If you are amongst those whose Application was accepted, please post your CS, in a hider, here.
A Rather Important Announcement
We have let you wait long enough. Rtron and I have conversed. It was a long discussion. At times it wasn't a discussion at all, more of a constant barrage of accusations and insults and angry fist-shaking and vibes. I believe we set more world records for 'I'm this close to kicking you out of this RP any second now' in this conversation than has been uttered in the entirety of human history.
I would go so far as to say that, in all seriousness, we had a few Cuban Missile Crises and Able Archer 83s which had the RP's very existence hanging in the balance. But with much compromising and sacrificing, giving and taking, standing our ground and allowing the ground to move beneath us a bit, we managed to select our ten players. I would, first and foremost, like to apologise profusely to all those who couldn't make it. We set a limit for ourselves, this RP can only handle 10 players and no more, and we went to extraordinary lengths to stick by it. And we did. Thank you all for submitting your terrific CS's, they were all a pleasure to read, truly, and I would say that I'm already enjoying this RP more than I care to say - and we haven't even had an opening IC post yet.
To all those who got past our very stringent and Oxford-level application process, we thank you for your patience and congratulate you on your success. Now, without further ado, find below all the accepted characters and their respective players.
Thank you for clicking, please find the list below
*Drum Rolls*
Yes they are
You know, the Michael Jackson album?
You know, just building up suspense
Sheez! Ok, some people are so-
Wait, no, no, arrrgg!
Whoo, got a bit out of hand that
Hmm? What?
Oh, ok, I see, not funny anymore, right. Joke died, I get it. Dead and buried. Up in heaven now. In fact, it's in its grave in heaven now. It's in the heaven you got to after you go to heaven now. In fact, it's-
Ummm, that's a bit dangerous that. Where are you pointing that thing. Hey...calm down now. Hey, hey, are you listening, are you liste-
Creation is a subtle art. All gods can create, al gods can mould the world around them to their will and create what they wish within their domain. But to rule over the domain of creation is to create an art over the very act of creating. A god of creation has increased power in all domains but proficiency over none. Thus, while inherently more skilled at moulding earth than a fire type god, a creation god cannot match an earth type god in this regard. More importantly, a creation god has the ability to enormous systems known as 'universes' in empty worlds, like the New World. However, no more than one universe can exist within one world and the power of Invictus and Fate prevent any god from slipping into another, completely separate dimension. This world will only become a universe when Vowzra wills it, but such a feat cannot be accomplished by one god alone. Indeed, the creation of the universe will require a ritual which sees all the gods put their powers together. One moment of unity before the shattering disunity.
Time is a very ambiguous thing, it begins when a universe is created and is limitless in its scope and possibilities. Even a god of time cannot completely encompass or control time in its entirety. Indeed, Vowzra is convinced that 'Time' is itself a manifest being which transcends all worlds and dimensions. A truly ultimate god - perhaps even the only true god. But these are merely Vowzra's musings, he has no way of proving it. Vowzra can see a limited number of timelines which lead the universe to down different routes, and it is Vowzra's duty to choose one route and work to ensuring that the universe sticks with it as much as he can help it. His powers include the ability to cause things to age or become younger immediately, open up time portals leading to minor planes where the laws of time differ greatly from the universe's, and he has the ability to bring time to a halt, this freezing all things in existence. This ability does not affect gods.
In combat with other gods, Vowzra has the ability to slow down opponents by warping time around them thus making it so that they operate at slower rate of time. This can be broken should Vowzra lose focus - if, for instance, an external attack draws his attention. Vowzra also has the ability to slip into the very fabric of existence. He does not move to another plane, but rather becomes part of the very universe. Simply put, if we take the fabric of existence to be a 'wall' separating one plane from another, Vowzra does not slip through the wall and into the other plane, but becomes part of the wall.
Alignment: Neutral Good
Gender: Referred to as 'he' or 'she' depending on his chosen form. He is neither male nor female. 'He' will be used as default.
Personality:
Vowzra is a disdainful being. He will not meddle with things which are of no consequence in the greater scheme of things. Why should he feed a starving child when the child is fated to die anyway? No, if a child must be fed then it will have to grow into something great. If a creation is to receive help then they are to help keep the world on the 'correct' timeline. If a woman is to be aided, she or her descendants must be of importance for the world. That is how he sees the world, even his fellow deities. If a deity is fated to be destroyed or killed, then they are of no interest to Vowzra. If a deity will knock this world off the correct path, it must be dealt with. If a deity is of importance to this world, it must be befriended and aided when aid is needed. Vowzra likes it when things go as planned, he likes organisation and the setting of rigid rules which must not be broken, after all, time must not be interfered with by foolish ones who seek disorder and chaos. No, he likes order, he likes discipline. Of course, his perspective on what is order and chaos are very different from others. He views things from the greater scheme of things. It does not mean he does not like chaos happening, he just does not like it when chaos happens when it is not meant to, or when chaos does not happen when it is meant to. In the same way, he does not like it when there is order when order is not meant to be, or when there is no order when it should be present, when somebody who should be dead is still alive or when somebody who should be alive is dead. Yes, he likes it when time goes as he plans it, he likes order in his plans, not the meddling of fools who know not what they do, and time is a very fragile thing, any bumbling foolish nitwit with a bit of power could derail it and lead the world into the great, terrible unknown.
Depending on the individual or people in question and the situation at hand, Vowzra can be kind and compassionate, or he can be utterly cruel and cold. If his plans call for him to be cruel, he will be savage, if he must be kind, he will be benevolent. Vowzra is emotionally very stable, for he is aware of what will happen and is ever ready for it, nothing can ever catch him off guard. Of course, when time is not going as planned and things which should not be happening are happening, he can become very unstable, going into a furious cold rage and heaving chaos in untold ways, summoning creatures from beyond time, creatures which no deity or mortal should ever hope to witness. Of course, such a thing will require a great amount of power and might and of course, concentration, lest even the god be sucked into the Hells of Time, a world so terrifying that deities who have been there have never come out alive, and those who did were never the same.
While Vowzra is all-aware, his level of awareness is generally limited to the timeline he can see and a few variants of that timeline. This differentiates him from gods whose domains are more focused around knowledge of multiple futures and presents. His purpose is ensure that the world does not slip from its destined timeline, or if it does, that the variations are very slight and lead to a generally better future. This means that he can at times become irrationally bent on preventing the world from slipping into a timeline unknown to him but perhaps known to others, even if he is assured that said timeline is far better for the world.
Vowzra is very distant, even from his fellow deities, and even more so from mortals and creations, not tying himself to a select few who choose to worship and honour him. In fact, he pays most mortals and most immortals (deities that is) very little attention at best, unless they interfere with his plans. After all, he has greater and more important work to be doing, he, the governor of creation, the lord of time, he cannot bother himself with a single time slot and a single creature or creatures. The fate of the world rests in his hands and he must see to it that the world he dwells in goes down the correct path, a path which will not make destruction and doom their fate like the old gods and their world.
To achieve this, he will go to great lengths so as to make sure that the world stays fixated on the correct path, whether he must see to it that a vile and evil power rises and dominates or whether a great and noble one meets its end. This is the way of the world, the feelings and well-being of the few at a certain point and place in history cannot lead to the destruction of creation, he will make sure if it, even if the other deities grow to hate him, even if the mortals shun him and all his followers. He will do what must be done, he will not play around with simple, foolish, niave things like 'justice' and 'honour' no, he will do what must be done, whether just or unjust, honourable or otherwise, for he knows the result, he knows what will happen, and he knows what will happen otherwise.
Apperance:
He has many forms, some known, but most are unknown, even to other deities. He is most commonly known as the 'Old Sage of Wood' among mortals and among the divine. When appearing to mortals, Vowzra is usually in the form of the 'Old Man of the Woods' or the 'Wise Woman' giving wise counsel or asking for some kind of assistance. Those who do not listen to advice given or refuse to assist receive an eternal curse, while those who listen to or help the deity receive blessings and are looked over by Vowzra even after death. Among the other deities, he is also known as the 'Guardian of the Air' and as the 'Furred Guardian', appearing in this form only to those mortals who shall soon meet an end due to their trespassing, so mortals do no know him by this form, as all who see it die. The other form he is known for is the 'Guardian of the Woods' a form he has yet to show to any mortal eyes. These are the only forms he has shown to any other creature, he has many more and may or may not reveal them in the coming years and centuries.
Vowzra is rather distant and detached, or at least he appears so. He does very little directly and simply watches. While other gods certainly do not underestimate him - how can one underestimate a god with such a domain and portfolio? - but his general disdain and detachment make him easy to forget about or ignore when plotting and scheming. What is rather odd is that despite his general disdain and detachment, Vowzra can become extremely involved in the scheming and plotting of gods when he wishes. Such involvement appears rather random to some, but those who have greater vision and understanding can generally see that his involvement is to ensure the safety of the timeline His creation are a poor lot indeed. In creating them he is generally benevolent and generous, raining on them his pleasure and blessings. However, with time he can grow very distant and ignore the pleas and cries for his help. Perhaps he enjoys testing his worshippers to see who of them has the greatest faith, or maybe he is secretly just a consummate sadist. Generally, however, Vowzra's worshippers, when he has his eye not them, can grow very powerful and prosperous, while the 'Chosen' (Heroes) among his creation enjoy great prestige and power - but it comes at the cost of having their god give them bizarre taks; abandon, sometimes for apparently no reason, for terrific periods of time; or even allow them to be corrupted and used as the playthings of other gods.
NAME: Zerabil
ALIAS: N/A
GENDER: Male
RACE: Human
APPEARANCE: A well-built young man, appearing to be around twenty years of age. He is not overly tall, coming at 5'10", or 180 centimetres. His physique is ectomorphic, and his muscles are small and built for speed and power rather than brute strength. He is rather flexible, though not unnaturally so. His hair is eerily white - completely so, without a stain, and is shoulder length. It is braided on the left and right, and the two braids are tied back in a long, ponytail-like braid. A few feathers adorn his hair. His right eye is entirely white bar the pupil while his other is fully black, including the iris and sclera. His skin is a light olive, though it transitions from lighter shades, almost white to darker depending on exposure to the sun.
He is usually either bare-chested, like many other humans, or wearing his coat. He also wears a breechcloth and leggings. There is only so many changes of clothes a nomadic wanderer can have, and Zerabil currently only has what he wears. Wherever he goes, he can be found with a quiver of arrows slung over his shoulder and at his hip. His club, far more well-crafted than anything Mankind has yet come up with, is also usually to be found in his right hand. Alternatively, he has found that his quiver is a perfect fit for the club as well as the arrows, though putting it there makes it difficult to retrieve quickly when needed. Updated Appearance.
HISTORY: Zerabil was created by Vowzra, ripped from his mother's womb and grown in an external membrane. His first memory is standing on a hill as a child and seeing Vowzra once he had grown, within seconds, into an adult. Still fresh into the world, he has very little history bar the walking he has been doing since his creation. He has not yet been ambushed by an creature, intelligent or otherwise. He does not know who his parents are, nor does he need to; his Father is all he needs, he who watches over him always.
