the brain; the impulses that race through nerve endings and is the aura that surrounds all creatures. Since all living animals and plants have the aura, they have some aspect of Aesr residing within them.
Why is it called the Patterns of Aesr? The patterns of aesr refer to the vibrational energy that resonates and emits from all living creatures. It is this pattern, this thrum of life that weaves its way through the multiverse and can be felt, tracked and manipulated by anyone who has learned the twins aspects of aesr. Aesr manipulation provides control over more conventional paradigms, such as the origin of life, consciousness, the observable laws of probability, and the nature of subjective experience. Aesr creates a shared experience between the user and those who are recipients of the effects, be it a living organism or an area where a discharge of vibrational energy (aesr) imprints itself into the landscape. These events are called occurrences. Occurrences are recorded in the vibrational patterns of the aesr and it can be drawn upon at a later date and “replayed” for understanding. Those skilled in aesr are adept at reading the events, the occurrences of experience to glean understanding of their surroundings.
(This is also know commonly in real world magical theory as the principles of Vibration, Polarity, Rhythm and Causation.)
So aesr refers to a collective field of consciousness (resonance/vibration) that manifests in any perspective, context or occurrence Aesr can also be referred to as self-moments which organize themselves as a holos ( a Greek word meaning whole) or complete occurrences that are imprinted in the greater whole of the multiverse. A holo is both a part within a larger whole and an individual event comprised of smaller parts of separate events or occurrences. Thus the occurrence exists as a unique event within a larger collective; and the occurrence also exists as the larger collective within which the individuals experiencing the event in question exists. The Multiverse is an example of a holos, or a whole system and every holos we are aware of is a part of this larger holos.
So what is the seidhr? It is the manipulation of the aesr energy that becomes the bodies of all living creatures and plant life. At the end of the cycle of all things; the solids, the liquids and the gasses all melt and coalesce into the aesr again. This is part of the law of the conservation of energy. Those adept at manipulation of seidhr can convert energy of aesr from one form to another, but the energy itself cannot be created or destroyed. Seidhr created effects are usually seen along the electromagnetic spectrum.
Since the adept posses aesr within themselves, they can convert their own energies to create effects from energy on the electromagnetic spectrum. It includes radio waves, visible light, electricity, magnetism, microwaves, and radiation. They can also draw the energy from other objects and creatures via electrostatic induction. By creating an electrical field of their seidhr, an adept can create some immense effects.
Seidhr Sense-(4) At the most basic level, the adept can sense different forms of energy, "seeing" up and down the EM spectrum. This ability is the basic "senses" of the adept, they can "hear" and detect sound waves. They can see in the infra, ultra and visible spectrum of light as well as x-rays. While seemingly powerful it is limited by objects which can obscure their vision. An adept can also spread their senses across the EM spectrum, they can search for specific objects or creatures as they extends their senses to look in the various parts of the EM spectrum at once! The adept senses everything going on along the entire electro-magnetic spectrum. The greater the mastery of the seidhr the greater the range the adept has.
Seidhr Induction-(5) This ability allows the adept to create an induction field around them that can fuel their other abilities. An adept can overload or shut down electrical equipment, jam radio signals, bend or negate light, create shimmering images that “ghost” around them and other similar effects.
By generating a field of electrical energy they can create these effects which can be expanded to encompass a minimum radius of nearly 300 meters around the adept. Usually this field can expand outward with experience and development, increasing the radius 1000 fold for every mastery level and can only be obstructed by objects hardened or capable of defeating this field. This induction field allows the adept to use their powers in a nearly limitless manner as they are not using their own aesr to fuel their effects, rather the electrical field is drawing energy from the area and converting it for use by the adept.