PERSONALITY: Though he has only recently emerged into the world, Zerabil is an ancient soul. Vowzra has imbued him with with the knowledge of all Mankind, and his knowledge of Man's history is unequalled - especially given the fact that all recorded history is oral and more likely than not to be mostly fictitious. Zerabil honours all life and sees it as most sanctified, particularly since it is the creation of his Father and the majestic Guardian of Life. When he sees an ant, it is not simply an ant that he sees, but it is the glory of his Father and the might of Life. His great knowledge allows him to see things in a manner which not even the most spiritual of mortal creations - or perhaps even immortal creations - can. Like his Father, he sees with an inner eye. This eye, however, is not in any way magical, it is simply an eye of wisdom and unparalleled knowledge. 'Knowledge is Power,' after all, 'Guard it Well.' While he would prefer to sit in the shade of Orabil eternally, seeking the wisdom of the hallowed tree and meditating, he has a purpose and must go about it. Though he knows it not, he has a natural charisma. The way he carries himself, the manner in which he speaks and his treatment of others all give him an aura, as seen by others, of supreme trustworthiness and confidence, those who see him would immediately lean towards liking and honouring him, listening to him and taking heed of all he says. However, although knowledgeable and wise, and well prepared by Vowzra, Zerabil lacks the most important thing: personal experience. For in the end, it is not knowledge and wisdom alone which make a man what he is, it is bitter, hard-earned experience.
ALIGNMENT: Lawful Good - A lawful good character acts as any 'good' person is expected or required to act. They combines a commitment to oppose evil with the discipline to fight relentlessly. They tell the truth, keep their word, help those in need, and speak out against injustice. One who is lawful good hates to see the guilty go unpunished. This alignment combines honor and compassion. However, this does mean that Zerabil will look towards the wider benefit society and Mankind, even if that comes at his own expense.
ITEMS: Club, bow, quiver of arrows, coat, breechcloth and leggings.
ABILITIES: Zerabil has an immense amount of knowledge, encompassing all that mankind has been taught or developed on its own. However, he is not experienced in anything as of yet. So while he knows of Wi and Vistoc, he is not yet very able in either. He has basic capabilities in both - being able to create a spark at will, summon a drip of water into his palm, move pebbles around and so on - but it will be a long time yet before his powers bloom. Zerabil is also, like other Heroes, immortal. However, his immortality is not a simple matter of living forever. He ages with time, until he reaches the fine old age of one hundred and twenty, with all its benefits of looking like a wise old man and suffering from incessant back pain. Upon reaching that age, his body begins getting younger until his body becomes that of a seven year old, and then the cycle begins again and he starts aging. Physically, this means that he will be as frail and weak at seven and one hundred and twenty as any normal man, with the additional strength and speed of being a Hero. Moreover, when he is at the fine age of twenty to thirty five, he will naturally be at his physical peak. In addition to all natural Hero abilities, Zerabil also has a unique ability which affects bodies. He is able to heal any and all wounds, no matter how serious, so long as the subject is alive, he can grow back limbs, restore sight and so on. He cannot, however, use this ability on those born blind, diseased or deformed in any other way. In combat, his ability causes foes to be less receptive and react more dully to their surroundings, Zerabil's ability working their body and mind into a dulled state. Like his other magical abilities, Zerabil has knowledge of this ability but has yet to train it. He is rather skilled with bows, he has been practicing as much as he could ever since he began walking from the hill of his creation. He has also made a point of stopping and swinging his club in all the ways his knowledge tells him is correct. He is yet far from perfect, but no puny mortal creature will be putting him down anytime soon.
NAME: Thulemiz
ALIAS: The Great Lich Lord, Son of the Celestial Above, Champion of Chaos
HISTORY: Zerabil was created by Vowzra, ripped from his mother's womb and grown in an external membrane. His first memory is standing on a hill as a child and seeing Vowzra once he had grown, within seconds, into an adult. Still fresh into the world, he has very little history bar the walking he has been doing since his creation. He has not yet been ambushed by an creature, intelligent or otherwise. He does not know who his parents are, nor does he need to; his Father is all he needs, he who watches over him always.
Over time, Zerabil developed quite a following, calling people to the worship of all the gods without favouring one over the others. He led his people to Orabil where he built many temples as well as the town of Orabson. Creating the Vowzra's Victors and building the fortress-monastery known as the Mountain's Crown, he led his Order for over thirty years, hunting down DyunXenos and CimeXenos. After the burning down of Orabil by Sauranath, he lost much of his power and wandered the world alone, until one day Vestec came to him and restored his power.
However, Vestec also corrupted him, and within Zerabil's body two souls fought for control. The soul of Thulemiz emerged victorious, foxing Zerabil's into a far-off corner of the mind, waiting for the opportunity to banish the dark creature which has taken out of his body a home.
Thulemiz has waged war against Ialu, leading to the destruction of many Victors and great damage to be done to Zerabil's body. He has now ascended from his previous human form to the form of a Lich Lord, a most mighty Lich with unimaginable power over the dead.
PERSONALITY: Cold. Deathly. Calculating. Merciless. Selfish. Sanguinary. He is the Master of Death, the Champion of Chaos and the Son of Time, and he is an embodiment of those powerful elements.
ALIGNMENT: Lawful Evil - The world is a mess. It needs order. I will bring about that order, just as soon as everything is mine...
ITEMS: Scythe, Morning Blade
ABILITIES: Thulemiz has an immense amount of knowledge, encompassing all that mankind has been taught or developed on its own. Like any other Heroe, Thulemiz is immortal, and his ascension into a Great Lich Lord means that he no longer ages at all. In addition to all natural Hero abilities, Thulemiz also has a unique ability which affects bodies. He is able to heal any and all wounds, no matter how serious. So long as the subject is alive - meaning that it has a soul within it - he can grow back limbs, restore sight and so on. He cannot, however, use this ability on those born blind, diseased or deformed in any other way. In combat, his ability causes foes to be less receptive and react more dully to their surroundings, Thulemiz's ability working their body and mind into a dulled state. Further, Thulemiz is a masterful user of Wi and Vistoc as well as Necromancy, with immense reserves of energy. Physically, he is capable of harvesting souls from living people with his scythe, and is capable of harvesting souls leaving their bodies from a distance. Physically, he can no longer be harmed by normal physical weapons, they merely pass through him without doing any damage. Even divine weapons which are purely physical cannot harm him. Weapons imbued with powerful Wi or with divine powers, however, can harm him.
Name: Ghoul Lord Akhenaten; Ghoul Lord Sapthah Deathspan: Eternal Description: The two first ghouls, created personally by Thulemiz. These are two sentient and rather intelligent creatures, able to control and command their less intelligent ghoul brethren. Though physically as powerful as any other ghoul, they are more human in appearance, standing up straight and wielding weapons as well as wearing armour. As would be expected of beings that can control ghouls, they are rather capable necromancers and can cast various necromantic spells should the need arise. As with any ghoul, however, their forte is in the melee. They are technically Battle Brothers of the Hallowed Hundred.
The Azeman takes the form of a human female during the day but at night transforms into a large, blood-sucking bat. The Azeman, in her bat form, then feeds by draining the blood of her victims. Azeman are obsessed with counting, and if seeds are scattered on the floor she will stop to count them all. During the day, the Azeman is indistinguishable from normal humans. She can walk around normally in sunlight and the fact that she is in fact dead is very difficult to detect. The blood from victims ensures that their body is not deathly cold, but actually has some heat to it through the day. Moreover, during the day her obsession with counting fades, only to return during the night.
If an Azeman is preoccupied with enough things to count during the night, she can then be captured when the sun rises while she is still counting. Crushing her human head is usually enough to put her down permanently.
Banshees are restless spirits of females, either called up by necromancers or naturally occurring.In their natural state, these spirits live on in the material world because they fear to cross into the Astral Home where they will face the cleansing of their souls and the extraction of their memories, a process which souls can find rather torturous. The Banshee's appearance is varied. They are usually seen as a skull with hair and a flowing dress floating above the surface of the ground, though they can also appear as rather dark, shadowy creatures with wispy black hair and glowing red eyes. As banshees are ethereal creatures, like ghosts, they have the power to move through walls and other physical barriers. Banshees are well known for their howls of despair. This howl of the banshee brings death to those who hear it, or can alternatively greatly hurt those with magical protection. More powerful beings may be disoriented by the howl.
The Bogeymen are malevolent ethereal creatures, though they can be either truly evil or simply trouble makers that in truth are harmless. Bogeymen are a type of shape changer, capable of moving objects and causing disruptions. Bogeymen tend to haunt a family much like a ghost, in some cases they can even befriend the family they haunt and become rather handy guardians. The Bogeymen tend to harm those that are liars or who commits 'evil' acts. Bogeymen are vague in appearance due to their ethereal state and the fact that they are shape changers. In their truest form, they resemble a large, glowing puff of dust.
A Bogie is a mischievous but harmless spirit that lives in darkness. It can be found living inside anything as long as there are shadows and darkness. Bogies favour places where people store goods which they no longer use, so a dusty attic can harbour a number of bogies, so too can Ialu's collection of 'treasures'. Bogies try to be stealthy, but by nature they are rather clumsy. They amuse themselves by hovering behind someone's back, creating a feeling of uneasiness, and removing the blankets on the bed during a cold night, and other such silly and entertaining things.
Ghosts are naturlly-occuring spirits of the dead who are trapped in the physical world because they cannot rest, or have 'unfinished business'. Normally these creatures are free and cannot be controlled, but powerful liches and necromancers are able to bind these spirits to their will. Ghosts are ethereal creatures, meaning that they can move through solid objects, and are generally completely undetectable. Ghosts can not be harmed with physical weapons and magic can do very little against them (but then again, they can do very little against physical creatures). Only by laying the spirit to rest through exorcism or using blessed weapons can a ghost be 'defeated'.
Created by Thulemiz by twisting and experimenting on two Dyun younglings, these undead creatures, bar the two originals, have only the slightest sentience and utterly subservient to the will of Thulemiz. When he is not close enough to command them, it is the two originals, the Ghoul Lords Akhenaten and Sapthah, who command them. These creatures are physically extremely powerful. Their bite is catastrophic and turns the victim into a ghoul within minutes. Though they are able to wield weapons, ghouls are in their element when they are let loose on enemies en masse and allowed to simply tear their foes apart with pure physical power. Being slightly sentient dead, they are rather sensitive to fire and sunlight. Lightening can char them or tear limbs from them, but they are rather bad conductors of electricity. It is impossible to drown them, as they are already dead, though blasts of water can knock them down or cause them to lose limbs. Crushing them is generally the best way to incapacitate them, though crushing their heads can put them down permanently.
Knockers are naturally-occuring spirits that live deep in mines. They are good-natured spirits, which point out to miners where the rich veins are by making knocking sound, which is from where they get the name. Although they are friendly spirits, they like to play strange tricks on people. They change their faces to cause fear, or alternatively perform strange dances. The miners must leave part of their food for the Knockers or they become angry, bringing bad luck.
Liches are terrifically powerful, sentient undead creatures. Once powerful necromancers, they have become powerful enough to live on after death as a Lich. They have the power to command the dead to do their biddings and are masterful necromancers, usually also able to use different forms of magic. Very powerful Liches are known as Lich Lords, and the greatest amongst those is undoubtedly a Great Lich Lord, creatures which are pretty much death incarnate. Very powerful liches are able to turn living or dead necromancers into lichee, and can even bind these powerful creatures to their will, though doing such requires a vast difference in power between the two liches.
Mummies are long dead and entombed creatures, bound up in a process called mummification in preparation for the afterlife. Their tombs are often cursed, and it is said that if the tomb is disturbed the vengeful mummy will come back to life to seek out the person who disturbed the tomb. These are rather powerful undead creatures, their one desire for revenge making them almost unstoppable. Necromancers can use these much like assassins by making a foe the target of their vengeance. They do not attack any other than their target and are largely impervious to Wi and physical attacks, the only way to stop them being to completely incinerate them.
A Necromancer is a powerful individual who is capable in the arts of necromancy. Their powers enable them to raise corpses from the ground to create armies of Skeletons and Zombies. Necromancers must harvest souls by going through a sacrificial ritual, although Astarte blessed Thulemiz and the Silent Six with the ability to harvest souls directly on the battlefield, giving them an immediate advantage over any necromancers who should ever arise. Necromancers can store these souls within physical objects or, if they are powerful, within themselves. Though it has not been tested, it is likely that powerful necromancers can devour souls to strengthen themselves and extend their lifespans.
Nightmares or Skeletal steeds are undead horses, camels, bulls and just about any rideable animal, and are among of the greatest aids to the undead. These are the bodies of steeds that are brought back to by necromantic powers. Nightmares, unlike mortal horses, have the ability to simply move through terrain that might be blocking their path. They can move through walls and dense vegetation with ease and difficult terrains do very little to hinder them.
Skeletons are fallen creatures that have been summoned from beyond the grave. They are usually skeletons of fallen warriors in battles long past. Depending on how much of a soul is used to reanimate the Skeletons, it may be able to remember its past life very clearly, or it may simply remember snippets. Skeletons follow their master's orders without question - those being Necromancers or Liches, or those with delegates authority. Should a necromancer lose control of a skeleton, it can wonder mindlessly off and do its own thing, or if it is intelligent it can even gather other skeletons and undead around it. Groups of skeletons without a necromantic overlords are usually led by a Wight or other greater undead beings.
Terrors are undead abominations put together by a particularly powerful necromancer. These creatures can vary in shape and size depending on the power of the necromancer. Generally, they are made up of many different dead creatures and can look anything from rather grotesque to eerily beautiful depending on the skill of the creator. More powerful Terrors can have multiple souls within them, making them extraordinarily powerful. This does mean, however, that they are very difficult to control and lesser necromancers can easily be overpowered by the will of the creature, particularly if the souls manage to unite into one. Depending on the will of the creator, these creatures may be capable of some rather advanced magics, usually necromancy in addition to others.
Vampire bats are giant bats that suck the blood of other creatures to survive. They are associated with the Undead due to being the minions Vampires and Ghouls. Vampire bats can often be ridden into battle and can shapeshift into more humanoid forms to tear their enemies limb from limb.
Vampires are very powerful undead creatures whose power is on par with that of liches, if they are in the later stage of their development. They retain their human appearance, though their skin hardens and becomes grey in colour. Their incisors can elongate at will and they can drain the blood from any creature to sustain themselves. Vampires tend to lean towards finery and the aristocratic existence, using their ability to crush the will of lower beings to create many servants to go about serving them. Vampire abilities include the ability to completely drain the blood of any creature, thus turning them into a vampire. Merely sucking the blood of a creature and leaving it alive will not cause said creature to turn into a vampire. A vampire can also lick the wounds left by its fangs to immediately heal them, thus leaving no mark. Those who are turned into vampires become the slaves of the one who turned them until the master sets them free or is destroyed. The more powerful a vampire is, the more vampires they can have as servants. Vampires who are enslaved can also turn and enslave others. If this grows, it can result in a vampire brood forming, with the 'Progenitor' as the overlord, and that can easily grow into something far greater. Vampires also have the ability to control rats, wolves and bats. They can vampirise bats, thus turning them into Vampire bats. A vampire can also crush the will of a lesser creature by gazing into its eyes, thus forcing it into servitude. This is a purely mental power, but can work on necromancers, liches, and other undead creatures with sentience. Those with minimal sentience can also be dominated, though this is nothing like necromancy. Vampires have the ability to transform into bats at will, thus gaining the ability to fly. In this form, however, they lose most of their natural vampire abilities. A vampire is also naturally resistant to cold and ice related magic, and to lightening too. Very agile, vampires can easily climb steep surfaces with spider-like skill, and are physically extremely fast and strong - easily able to outmatch a ghoul. They can slip into darkness and can move without making a sound, while simultaneously being very alert and able to detect the slightest movements and sounds. If in life the vampire had unlocked its magical capabilities, it will be able to use magic as a vampire, but will not be able to had it not been a magic user in life. Those vampires who are magic users can develop into fearsome beings indeed, able to match a lich in power.
Vampires are, upon turning, extremely weak and vulnerable and have very little control over their lust for blood. They are easily dominated by other vampires, necromancers or liches. As they grow, their power naturally increases and their ability to control their lust for blood rises, and their power naturally increases over time, even if they do not train themselves, albeit rather slowly.
Wights are not unlike skeleton warriors, but they are fallen warriors and knights who were buried with their gear. Alternatively, they can be raised and armed at a later point. Wights are more powerful than skeletons, usually having a whole soul within them, and are normally put in charge of skeleton or zombie contingents. Contingents of Wights are led by Great Wights and are far more powerful than the masses of skeleton and zombie soldiery.
Winged nightmares are monsters with wings brought back to life. These include Griffons, Hippogrifs, Dragons, Manticores and other such beings. These creatures are more difficult to raise from beyond the grave compared with the normal nightmares, though taking control of those already in existence is a rather simple matter for a skilled necromancer.
Wraiths are souls harvested by a necromancer which are then forced into the physical plane. This unnatural act causes the souls to blacken completely and fills them with a furious anger towards all physical beings. Wraiths remain ethereal creatures, so they can move through solid objects. The presence of a wraith brings terror and they are noted for the area of extreme coldness around them. Those attacked by a Wraith are generally frozen in place by their terror before the Wraith's icy fingers fall upon the victim's soul and pulls it out. Wraith can also do physical damage by greatly increasing their cold, deathly auras to a level which causes bodies to freeze upon contact. While normal weapons cannot harm wraiths, fore-based magics can drive them off and various forms of exorcism can force them back into the spiritual plane. Those who are capable necromancers can attempt to overwhelm the wraith or alternatively tear the very soul to shreds.
Zombies are freshly dead corpses which are brought back to life. Unlike their skeleton counterparts, these creatures actually have flesh on them. If an entire soul was used to raise them, they will still have their own sentience and personality, which can be rather horrific for both the zombie and its friends and family when it kills them with its own hands or weapons.
1 Might - Trees 1 Might - Humans and Animal Kingdom 18 Might - Orabil 1 Might - Zerabil 2 Might - Vowzra's Victors; The Hallowed Hundred 1 Might - Vowzra's Victors; The Seers of the Silent Six (1 Might from Astarte for necromancy) 1 Might - Master of the Hells of Time 4 Might - Zera the Ram of Time 1 Might - Raise Thulemiz to a Half-Human Half-Demigod 8 Might - Greatly Increase Thulemiz's Powers and Raise Him to Level 30
Zerabil/Thulemiz strength: 1 Might creation, 2 Might Hallowed Hundred, 1 Might from Astarte for Necromancy, 1 Might making Thulemiz half human, half demigod, 8 Might making him more powerful and leveling up, Zerabil blessing on Hallowed Hundred, Level 30 Hero)
Viable domains: Nature, Life, War Viable Portfolios: Creation (Holy Orders), Nature (Animals), Nature (Trees), War (Battle)
Alias: The Execrable One/Chaos, Harbinger of Havoc, The Devil, The Giggling Holocaust, The Sword With No Hilt.
Gender: Male
Domains/Portfolios: Chaos(Corruption, Violence)
Chaos is, well, chaotic. It's strength doesn't lie in power but rather the sheer amount of portfolios that can be added to it. War, weather, emotions, the list goes on. The only specific ability it grants Vestec, and his followers, is the ability to use the energy of pure chaos for their purposes. It is typically used for violence, but sometimes brief creations as well. A bolt of chaos energy to smite foes, for example, or a wall of chaos energy to hold back an attacker.
For Corruption, he has the simple ability to corrupt and bring out the worst in whatever he touches. Only Gods and those sheltered by said Gods can resist his touch. A just warrior,defending the weak, is turned into a brutal warlord, enslaving or killing all who dare oppose him, for example.
With Violence, Vestec and his heroes are simply good at violence in all it's forms. Combat, demolition, etc. Someone whose portfolio is specifically combat, however, would best him and his heroes, if combat was based on gifts alone. Vestec can also cause most mortals to erupt into violence at a whim.
Alignment: Chaotic Evil.
Personality: Vestec isn't a single god, so much as four Gods combined together. Individually, they were violent and evil Gods of their particular portfolios, but were to weak to do much. Together, they formed Vestec, the God of Chaos. Unfortunately, they can only use on of their powers, currently, and that is Corruption. He is disturbingly cheerful, ever amused at how the other Gods set up their creations, and ever preparing to knock them down. Whenever hte situation calls for it, however, he can give one of the Gods he is made out of a little more control and that changes his personality, currently, he can only let Corruption loose. It makes him cold, refined, and cruel.
Appearance: Vestec prefers to appear as an unassuming human, dressed in clothes that cover every inch of his skin and are constantly changing colors and patterns of said colors, with white hair and a featureless(no mouth, eyes, nose, etc.) mask that is exactly like his clothing.
Description: Vestec yearns for one simple thing. Chaos and destruction. He is the enemy of Order, where ever it may be. An empire ruled with an iron fist? Something to bring to ruin. A republic, peaceful and proud? Something to corrupt and bring civil war to. While he is undeniably evil, he his evil to everyone in equal measure. There are no allies, only playthings.
Name: Viscardi
Alias: The Fallen Lord
Gender: Male
Race: Human
Appearance:
Viscardi stands at six foot exactly, and beneath his armor he is a grizzled old man, hardened by a life time of war.
History: Viscardi was the first human corrupted by Vestec. He was returned to his tribe by the God of chaos, and from there on out began setting himself up as Lord of his tribe, and soon the north. Through murder, intimidation and bribery he set himself up as chieftain of his tribe, and through war he claimed dominion over the North. Through Vestec's gifts, he has managed to keep a hold of his title, while preparing for the war against the Southerners(any race that isn't in the North). Unfortunately, the demi-god Ialu came and challenged him for the rule and won the fight, killing Viscardi.
However, Viscardi was resurrected and is now on an island Vestec made long ago, preparing it for the arrival of Roxan, Vestec's daughter.
Personality: Viscardi firmly believes in 'Order through Tyranny.' Despite his devotion to the Gods and Vestec, he dislikes complete and utter chaos, and does his best to limit it. To keep Vestec's wrath from ruining his orderly empire, Viscardi makes sure he causes as much chaos amongst others as possible. Hence the planned war against the south. He's very reverent of the Gods, all to aware that they could smash anyone who presumed too much or insulted them.
He's kind to his friends (especially Vestec's child Roxan), ruthless and cruel to everyone else.
Alignment: Lawful Evil.
Items: His armor
Ferghus's sword.
Capabilities:
-As one of the creators of Vistoc, Viscardi has a formidable command of the elements.
-Viscardi has an equally formidable command of the chaos energy he was gifted by becoming Vestec's hero.
-Viscardi has made a point to study other's use of magic (from telekinesis to physical prowess increasing, and everything in between) becoming proficient and steadily increasing his power.
-Viscardi is a lethal combatant with his sword, and views the idea of 'fair fighting' as laughable at best.
Name: Cassios
Alias: The Executioner
Gender: Male
Race: Human
Appearance:
Cassios is a giant of a man, standing at 8ft 3in. He never takes his armor off, a part of his gift from Vestec seeming to be not needing to ever remove it.