Seidhr Projection-(6) An adept can project bolts of pure energy, generate electricity, electromagnetic pulses, and so forth. The adept at this point of control begins the transform of their body into pure energy, losing the flesh and becoming skeletal, only powered by their aesr. They no longer eat, sleep or breath and begin losing their humanity. The now flesh-stripped bones are wrapped in the energy signature of the aesr, creating a haunting skeletal being laced with energy tendrils. The adept loses the ability to emphasize with others, and begins seeing and experiencing events that are imprinted in the holos. This loss of flesh is the price of power paid by those adept at using the aesr.
Seidhr Manipulation-(7) The adept can control and manipulate the equivalent electrical power of a small city. They can shed enough light to see for miles. They can drain the heat of an entire forest fire, and convert it to another form of energy. An adept can also suck all the light and sound out of an area and transforming it into heat, the adept then can cause an area within their aspect of control to suddenly burst into all-consuming flames. There are a host of things that an adept can do that at this level that make them dangerous. This coupled with the induction field can create a living dynamo of immense proportions, capable of incredible feats based on the electromagnetic spectrum of energy.
Seidhr Generation-(8) The adept has full control of the energies of the electromagnetic spectrum, generating its various energy fields at will. The induction of energy at this level of mastery is incredible, adepts are like living stars, able to create explosions powerful enough to devastate a planet via scalar wave discharges of energy. Their mastery also allows them to focus on individual particles or waves of energy. An adept at this level can affect a planet or planetary system with their power. With time the atmosphere of a planet can be sucked away or can be ignited to burn everything in a chaotic gaseous explosion.
Just as the visible universe is composed of seidhr, the Xindhi Gothi claim that the unseen universe is made of galdhr.
So what is galdhr? Galdhr is the unseen and unsensed dark energy universe. All matter and energy exists in the multiverse and while the visible universe is felt and manipulated by the seidhr. The dark energy can only be sensed by thrum of its patterns, which can be heard, can be felt, can be controlled by galdhr. At the end of the cycle of all things unseens and in the “dark” universe, the dark energy solids, liquids and the gasses all melt and coalesce into the galdhr again. This again is part of the law of the conservation of energy.
Adepts have the ability to sense the dark energy at the most basic and fundamental levels. This "sense" coupled with the ability to "see" along the electromagnetic spectrum is what gives the adept their perceptive senses of the multiverse.
Galdhr Sense-(4) The adept can sense dark energy and its various and often frightening fluctuations. Among other things, they can sense when others are manipulating this dark energy, and the lingering effects of such manipulations. While perhaps not able to identify the exact nature of the manipulation, the energy signature can be used to trace it back the source. When any magical effect is attempted within the adepts range they may detect the weaving of the etheric threads, i.e. magical energies via this method as it deals with energies that natural seidhr senses would not detect.
Galdhr Impression-(5) The adept has a strong sense of spatial relationships and can sense nearby "dark space" without using the normal five senses. The adept can also detect the presence of any spatial anomalies, because of the displacement of dark energy. This perceptive ability can detect things like “worm holes” between dimensions. The adept can detect the sudden displacement of objects into "dark space" out to a minimum range of 300 meters effectively. As with seidhr perception further mastery increases the range by a factor of 1000 every increased level of mastery.
Galdhr Insight-(6) The perception of tracing the dark energy particles as they interact with gravity allows the adept the ability sense the pull of gravity waves. Thus they can detect the displacement caused by objects as they move. The less massive the object, the more difficult it is to detect. (All objects "fall" and this rate of fall and the interaction of dark energy is what is observed by the adept.) Thus a human walking across the face of the earth can be detected by their rate of fall in relation to the gravitational center of the earth. This insight is the basis of how an adept travels between worlds and dimensions as they simply follow the gravity trails along the dark energy paths.
Because of the Galdhr Insight ability an adept can easily translate their perceptions into accurate measurement units such as amperage, volts etc. This ability of quantification includes kinetic energy, which allows an adept to determine an object's speed in relation to them if they know the mass.