History: Cassios was one of the brothers of Viscardi, corrupted to chaos by him. Over the years, Viscardi slowly made him into the perfect protector. Utterly loyal, unquestioning, without a conscience. He became Viscardi's fist, used to punish and eliminate those who would challenge him. Unfortunately, in a battle during Viscardi's campaign to take over the north Cassios suffered an injury to his mouth and throat. Specifically, someone shoved a torch down his mouth and into his throat. He can no longer talk.
Personality: Cassios, always with little to say, was made even less talkative by his injury. When Vestec made him a hero as well, it was made only worse. Cassios has only one job. Protect the ruler of Garakai. He doesn't care who that is, what they do, or why they do it. He will protect them to his last dying breath.
Alignment: Lawful Neutral
Capabilities: While not as proficient in Vistoc as his two brothers, Cassios is terrifyingly powerful with fire, able to generate enough heat that he surpassed dragonfire. He primarily uses this ability to super heat his armor and weapons. It is unknown if he is merely immune to the heat, or if he simply cannot scream every time he does it.
Cassios learned from a wandering monk how to use Wi to increase his physical powers, and has since mastered that.
Cassios is ruthlessly efficient with his axe.
Items: Armor, his axe made by the Arma Igna Vestec corrupted.
Name: Aztoc
Alias: Lord of Dragons, Dragonking.
Gender: Male
Race: Human
Appearance:
History: Aztoc was one of the brothers turned to chaos by Vistoc, and served as a tactical and intelligent mind to help Viscardi with the campaigning. Between the two of them, they managed to come up with the plans that allowed Garakai to take over the entirety of the north, and create an entirely new form of magic. Recently, before the death of his brother at the hands of Ialu, he developed another form of magic, Dimok, centered around dominating the minds of others. He has told no one of this magic, and used it to gain control of all the dragon's that serve Vestec in and around Garakai. The people simply assumed he was a master negotiator or somehow killed the Dragon chieftain or something along those lines, leading to his title. Currently, he's planning to overthrow Ialu. The fact that Viscardi knew him and was family kept him in check last time. Not so this time.
Personality: Aztoc is cold, ruthless, and logical. He wants nothing more than power, and views anyone who gets in his way as merely an obstacle and anyone who works with him as a pawn to be moved about to gain whatever he desires. He's emotionally detached from everything around him. The death of a loved one affects him about as much as the death of an insect beneath his shoe.
Alignment: Lawful Evil
Capabilities:
-Aztoc is one of the creators of Vistoc, and has formidable control over the elements.
-Aztoc is the sole creator and practitioner of Dimok.
-Aztoc has stuided other forms of Wi far more than his brother, Viscardi, and as such is equally formidable in other aspects of magic.
-Aztoc is a proficient swordsman.
-Aztoc is a skilled liar and manipulator.
He's a Wraith that is trapped to Garakai forever.
Name: Sakimi
Alias: Mistress of Shadows, First of the Anju, The Living Lich.
History: Up until recently, Sakimi's history has been rather..boring. Aside from being the first Anju created and the oldest alive, her 'sibling' having been murdered by the Sanguine Communion long ago, she hasn't done anything noteworthy. Hunted the Outsiders. Caused discord in settlements, avoided and killed the SC when she could. Vestec only now selected her for something, and she leapt at the chance.
Alignment: Chaotic Neutral
Personality: There is one simple way to describe Sakimi's loyalties; Make her an offer. She doesn't care for anyone, or any God, but herself. Vestec is merely the one that suits her purposes the most right now. She can just as easily change her loyalties to Escre, Astarte, Arguis, Ferghus, or even Vowzra as her needs are suited. Calm, collected, and ambitious, Sakimi wants more power. And she won't stop until she has it.
Items: A ring made from bone with a blood red gem in the center.
Capabilities:
-Sakimi has all the natural Anju abilities.
-Sakimi is fast, even by Anju standards.
-Sakimi is a master in Shadow Magics, Dimok, Chaos magics, and Vistoc.
-Sakimi has been given Alfid's powers, and as such is a Lich in terms of Necromantic powers, and has the unique ability the Silent Six Five and Thulemiz have.
Abilities: Vestec's Avatar has all the abilities of the God of Chaos does, on a lesser level.
General abilities
-Super fast and super fast reflexes.
-Super strong.
-360 degree awareness for 5 feet around it
-Can summon weapons if it so desires.
-Chaos Magic to a degree no mortal possesses.
-Master in all forms of Magic.
-Can corrupt with a few seconds of touching whatever it wants to corrupt.
-Incredibly resistant to all forms of damage.
Abilities when Corruption is in control
-Instant corruption of whatever it touches.
-Very presence corrupts things slowly in a five foot radius.
-Gives up all other magical skill, aside from Chaos magic, for a degree of Dimok no mortal possesses.
Abilities when Violence is in control
-Crazy fast. Mortal(even dragons and heroes) and Demi-god eyes can't follow his movements.
-Crazy stronger. Most mortals are killed with a lazy back hand, and is able to easily punch through all types of barriers(Magical or not) and armor (Be they the toughest of dragon scales or the strongest of Steels), excluding those created by Demi-Gods(which take a small while), other Avatars (which take a while longer), or Gods (Which can't be pierced at all).
-Becomes nigh indestructible, but loses all magical abilities.
Domains/Portfolio Description: The Domain of Magic, a Domain which holds many secrets and mysteries. A Domain which can both create and destroy, heal or injure. Astarte uses arcane energy to influence the world and her subjects, but her specialization lies in using such energy to call forth various creatures from her own personal plane of existence; creatures which range from dogs to ghouls and to awe inspiring phoenixes.
Alignment: Indifferent. Astarte doesn't believe in the existence of good and evil, and just does what makes her happy.
Personality: Astarte doesn't think much about herself, if at all. In her own words, she's just 'there', experiencing things and enjoying what life as a Goddess can offer her. She enjoys using her hands and her avatars can often be seen both building things and creating shoddy art in their spare time. To Astarte, nothing's more important than seeing her creations grow and mature; she also deems it important that they become a positive influence on the world, eventually.
She often wonders how it would feel to be a mortal and go through the life she's provided for her creations. She gets somewhat lonely whenever she thinks of the topic.
Description: Astarte, the Goddess of the Ranges, is a very approachable Goddess. She's friendly and helpful to those who mean well to her and her creations. She's also a romantic, often showering her favorite mortals with things to love and cherish for as long as they live.
Alias: The Cold One, The Pure, Renvontulet, Death Frost
Gender: Male
Domains/Portfolios: Seasons - Winter
Domains/Portfolio Description: The domain of seasons is an expansive domain incorporating both nature and social constructs. It will take many natural seasons for Svei to master his entire domain.
In contrast to previous pantheons before him whereby seasonal deities were worshipped for bringing spring, fertility and the harvest, Svei's personality led to him developing abilities embodying the harshest season. Svei therefore has the ability to control the ambient temperature within his area of affect and hopes that his powers will develop beyond bringing death to the world.
Alignment: Neutral
Personality: Sveiand is a god who seeks to find his own happiness. He knows this may be a challenge given possible pre-conceptions of his abilities but he is determined to make a name for himself whether this be for better or worse. He may come across as harsh and cold (no pun intended!) but he is just brutally honest and will say it how it is. He's more than happy to work with other deities but will always be looking out for number one.
Appearance: He has many forms for many an occasion as any respectable deity should in his opinion. These will change as his portfolio expands and the RP progresses. Appearance before of other deities and humanoids for civilized purposes: The Pure When travelling in the wilderness: The Cold One When communicating with believers to show approval or convey a message: Renvontulet When he's mad: Death Frost
Description: Currently seen at the God of Ice. He yearns for companionship that few can provide in his realm of ice and snow and therefore lures many a male companion in the long winter months with the promise of shelter from the very situation he has caused. The designer of snowflakes, Svei dislikes disorder and chaos, preferring order and calm in the home that he can one day provide joy where he currently causes suffering. Given his treatment he is quite vengeful and shallow his attitude can turn quickly like a winter storm. Cold and closed he could be seen by many as a harbinger of death. But could he actually be the father of a great people thriving in cold climes? In time the Herald of Spring? Scorcher of soils? Reaper of the Harvest? Only history yet to be written can tell...
Alias: King of Knowledge The Knowledgeable On The Unseen Threat
Gender: Male
Domains/Portfolios: Knowledge (Nigh Omnisense)
Domains/Portfolio Description: Knowledge is Power. Knowledge is Reality. Those who govern over this have the ability to create, manipulate, control, and destroy knowledge. There are laws in which the god that created all things has put in place to avoid a god of this Domain completely destroying everything. For those who are extremely powerful in this domain, an enemy could be made to forget how to walk. Arguis has knowledge of almost all knowledge. He has knows about almost everything in existence while being blocked from certain details or being limited in many to other information, possibly only being able to have just small patches of information and others missing or blocked out.
(He will only have knowledge of everything in their current time line. He can't have information of the 21st century when they are in the first. He will only know of everything in the first.)
Alignment: Lawful Good
Personality: On the surface, Arguis comes off as a rather silly and lighthearted person, frequently engaging in comical behavior and retaining his oft-present grin even while making threats. He displays a childlike amusement for new situations whether or not they prove adverse or even potentially fatal, he has a penchant for wandering off his own only to get out in thoughts and end up somewhere he does not want to be in. Even with all these idiosyncrasies, he is extremely personable and has a particularly complimentary nature that easily gains him the friendship and trust of those surrounding him.
Of course, these aspects only hide the complex and determined young god underneath. On the reverse side of his frivolous nature is his considerable shrewdness, which makes him quite capable of reading people and situations. He is particularly observant, taking into consideration even the smallest details of his surroundings in order to better understand and deal with challenges and is not above using cheap tricks or questionable tactics to ensure his own survival. Being singularly ambitious, he has a remarkably tenacious will that allows him to overcome virtually insurmountable obstacles and accept inhuman burdens for the sake of his own ultimate goal. He has a considerable pride that will not stand for having his godliness insulted or condemned by his enemies, but is also capable of shelving his pride if it becomes something that will stand in the way of his objective.
He is very protective of his comrades, and followers, refusing to allow any harm to come to them and often deeming their safety more important than his own in spite of his own personal ambitions and goals. He has to be reminded several times that his own safety is something upon which many people depend on and uses his loved ones as his primary motivation when all hope seems lost. As such, he becomes furious when observing those who willingly or remorselessly cast aside their own comrades or brethren and is sickened by the idea of superiors who reject their duty to those who trust them.
Description: Arguis is more of a unseen threat. His outward silly and comical behavior, leads many gods to believe he is not to be worried about. But for those who are smart, he is a very worthy ally. Many gods come to him for advice, and he gives it freely as long as it does not affect his own plans, or a higher entity tells him to stop. He is a tactical monster off and on the battlefield, executing plans that can put him and his allies on top of need be, and if can.
Name: Undasis ("undas" being the Latin word for "waves")
Alias: God of the Waves, Guardian of the Sea, The World-Drowner
Gender: At times Undasis is male, at times female, sometimes neither, and often both. Mostly, however, it is appropriate to refer to Undasis as a "he"
Domains/Portfolios: Domain: Water Portfolio: Oceans/The Sea
Domains/Portfolio Description: The domain of water is a tricky one to describe. It is both a loving and a cruel mistress; water is a giver of life to those who drink from it, growth to the plants it rains on, and certain death to those who fall between it's crushing waves.
Likewise, the sea may bring peace to those who swim in it's luxurious shores and a full belly to those who gather fish from it, but to drink too much sea-water is to embrace death for most mortals. At times the sea will provide, and at times it may rise up in a vengeful, inescapable tsunami and crash itself against shores or cities.
The sea is home to life too abundant and diverse to comprehend, but with this life comes danger. Sailors may bring home stories of monsters lurking in the depths; humongous, shadowy creatures stalking them for days before suddenly vanishing as they pulled towards the safety of the shore.
---
As the God of Oceans, Undasis embraces both sides of the sea. He has power over it's strong waves and it's playful shores. Undasis knows it's cool, soothing touch and the painful, fatal suffocation to those who fall too deep beneath it, and both are in his sphere of power.
Undasis desires to create sea-life as well. Beautiful and delicately painted fish or terrifying monsters who exist only to consume the bodies and souls those poor fools who unknowingly enter their domain.
Alignment: Chaotic Neutral
Personality: Despite the permanency of the ocean, Undasis seems to be a god inflicted with the most extremely fragile whim.
But more on that later, firstly you must know that he craves one thing above all: wealth. Not wealth in the form of foolish and empty currency some mortals may create, but wealth of a very, very different sort.
He desires wealth in the form of life - myriads of intricate sea creatures, all separate and unique but all coming together form the a massive, flourishing ecosystem. This is more a desire of the calmer side of Undasis (the calm side also being known as the "Woman of the Waters")
He desires wealth in the form of power - for better or worse, Undasis craves power over all that there is. This is precisely why he loves water. He is eternally astonished with the irresistible force of waves and oceans. If he could, he would drown the whole world in oceans. He would force every walking creature to learn to swim or face destruction as waves pour onto the land from all sides, and without hesitation he would murder any god who attempts to oppose him in this. This is more a desire of the angrier side of Undasis (also called "The Kraken")
Now, as for his always changing whims: like the ocean, you cannot easily predict on any day whether Undasis will be as subdued as calm waters, as playful as a gentle shore, or as ferocious as a tsunami. However, he is not random by any means; just as the ocean requires winds to stir up a storm, so Undasis requires an annoyance or an affront to anger him into a rage.
When he is in a ferocious mood, he is normally called by mortals and gods alike "The Kraken"
On the other hand, the more gentle side is known as "The Woman of the Waters"
Appearance:
Musical theme: I know it's not the best song instrumentally, but in order to show the victim side of our Sea god, I choose a song showing his fear and anguish over the constant changes he must endure from Woman of the Water to Kraken: Red - Fight Inside
"All the pain, I want it to end But I want it again"
"Enemy, familiar friend My beginning and my end"
Description:
The ocean gives, the ocean takes away.
So it is with Undasis. While he provides the world with food from fish and the gentle healing powers of water, he can also be extraordinarily selfish and greedy- afterall, among his greatest desires is the will to drown the whole world
When in her calmer form ("The Woman of the Waters"), Undasis is loving and gentle. She will comfort you like a mother comforting her child, and will do anything to see a smile dance across your face. Undasis may also be playful in the extreme, or even childish.
On the other, darker hand, the more aggressive side of Undasis ("The Kraken") is serious and destructive. He will drown you at the slightest offense, and loves nothing more than to see mortals gape in terror at the raw power of the ocean.
Undasis will often seem schizophrenic. He/She may argue with himself, complain about the "other voice" in his head (most assume the other voice is The Kraken speaking when Undasis is in Water Woman form or the Water Woman speaking when he's in Kraken form), and/or behave erratically if aggravated.
---
So, as you can see, there are really two separate version of Undasis: one loving and gentle, and one hateful and destructive. Which side you see depends on how you behave around him, his general mood that day, and a little bit of luck.
Miscellaneous:
The Mermen and Mermaids of the Seas:
Mer were created by the Woman of the Waters not as servants or slaves, but simply as life for life's sake. Like the fish of the sea, she has placed no restrictions on Mer. They are, for all intents in purposes, free to live, love, and even worship by their own decision.
This freedom they were given seems to have even seeped into their very souls: all Mer are naturally free-spirited and adventurous, and seek nothing more than to experience this world in it's fullness in the 40 or so years they may live.
The Great Kamiv:
Unlike the Mer, Kamiv are neither graceful nor gentle. Most would describe them as monstrous beasts, who seek only to destroy and serve the twisted Kraken.
This is not true. Although they are certainly destructive in their nature, and they are certainly beastly in appearance, they have wills of their own. They can create, invent, and build- in fact, many undersea cities are built with the aid of Kamiv (although they rarely live in cities of their own).
There is, however, one limitation: while undeniably sentient, they are far less intelligent than the Mer or humans or, well, anything really. They have simple, brute minds, the bare minumum of what is needed to be considered "sentient". The Kraken created them, and he made them like this so that they would never have the mental capacity to sway from his grasp of their own accord or become more than warrior-beasts to bring him sacrifices and do his bidding. There's no room in their heads for anything else.
In short: they are intelligent enough to work better than any animal, but dumb enough to almost never question an order.
Altars are tended to and guarded by the Mer, who build aquatic villages and at times bustling cities around the Undasis Temples. These are protected by the Sea God himself with utmost passion and devotion; to approach an Altar-City uninvited and unprepared is to invite a quick and watery grave.
There is, however, always the threat of Kraken's rage. To deal with this, the Kamiv offer sacrifices in hope of appeasing his blood-lust. These sacrifices are primarily consistent of sharks, giant eels, and the giant squids that have outlived their usefulness.
((MORE ON THIS IF I GET TO THE POINT OF CREATING INTELLIGENT LIFE))
Domains/Portfolios: Fire (Forge) Fire. It burns. It destroys. It is hard to control. Unless, of course, you're a powerful God wielding awesome powers. Fortunately for mortals, Ferghus has more practical uses for his flames.
The forge. The place where tools and weapons of all shapes and sizes are born. They all come back to their home every once in a while, and usually go out great. Ferghus has no equal when it comes to his skill in the forge, although there may be some who come close.
Alignment: Chaotic Neutral
Personality: He does whatever he wants, whenever he wants. If you need him to do something, well, good luck with getting him to do it, unless you got a good incentive for him. Anything he does, he does out of his own interest, whether it be granting a warrior the use of Excalibur or making that very weapon rust when that warrior needs it.
Description: God of the Forge. He'll do anything for you, as long as you got something to give him in return or if he feels like it. He doesn't care if people commit vile acts of cruelty or kind acts of generosity, all he cares about is himself. Pray to him or something, he'll most likely help you with whatever he can do, as long as he gets something out of the deal.
Power can be defined in many ways and can also be obtained through a myriad of methods. Saron embodies this in many ways and as such he is able to transfer what he believes to be one of his greatest strengths to his worshippers; willpower. The power to continue fighting on your last legs,the power to resist dark influences, and keeping hope alive when there is nothing else to live for, that is the source Saron's true strength.
Strength is physical might, and in this regard Saron knows no equal. He can move mountains with his fists, uproot trees with a mighty expulsion of his breath, and leap across hundreds of miles in a single bound. And the aforementioned actions are mere footnotes compared to what Saron could accomplish with his strength alone.
Alignment: Good
Personality: Proud, boisterous, and confident are a few words that could describe the god of strength. Unwilling to back down from any challenge he is quite headstrong and believes in the best of the world. His optimistic view and undying fighting spirit is what he intends to transfer into his worshippers.
Appearance:
Rarely ever does Saron feel the need to alter or mask his appearance yet when he does, he will often take the form of a lion, one that is much larger than any lion that exists or will ever.
Description: As a God of power Saron understands that exerting his power over those weaker then him for self gain is an unjust action. He seeks to uplift those who are meek and gift them with the realization that power exists deep inside; it's only a matter of how far you're willing to go. Only through struggle and perseverance can power be gained as it is something to be earned, not given.
Domains/Portfolio Description: Domain: Order is pretty self explanatory. It's strength doesn't lie in power but rather the sheer amount of portfolios that can be added to it. Time, weather, emotions, the list goes on. The power of order can and will(if strong enough) protect against or even undo chaotic damage.
Portfolio: Harmony is the power of things working together. It allows combining things in a way that will much surpass they're normal power. For example if you cause fire and wind work in harmony you get and extremely strong, extremely hot fire that only fire deities can surpass. Or an army that works in harmony will be able to defeat the combine force of 2 armies of the same size that have no harmony between them. It also can be used to aid multiple other deities in creating and cause their works to be of even better quality than normal.
Alignment: Neutral
Personality: He usually friendly and actively seeks out those he thinks are fun. Even if he disagrees with someones methods or goal he may help them out because he finds it interesting. He usually doesn't care what people or other deities do. He seems laid back and kind of careless, but that only applies to things that don't affect those he cares about. His goal is for him and those he cares for to survive what he believes is the inevitable destruction of this world. As such he will work with anyone as long as it helps him get to his goal. While his domain is Order it does not define him other than his powers. He is not above causing chaos himself in fact it is necessary for order and chaos to both be present, and even work together sometimes.
Appearance: A human from 5'11"- 6'4" it depends. He has an above average physical build, black hair, eyes that seem to contain a storm within the irises, and tan skin. He is usually wearing simple adventurers clothing. He has other appearances but they are either unknown to others or not worth mentioning.
Description: He seems of little consequence due to his relatively low level portfolio but to those who know of the true power of the Harmony portfolio he is seen as either someone to befriend or not bother at all. He is a benevolent god to those who follow him and and a cold-blooded demon to those who oppose him. He is uninterested in things that don't affect him or those he cares for. As his domain is so powerful he is definitely noticed but seems to be a smaller threat than those with more visibly powerful portfolio's.
Alias: Dragon Of The Stars, The Great Dragon High Lord
Gender: Male ((He is a rare reptilian variant who can lay eggs. Azhi Dahaka is one of the inspirations of this Dragon. Azhi was a dragon, reptillian creature, so he could give birth, regardless of his male status or not))
Domains/Portfolios: Domain(s): Magic Portfolio: Dragon The power over all magic as a domain transmutes into the portfolio of a dragon. Dragons have many different strengths, from many different cultures and lately in many forms of media and games/literature and poems. Azhi Dahaka gives birth to countless monsters as a male dragon despite being, of course, being a male dragon. His life was spared by Marduk, instead of being slain, because if Azhi Dahaka was slain it would have flood the world with monsters and evil creatures. Every kind of dragon there is, That's Sauranath. Even on occasion, dinosaurs, with or without magical breath like fire, ice, fog, etcetera.
Alignment: Neutral Good ((He barely fits the model of a Neutral Good, but he's just been formed from out of nothingness, the Void. He will mature. Dragons grow stronger with age)).
Personality: The dragon monster sees the stars as his children. Whether there's a star god or not, there is mystical significance in this, and may manifest in IC actions, so there can be a star god alongside him with no conflict, but he can develop power over the Stars as a Portfolio/Domain later as well.
Appearance:
Musical Theme:
Description: This dragon god is the essence of all things mighty as dragons are. The god of breath, the god of fire and dragons. He is intelligent, later, he will be more than intelligent, and will be very wise like an Asian dragon mingled with a ferocity towards evil as a European Dragon, rather than embracing evil. At first he could end up being petty and vengeful, but learns to turn towards justice of a council, teaching mortals to abstain from revenge. He will embody primal European Dragon's essence at first, devouring and eating from sacrifices of primitive societies, granting power, but later will become redeemed.
Even as a savage god, not knowing between good and evil, he is not wicked enough to cause suffering to souls in the spirit realm. Some of his aspects are already good even in his savage form. He can be a guardian creature for babies and children, and destroys wicked slayers of children.