Galdhr Manipulation-(7) The adept can manipulate dark energy particles to "fuel" the creation of matter or energy out of the unseen multiverse. An adept of Galdhr Manipulation can also change how certain elements interact with other elements through infusion of dark energy or matter. He can make one element unable to interact with another element, he can create material that's insubstantial to certain substances. Thus a sword can pierce body armor or could pass through the epidermis without breaking it. The adept can also make matter take on the properties of some other matter or take on entirely new properties, so a piece of matter could be made superconductive, incredibly strong and being malleable enough to be hammered micro millimeters in thickness, despite originally being a sheet of paper.
The adept at this level can essentially create “things” out of "nothing." One of the most commonly created objects are the dreaming gates. It is via these gates that the adept can travel between worlds and dimensions. Travel between dimensions is dangerous and the traveler can easily get lost by the rapidly changing nature of the space between worlds. The dark universe is a type of “foam” that bubbles and vanishes in such rapidity that it seems as if they never had existed at all. Travel along this foam which can be viewed as a torus in space that intersects with all spaces and times in the multiverse. The dark foam folds and twists and provides "paths" which can be ridden between dimensions. An adept cannot walk between worlds until they have mastered this level of control.
Adepts can create a “mount” from the same foamy dark material, which are often skeletal in appearance and shimmer and shift in and out of reality. These mounts cannot exist in the visible world without focus by the adept.
Galdhr Understanding-(8) The adept can “read” and “imprint” experiences in the vast dark energy multiverse. This makes use of the incalculable energy that resides in the unseen multiverse as a repository of knowledge. While seidhr imprints exist in the visible world, an aesr adept often scribes messages, histories or other information within the dark universe. This is akin to the akashic records theory of a vast database of cosmic knowledge and experiences accessible by those who know how. This is the Grand Master level of Galdhr control. A Grand Master of the Galdhr can affect things on a planetary scale easily.
This level of mastery also allows Grand Masters to call on the minds of other Dreamers living, dead, or in another plane existence. This ability may be used to communicate with deceased ancestors, or to receive help from sleeping Dreamers, or a combination of both. This is not limited to which people the adept may communicate with or how often they may communicate or in what state the adept is in when communicating. This ability covers a wide range of mental communication.
Invoking this ability pulls the mind of another Dreamer into the mind of the Grand Master, allowing them to communicate whether or not they would normally have the ability to. When using the Galdhr this way, the Grand Master has immense memory and other mental capacities, allowing thinking on various different levels at once and while multitasking.
Grand Masters with the added mental capabilities of the other Dreamers, can immediately conceive complex formulas and models, possible results and other factors on speed comparable to dozens of super-computers as well as recall everything they have experienced, connecting and comparing known facts, etc.
The Grand Master is able to tap into the energies provided by the other Dreamers, either to empower themselves or to increase their power. Most common manifestation of this power boosts the physical abilities and vitality of the Grand Master, granting the Dreamer the strength of a thousand, 10,000 or even more Dreamers depending on how long they tap into Galdhr. The Grand Master is able to tap the Dreamer energies to super-charge their attacks that can conceivably rival the big bang itself in energy output.
While all Xindhi have Aesr as part of their structure and form, not all Xindhi are skeletal horrors. The more adept and powerful the user is the less human-like they look until they are ghastly skeletal beings with the Aesr evident in their skulls and coursing along their bones in arcs and flashes of energy. Naturally if a Xindhi no longer uses or employs the Aesr they will slowly revert back to their flesh forms over a number of months until they are fully flesh and blood again.
Limitations: All living creatures on Agaya (The Xindhi homeworld) who are adept at using Aesr, the need to meditate and recuperate is required to recharge expended Aesr. Some masters can go for days before having to mediate or dream as it is called. If pushed beyond their limits, users will begin slowing and ultimately falling into a deep slumber. They will not wake until 12 hours have passed in which their bodies have recouped lost energies. Although energy, an Aesr user can be hurt, harmed or even killed by non-Aesr users given time to destroy the Jah’ra wrapped bones.
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