Domains/Portfolio Description: As a god of Life, Escre can bring things to life, be they other gods' creations waiting for a spark, or injecting life into objects. While most gods can create life, Escre can do so far more quickly and in greater quantity. Its own body is made up of living armor and cloth, with a living weapon to boot. The only limit on Escre's ability to give life is its own creativity, which working with other gods to make sentient beings helps override.
As a Life god of Spirit, Escre can control spirits, pulling them out of living to store in its lantern. It can also modify spirits, which exerts an effect on their bodies as well. Consuming spirits effectively erases them from existence, and is seen as an ultimate punishment. By looking at spirits, Escre can understand them in the same way disassembling a motor to look at the component parts can help with understanding the whole. Looking at spirit can reveal if its holder is lying, and what the holder's capabilities are Though it cannot manipulate or erase the spirits of gods, it can better understand their abilities and honesty by looking at their own divine spirits.
Alignment: True neutral, though it can fluctuate greatly
Personality: Escre doesn't concern itself with ordinary emotion. Pride, goodness, evil, sin, righteousness, justice—none of it makes the typical mark on this being's persona. Only three things pique its interest: balance, knowledge, and karma. Escre is interested in learning about living things, about the variety of forms they take and actions they perform, and what shapes their spirits. It may perform acts of benevolence of malevolence on a whim, all for the sake of understanding. It is secretive in nature even as gods go, seldom even interacting with its fellow deities unless its cooperation is requested to bring to life new and fascinating things. Seemingly at random, Escre might bring down havoc and destruction upon someone for a small grievance, or let it and its domain sink to the brink of oblivion in a fit of indolence. Overall, Escre cares little for the machinations of the other gods.
When it comes to dealing with mortals, the beings that intrigue Escre the most with their culture and behavior, Escre can be unswervingly dedicated. It makes sure, through its careful observation, that no mortal rises to the level of the gods, but can also rise to defend the mortals should some wayward god let his or her emotions get the better of them and incite a tantrum of destruction. The followers of Escre are among the few things this god seemingly takes pleasure in, and will listen whenever one calls its name. Escre does not bind itself with notions of morality. Escre's creations, in particular, receive the Warden's favor, and is most jealously protective of them.
Appearance: Escre's most common form is a misshapen specter, half in armor and half in ghostly rags, holding a lantern abuzz with hundreds of tiny pinpoints of light in one hand, and a scythe in the other. If Escre wishes to walk the earth, he appears as a cloaked, hatted man with long, stringy hair, a grim, pale countenance, and soft features.
Description: As the Great Spirit, Escre is enigmatic and fleeting, tough to get a grasp of physically and even harder mentally. Its strange relations to the concepts of emotion and intelligence make it often seem terrifying and, to some, the most pure form of evil, but Escre is capable of great benevolence as well. Its lack of patience for arrogance, cunning, and self-importance make some see it as an equalizer of sorts, and indeed Escre does endeavor to keep the world balanced, and to exact karma on those who have in one way or another earned it, but beneath it all lies an agenda that only one being knows.
Domains/Portfolio Description: The domain of Science is the theory that explains the inner working of the universe up to the smallest scale and when manipulated it can create amazing things within time. The most simplest and basic form of the Science Domain takes place within the Atomic Portfolio where things such as planet and stars can be created despite them being from different Domains. The only fallback to the Science domain is the amount of time it takes to create such objects without help of other gods and the order of Portfolios that must be taken. Therefore, the next stage after the Atomic Portfolio is the Molecule Portfolio as it is the natural order of how the universe works in size.
Alignment: Lawful Neutral
Personality: Evelynn is a goddess who only seeks progress in the development of the universe and the explanation of how everything works to everyone. However, she is a fickle god who is always working from one project onto another, without truly finishing these giant pieces of art. She despite her forgetfulness does not respect the chaos of breaking the laws of time and space by gods and will stop them at all cost in order to keep reality together. However, once the problem has been solved she holds no grudges as she understands that all of the gods all had all came from the same being, explaining how they were here right now. Repeated offenses would only make her more cautious of the offender and keep tabs on them, making sure that they wont break the laws of space and time. Besides that, she is a passive person who watches the other gods do their own thing who has an optimistic lookout for the future.
Description: Detached from the other gods and always up into the clouds, Evelynn is a goddess who is an awkward gem of knowledge with no true place. Always marveling at the amazing art of Science, she is always doing her own thing yet always keeping an eye on the other gods and their work. She has a short attention-span and often looms from one creation onto another, often discovering new creations. When given something she cannot comprehend, she always tries to explain it in a way that makes sense for her how it can logically work. Despite her work shedule being scattered everywhere, she always manages to maintain a careful watch on other gods in case they are plotting anything that may bring concern to the rules of reality.
If the other gods would even take a look up into the night sky, they would discover the experiments of Evelynn with her gift to the universe being the night sky. It being decorated in brilliance of the many stars, which is her beautiful gift that may harbor other life naturally if they can survive without the assistance of a god. Her projects are always shifting as she does not only make planets, but decoration that makes the universe a place so amazing. Such as the Nebulae clouds in the sky, with light passing through the gaseous forms are turned into a flashing display of colors. Or maybe the soothing rings of ice that surround the distant world, that makes them so elegant with light bouncing of the rings shining magnificently. She is the harbinger of beauty however, she is also the bringer of harsh reality to mortals when the time is right.
Godblessed, The Accursed Warrior, King of Men, Chieftain of the Strong Tribe, Lord of Garakai and the North, The Mighty Warlord, Avarice Incarnate
GENDER Male
RACE Human Demigod
APPEARANCE
Ialu looks like a normal enough human, albeit a gigantic and hulking one. His eyes are a cold blue, his hair chestnut, and his skin tanned. He has two small scars on his face from when he was first attacked by Dyun and had not yet acquired the near invincibility that came later in his life. There is a massive and grotesque scar on his stomach from where he was stabbed by Viscardi's sword, though this scar is gradually fading away unlike the others.
DOMAIN (Portfolio) Passion (Avarice)
DOMAIN (Portfolio) DESCRIPTION/EXPLANATION Ialu is rather volatile by nature, which was only exaggerated by his contact with the Sword of Chaos and ingestion of Vestec's chaotic blood. He has fits of every sort of passion, from rage to pride. His domain of passion also allows him to wield a great deal of power over others' emotions, though he rarely uses except when trying to rile up his warriors.
In any case, his fits of passion act as a catalyst for his magical power. He can channel rage and coalesce it into physical form, flinging pure hatred at something to cause unadulterated destruction or be more subtle by sowing the seeds of ire, driving others berserk. Those are just some examples; as he grows stronger, he will be able to do far more and with different emotions.
His favored and most powerful form of passion is Avarice (in this case, an unholy combination of material greed, lust, and most of all ambition). His affinity for and open embrace of his inner avarice allows him to excell at growing in power or achieving what he sets his mind to. Beyond simply having an uncanny intuition in the form of inexplicable urges that passively guide him, he also has the pronounced power of Sight. The Sight is a force that exists only in his mind, taking on the form of brilliant golden light that only Ialu can see. The Sight is a more conscious version of his urges, with the golden light forming paths that lead him to inevitably find whatever it is that he wants.
For instance, if Ialu set his mind to becoming rich, the Sight would appear. His eyes would gleam gold with greed, and the Sight would manifest itself to him as a trail of golden light. Ialu never knows what will happen as he follows the path, as it is a force with a mind of its own and while it inevitably helps him to find a way to achieve things, it can do so in convoluted ways. Sometiems it's direct, though. Keepign with the example of Ialu wanting to be rich, the Sight might lead him to a mountain absolutely laden with deposits of gold just waiting to be mined.
HISTORY
A mysterious entity inserted some of its essence into a human woman, who then gave birth to Ialu. In three days he grew to adulthood. Displaying fearsome stature, strength, and fighting prowess, he also proved nigh invulnerable to most forms of assault. He named his Creator-God the Mighty One, declared himself that God's foremost champion, and began spreading the worship of the Mighty One.
Seemingly ageless, over the years he grew extremely powerful through his own work. Eventually, though, he had outside assistance. The Chaos God known as Vestec masqueraded himself as the Mighty One and ordered Ialu with the false authority that his ruse gave him. Eventually, Vestec granted Ialu even more power with an offering of his own blood. Not knowing that the blood would subtly corrupt him, Ialu drank deep.
PERSONALITY
To enemies, Ialu is not unlike a stormcloud: tumultuous, unpredictable, and dangerous. He likes to be in a position where he's looming impossibly above his lessers, and he's often caught with a menacing and prideful view towards those that can never match his strength.
To friends and those loyal to him, he is the stalwart tree that you cling onto to weather the storm of life. He may sway or waver at times, but he does not break. He is as honorable to those such people as he is treacherous to his enemies, and will genuinely seek to protect those that follow him if at all possible. He also looks highly upon the ambitious and would not be opposed to helping them ascend just as he once did, but beware: Ialu is envious, and cannot help but secretly loathe any that rival or supersede his own station.
ALIGNMENT Lawful Neutral, gradually leaning more towards Lawful Evil.
Ialu cares for himself and his own interests and advancement over all else, though he has no hatred of others. He actually has a decent amount of empathy, though he is growing increasingly indifferent to bringing about suffering to others if it means advancing himself. In any case, he doesn't actively dislike others and is only sadistic when under the influence of the Sword of Chaos or when overcame by strong feelings of anger. He is Lawful because in every action that he does that might bring about harm, he does so purposefully and for a reason. He is not needlessly cruel or mindlessly evil.
ITEMS -Not an item per se, but he controls Garakai as well as the Strong Tribe and all of its vassal tribes. -He has his own house called the Mighty Cottage. -The Sword of Chaos, an insidious weapon crafted by Vestec.* -Armor made from the hide and scales of slain dragons. -Other swords and well as spears made from dragon's teeth.*
*Ialu is currently cursed to be unable to wield weapons. While those weapons remain in his possession from earlier days, he can no longer use them effectively.
ABILITIES
Beyond what is described in the section on his domain and portfolio, Ialu is a formidable warrior and decent tactician. While cursed by Ferghus to never wield weapons again, Ialu can make terrifying use of his Wi. A master at the traditional telekinesis as well as Vistoc, he also shares the Strong Tribe's ability to use telekinesis to break bones, destroy organs, and directly inflict all sorts of bodily harm on foes. As a demigod, his Wi is far stronger than normal humans could hope to achieve.
NAME: Ialu
ALIAS: The Godblessed, The Wanderer
GENDER: Male
RACE: Human
AGE: A week old.
APPEARANCE: Ialu's eyes are a piercing blue, and his face bears two scars from that first fateful night in the woods when he was assailed by two Dyun. His hair is chestnut in color and unkempt, and he has a form worthy of any hero: well muscled and about seven feet tall, he is like a hulk when compared to normal humans.
Overall is not unlike the other human men in appearance. They are all crude and wild looking, and like the other humans Ialu will most likely continue to look like this until some god takes pity and helps civilize them.
HISTORY: Ialu was not amongst the first humans to be created. Rather, he was born to a small community of sorts, a group of people living inside a cave. Though his mother strangely enough claimed to have never so much as touched a man, she nonetheless one day felt a great pain and from that suffering Ialu entered the world. From the moment of his birth, he was marked as being different; at least twice the size of any other baby that the tribe had seen, the childbirth killed his mother. From nearly the moment he entered the world he was able to walk. Somewhat afraid of this strange boy, the others in the cave tried to avoid him. That was just as well; as by the third day he had vanished, having wander away from the cave. In those three days he had already grown and matured to adulthood.
On his very first night alone he was of course attacked in the forests by those savage creatures that plagued humans, but with his bare hands he was able to slay his assailants. It was then that he realized his purpose: slay the monsters. Without thinking and without any knowledge of how to do so, he crafted a crude spear with a flint tip. He has wandered the lonely forests for the past several days, slaying monsters with his spear.
PERSONALITY: For now, he exists for only one thing and is entirely defined by that task: eradicate the monsters. When that goal is done or his insatiable urge to fulfill it leaves him, perhaps he will develop an actual personality and do something else.
ALIGNMENT: Lawful Neutral is probably the closest. Ialu looks out for himself first and is absolutely driven by his own motivations. Still, for now he has some feelings of sympathy for humans and feels that his purpose is to protect them.
ITEMS: A crudely made spear, a club (little more than a thick stick), and some clothing fashioned from the pelts of animals.
ABILITIES: As a Hero imbued with some small amount of divine power, he has superhuman strength and reflexes. The most savage of blows seem to struggle to so much as bruise or cut his flesh, and such minor wounds heal within mere hours if not minutes. While he has never tested his fortitude's limits he may very well be nearly invincible to anything but the might of gods.
Strangely, he also seems to have an intuition that always tells him what to strive for and what his goals should be. He also seems to have an uncanny ability to devise plans and find a way to bring them into fruition. As time goes on, this power could develop further.
Also worth noting is that as a human, gifts from the gods that affect humanity will affect him as well. If a god teaches men to speak or cast magic, Ialu will acquire these abilities too.
Life: Individual or Species (delete as appropriate)
Name: Lifespan: Description: (What is the nature and behavioural habits of this/these life form(s) and its/their purpose?) Appearance:
Creation: Physical or Conceptual (delete as appropriate)
Name: Description: (Origin, Purpose.) Appearance:
Planet Galbar
Creations
Creation: Continent
Physical
Name: Arguilla Description: One of the first lands to ever appear in the new world, created by the King of Knowledge. It is comprised of two countries, one that houses the Zenoth, those who live in Dusis. Dusis is a beautiful, land, filled with rolling hills, lakes, rivers, and many other defining features. This land will be tamed by the Zenoth. Sherima is the second country, it is inhabited by the Cimex, a bipedal, humanoid bug race. It is filled with lone wolves, nomads and tribes, each one at war with one another, at least until one is able to unite there country under one banner. Sherima is a dense jungle, it is extremely dark at night, and the canopy can make day, night underneath them.
Appearance:
Life
Species
Name: Cimex (also known as the Voidborn) Lifespan: 80-100 years Description: The Cimex were created by Arguis, and could be said to have the most complex bodily functions of all the monstrosities on Galbar. Unlike the Dyun, their savagery is not purely directed towards humans. They have not hatred for any race whatsoever, but they are extremely territorial, especially when in relation to another race. The Cimex are self aware, unlike many of the bugs on Galbar each on of the Cimex are capable of utilizing their conscious. Despite this, if the need arises, they can abandon this self awareness to become one mind with many other Cimex. Cimex are born to hunt and fight, their exoskeleton is like iron armor, but very light, they are quick, but slightly slower than the Dyun, unless Reactive Evolution take place. Some are blind, so they grow claws along them to burrow underground, and use the rock to see. They are extremely intelligent, which is what Reactive Evolution is so effective on them. Cimex are carnivorous, but don't have a preference when it come to what they will eat, it does not matter to them as long as it is not their own race.
Life: Species
Name: Uri'Shi (Uri) Lifespan: 50-200 years
Reproduction/Population: : The Uri are a race of bipedal, plant-like humanoid people. They poses some of the same bodily functions that humans do, for example, there skulls are shaped differently and there reproductive systems have 2 different functions. The Uri are both asexual and sexual reproducers, but asexual reproduction is not used to create offspring. The Uri have a life span of about 50 years, but through there form of asexual reproduction they can increase there life spans if they want to. The Uri have the ability to be reborn, it is some what complicated, the Uri use there asexual capabilities to create a seed, that seed has it's DNA encrypted in it. It is then planted in soil and the Uri himself is buried underground near or next to the seed. After about a month the seed sprouts and its roots take hold of the buried Uri's body, then, information, memories, and all important bodily organs are mapped and blueprinted. Then above ground is a sprout were a large but thin bubble is growing, this is were the new body of the Uri is grown. After a year the body is fully grown and the Uri steps out of the bubble, unfortunately not all of the memories are transferred, and there can be some blank spots in there memory. An Uri can only use this 4 times, if used more than four times, they will lose all memory of who there were and will become a "vegetable". This reproductive ability allows them to live for about 200 hundred years, tripling there life spans.
If an Uri wishes have children, they have the ability to reproduce sexually with an Uri of the opposite sex. A seed is produced and is planted into the ground, it eventually sprouts and the baby Uri is grown inside the bubble. Once the baby has completed growing, the parents are there to take the new born Uri.
Male and female Uri are easily distinguishable from on another. Males are larger and built up more, the skull cap is larger than the females. Females are built like human woman, petite, but have a smaller skull cap than males but there chins are much more defined. Males also have darker tinted skin and females have lighter tinted skin colors.
But what really set the Uri apart from other races is there ability to use photosynthesis. This allows them to live without food for years on end if they wish to. Photosynthesis happens subconsciously for the Uri, they could be simply walking and be performing photosynthesis without anyone knowing. The suns energy is converted into nutrients in the Uri's bodies. But the Uri does not always need photosynthesis to survive, they have foods that they can survive off of and convert into nutrients in there bodies, unfortunately it may not be as satisfying of filling as sunlight.
Species Culture: The Uri are constantly looking for ways to innovate and expand. The Uri believe that knowledge and combat goes hand in hand, they teach there children in the ways of fighting but also encourage them to peruse higher knowledge.
Appearance:
Physical
Name: Soul Weaving Description: Soul Weaving was a magic created by Arguis and Escre, but utilizes most of Escre's power. From birth, the Uri have been close to the Astral Home, allowing then to see the thousands of Souls that flowed into the Astral Home, they called this, the River of Souls. With this magic, they can call upon the energy of the souls. With their unique ability to look into the River of Souls, they can summon their energy easier. They can hear the whispers of the souls, all of them ready and willing to be used, at times whispering to Weavers, tempting them to use their power.
A Soul Weaver uses their energy to create or manipulate matter. For example, they can call for Souls to create a ball of pure energy, they then cab request it to become a certain matter. Fire. Water. Earth. They can even utilize soul energy to smith, making their blades much sharper and sturdier, allowing them to make iron blades as strong as steel. Only a select group of the Uri population can use this Magic.
Individual/Physical - Holy Site
Name: Sanctuary of Knowledge - Alma'Toren - The Grand Library
Might: Generates 6 Might per Turn
Description: Alma'Toren stands on a beautiful floating island about the size of Hawaii. The island is inhabited by peaceful animals who live in the beautiful gardens the Arguis created, gardens that can be revered in legends. Many white marble pillars lead into the entrance of the library, walkways overlooking the gardens of the Sanctuary. Inside, marble/tile line the floors, No doors are featured, but archways instead, one long hallway leads to the huge library, filled with mosaics on the walls, showing a watered down version of the history of the gods, magically changing and updating as time goes on, with some missing pieces.
The library, which is most of the building, is wonderful adorned, the floors are a lovely cream colored marble, the wall white with gold carvings and trim. Every wall is a book case, and hundreds if book shelves are placed parallel and evenly thought the room. Mohagonay tables and chairs that feel like your sitting on clouds are set up around the vast room. Mohagonay stairs lead up to harder to reach books, and the books are organized by content, making it easy to find. Their are 3 floors of books, and depending on their content, they will be stored on a specific floor.
As you go through each floor, they start to lost their 'ornateness', and start to become more and more practical, but beautiful non the less. If the content is mostly common knowledge, such the Galbar's history so far, information in how to do jobs, or even advice, they will be on the first floor, which is were most of the books are. On the second floor is knowledge that not every mortal should know. The inner workings of Wi, or Soul Weaving, unraveling concepts such as love and pushing deeper into its meanings, and understanding the psyche of humans and Uri alike, even magic spells and toms, some even could call it forbidden magic. The third floor is not for the eyes of mortals, unless Arguis allows, the third and smallest floor has information about the gods themselves, their birth, the extent of their domains, and much more.
This room is magically sealed from both mortals and gods, and guarded by Toren, who have the power to battle gods. If it is breached, without Arguis' permission, Arguis can remotely destroy every book in the room, or make the pages blank. Arguis has a magical connection to every single on of the books, due to his power of Literature Control, they cannot just be stolen. This Grand Library is open to all, both gods and humans alike. But they must not come to Alma'Toren with intent to destroy it, for they will not be allowed to enter. Humans can enter by using a staircase, leading into the ocean, so Humans can use boats and walk up, of use flying beast and enter.
Floor One
Floor Two
Floor Three
Toren
Creation: Magic
Physical and Conceptual
Name: Many names including Wi, Magic, Sorcery, etc.
Description: Astarte has unlocked humanity's potential for magic. With enough training and focus, every human can now learn different types of magic (considering this type of magic has been discovered beforehand, of course), ranging from simple telekinesis to blood magic. Some people stick to one magic type, but it's possible to mix two or more together with enough cleverness in their use.
Creation: Physical/Conceptual
Name: Necromancy
Description: The power to detect, harvest and control the souls of the dead. A magic granted by Astarte solely to Thulemiz and the Silent Six, this gives the necromancer the ability to insert souls under their control into dead bodies and thus raise them up to serve them. Those who are raised are completely sentient, if they have a full soul within them. However, necromancers tend to tear souls into many parts and inject
those parts into many bodies, thus raising barely sentient minions to do their bidding. Moreover, stronger necromancers are capable of overpowering the undead of weaker necromancers and thus bind them to their will. Other than inserting souls into bodies or skeletons and raising them up, necromancers can also raise up wraiths, banshees, ghosts, knockers and nightmares.
Very powerful necromancers who have surrendered their very lives to death can ascend into beings far more able to control the dead: Lich Lords. Lich Lords are terrible beings, capable of raising and controlling the dead with the least strain on their power. If such creatures are not stopped immediately, they will only grow in power and carry out their one, unstoppable desire: bring the purity of death to the world. Thus is the greatest chaos and the ultimate order.
Lich Lords are far more capable at necromancy and can create a greater array of undead creatures. These include ghouls, vampires, wights, and they can even raise liches out of living or dead necromancers.
Physical
Name: Planet Cord Description: The Planet Cord provides the only route to the planet's core, and therefore the Astral Home. Gods, and Escre in particular, can use it to travel between space and the planet's center quickly. It also provides a sort of exhaust port for the Astral Home's gaseous life energy, and the sky around it is often darkened by clouds of the it, where it mingles with the air and helps slightly to maintain an atmosphere. Appearance: The Planet Cord is a huge spinal cord, fifty-five meters in diameter and seven and a half thousand meters long. Six thousand meters of its length are underground, while the remaining kilometer and a half towers above the planet's surface, reaching up toward the stars. The Planet Cord is not perfectly straight, and winds a little back and forth. The bone that constitutes it is has a soft, porous outer layer and an inner layer harder than bedrock, meaning that mortals could climb it with relative ease, but not dig into it. Like all vertebrae, the Planet Cord has a hollow, tubelike center, through which those interested in reaching the Astral Home travel.
Physical / Conceptual
Name: Astral Home Description: The Astral Home serves as the core of the planet, filling it with life energies that other gods can utilize to aid in their own creations, and sustaining the planet from within. It is Escre's sanctum, where it is the most powerful, and where it guards with utmost jealousy. Because of the Astral Home's existence, all living things that come to be on the planet have their own spirits, and when they die, their spirits relocate to the Astral Home for safekeeping. Appearance: The Astral Home resembles a huge orb of glowing white liquid floating at the planet's very center, in a spherical cavern only breached by the tip of the Planet Cord. Nervelike roots of white energy extend from the orb into the walls, from where they extend up through the planet to the surface. These emanate life energies to the surface. If a nerve breaches the surface, it creates a Fountain of Life, a radiant white pond that invigorates those who drink from it, mortals and gods alike.
Species Name: Kelp Nuzzler Lifespan: 8 months Description: Kelp Nuzzlers feed on tiny crustaceans and mollusks that infest huge strands of kelp, and in turn, the kelp gives them a hiding spot. They are common food for Torpedo Eels, and aren't very quick. They tend to shy away from open waters, and rarely congregate in groups of greater than two. Their scale plates, soft but cohesive and flexible, can be crafted into decent clothing or waterproofing. Appearance: Raccoon-sized green fish with thin scale plates, the largest of which are in its shovel-like head, which bares a great similarity to a kelp leaf. Kelp Nuzzlers have striking pink eyes on the sides of their bodies, giving them 360-degree vision.
Species Name:Torpedo Eel Lifespan: 2 years Description: These second-level consumers serve to keep the population of ordinary fishes down. They themselves make for pretty good eating, if one can get around the razor-sharp spikes and fangs. Their ability to 'torpedo' means they can go into a corkscrew maneuver when swimming, increasing their speed greatly but eliminating their ability to turn. This allows for vicious surprise attacks. These things are smarter than they appear, and might work together to flush out food. Appearance: Short, streamlined eels built more for swimming than winding. Their dorsal fins and heads are adorned with spiked not unlike miniature scimitars. They may or may not have dark streaks running down their sides. Males have blue fins and bluer scales, while females ahve red fins and grayer scales. Their mouths can open to an 80-degree angle.
Species Name:Kelp Cutter Lifespan: 7 years Description: These grim creatures glide through the ocean on gray-green wings, watching with their red eyes. Their weight and the sharp edges on their fins means that they can cleave plant matter and flesh alike should it be unfortunate enough to be in its way. On the inside, Kelp Cutters are dark. Their meat and blood alike is inky-black, sticky, and viscous, making them practically inedible as well as giving them a defense mechanism: when wounded, their inky blood escaped and sticks to whatever attacks them, potentially blinding but at least confusing their assailants. Kelp Cutters are solitary, meeting only to mate, and lay small clutches of eggs that look like black pearls. Appearance: They are much like rays, with gray-green skin, red eyes, and bladed fins. Their blood is thick, sticky, and pitch black. Their tails are barbed, but not venomous.
Species Name: Spongeback Lifespan: 40 years Description: These creatures patrol the waters near or above reefs, soaking in sunlight. They're pretty skittish, and will flee from large boats and bigger sea creatures with haste. Their sponges are practically ecosystems in themselves, for they contain lots of algae and commonly small organisms, even fishes. The oldest Spongebacks may even have miniature reefs on them. Those sponges are resistant to impact, but vulnerable to cutting, and aside from making good sponges, they can be used for bedding or as waterskins, for no liquid ever evaporates from the sponges. If unable to flee, Spongebacks can attack, whipping their tails around foes and trying to strangle any enemies. They can also leap out of the water for short periods, using their winglike fins to propel themselves. The fins themselves turn completely rigid if left in the sun once harvested, and can make excellent sails. Appearance: Stringy blue sea-serpents about a hundred and twenty feet long when fully grown. Predictably, their backs are covered in yellow sponges. Near their heads are four large, translucent flippers. They actually have only one eye, which is in the roof of their mouths.
Species Name: Xaroco Lifespan: 16 years Description: These airborne beasts hunt small land creatures, including mana worms, though without suffering any adverse effects. Though nasty creatures for normal humans to fight, they prefer not to engage in combat, and prefer dark, quiet places like caves and graveyards to roost in. There is a supercolony of them surrounding the Planet Cord on the surface, who hunt fishes during the summer and penguins during the winter, when an ice cap surrounds the bony spire. Xarocos are known for their ability to clean corpses in mere minutes and to shoot spikes from their tails in a pinch. Appearance:They're pretty unique, let me just show you.
Species Name: Mana Worm Lifespan: 3 months Description: These things occupy the role of decomposers in the environment. They take dead tissue and process it, turning it into usable nutrient for the soil. More than that, however, Mana Worms appear to have a connection to the Astral Home. The tentacle sacs in their bodies pulse with the same liquid life energy that resides at the planet's core, albeit much less pure, hence the blue color. On death, these worms retract their tentacles into their bodies. If consumed, the raw, impure life liquid can have a host of effects on the consumer. Usually it provides healing and reinvigoration, but too much can cause sudden mutation. Drinking the mana worms' mana habitually can severely disfigure a person...perhaps, if they're lucky, even make them into an outsider. Appearance:Grubby little black things with loads of tentacle sacs
Species Name: Outsider Lifespan: Infinite? Description:
Where do you find outsiders? Even among gods, the answer is not clear, but it is this: wherever you find humans. In the cities and villages of humans, near their farms and their ports, an outsider or two certainly dwells, though more near the sea. They hide among humans, disguised, their eyes closed, and always watching. They want to be human, to have that intelligence and that drive and that wonderment at the stars, but all they feel is loneliness and unfairness. Unable to be human, they merely play at it, adopting heavy disguises and hanging around or nearby human settlements. They can mimic speech, but don't speak often. Outsiders are light and agile, able to run fast, climb high, and crawl low. Are outsiders sentient? Not in the same sense that humans are sentient. They are resistant to change, whether of their surroundings, of their hoarded possessions, or even of themselves if a meddlesome god comes calling. Above all, outsiders can see. If they open their eyes, their gaze can pierce any illusion, even those created by the gods. Their understanding of divinity and the secrets of the cosmos is alarmingly sharp.
If killed, their bodies melt away into ink, leaving only their eyes behind, solidified into an rubbery ball. The ball, too, will melt away quickly unless it is collected by a person. If in a person's possession, the ball begins to give off a hard-to-resist smell, prompting the collector or anyone close to the collector to eat it--though only females can smell it. Once a woman has eaten the ball, a change occurs. In the course of the next week, regardless of how much the woman eats, her body rapidly gains weight until it's up to five times her original. During this time, the woman's irises turn orange, and they, too can see through even the most divine illusions. Though hard to notice, three additional eyes grow in random places on the woman's body. Finally, in the night at the week's end, approximately three-fifth's of the woman's body mass sloughs off and turns inky black before becoming three new outsiders. Any witnesses are hunted down by the outsiders to keep the secret. After this, the woman falls unconscious, and upon waking remembers nothing of the past week.
Nonhuman races like the Cimex and the Dyun can also be affected. If a female of either of those races is enticed by a ball's aroma, the change they undergo is that they develop a new eye in their torsos, at the same position and size of an outsider's. After the week is done, the epidermis of the Cimex or Dyun in question peels away, revealing that an outsider has grown to occupy the creature's entire inside.
Gods can use the eyes of dead outsiders differently, should they be able to catch them. Gods can take their eyes and slot them directly into their avatars' bodies, gaining better peripheral vision and resistance to other gods' mind-powers with every eye.
Despite all this, outsiders' impact on the world is rather insignificant. They're not capable of any greatness, of forming their own civilization, or any advanced learning. The are but phantoms in the world of man, and purposefully try and keep their race as secret as possible. The majority of humans will go their entire lifetimes without knowing that outsiders even exist; and perhaps, some gods will as well.
Individual Name: The Liaison Lifespan: Infinite Description The Liaison functions as one of Escre's subordinates among the mortal world. It is the Liaison's responsibility to watch over humankind, both to gather information on them and the work of other gods among them, and to defend humans from the assaults of other, vicious races. The magical 'arts' inherent to the Liaison as a result of its status as a hero give it an elemental affinity for ice. It can empower its strikes with ice, both hurting and freezing what they hit, or create crude constructs out of ice to fight with. It does its very best to keep its actions, and even its existence, secret. Naturally, also due to being a hero, the Liaison is both far stronger and more agile than other members of its race. Appearance: The Liaison resembles a typical outsider, but its eyes is a brilliant cyan rather than orange.
Order
Name: The Sanguine Communion
Description: The Sanguine Communion is a congregation of humans dedicated to the idea of preserving humanity and maintaining the world's balance to make sure that it is never thrown into chaos. To this end, its members pay homage to Escre, the Great Spirit, but do not worship it; nor do they worship the other gods. If anything, they revere the Astral Home, the sustaining force of the planet and to abode of spirits. Sanguine Communion temples are built over Visceral Seeps, and the order gathers up the lifeblood and distills it with arcane devices that only the SC controls. Once distilled, the lifeblood is a miracle healing medium, able to regenerate bones and even entire limbs. It also dissolves the body's fatigue, and can even substitute for food. However, lifeblood never leaves the system, and if it's not used to construct new tissues it can pile up, causing tumors and growth in size. Thus, removing used blood is a common practice. A member of the Sanguine Communion who has consumed a good deal of distilled lifeblood can repair and even alter their own body, breaking it down and constructing it anew. A gifted -or cursed- individual can literally erupt into a bloody explosion, becoming monstrous, for combat purposes.
Appearance: The members of the Communion wear varying forms of attire, but their clothes are always sleeveless, caped, and a light to dark brown with various blacks mixed in. Communion members tend to wear hats, hoods, wood masks, or a combination of said items as well. Temples of the Sanguine Communion typically have a rounded, tiered shape with stone bricks and pointy spires.
Transformation
Name: Mortemulta Escre
Description: This is Escre's combat forme. It can range between 150 and 400 feet tall, and is used whenever Escre anticipates fighting. In this form, Escre cannot create anything, trading all creation powers for combative ones. Despite its size and strength, Mortemulta Escre is technically a large wraith, and uses a Phantom fighting style. It can disappear and teleport in its entirety, create illusions of itself that are immune to omniscience, and from its three massive eyes release Charged Souls that seek out and burn through their targets. Furthermore, the entire halo containing the three eyes can be wielded as a massive ringblade. With its left hand it can rip spirits from the bodies possessing them, siphon energy, release Hypercharged Souls, and phase through all manner of skin to rip on the inside. In its right hand it wields a modified, giant scythe. Wherever Mortemulta Escre goes, the weather turns dark and cloudy but for a space directly overhead, from which shines an eerie purple light.
Appearance:
Physical Place
Name: (The Bastion called) Forever Fall
Description: The Bastion, a floating citadel in the far-off reaches of space, in a green nebula cloud of air. It is a stony fortress, with courtyards and flowing water and white-barked trees in a perennial state of autumn. Within, past numerous arcane seals designed to teleport any godly presences that mess with them to a random point in space, and up a spiral staircase in the glassy blue atrium, is Heaven's Door - a raging spiral, bristling with dark, violent colors and streaks of scarlet lightning, and most likely capable of erasing anything thrown into it from existence. Forever Fall is one of the Seven Ardent Bastions, and its core, Heaven's Door, suggests a ceaseless cycle of hatred and self-destruction. Since the blessing of Invictus, it has become nearly impervious to the meddling of other gods, and its Deathless Warden protectors fight on nearly demigod levels.
Description: The Ocean of Galbar was formed by the God of Seas as both a way to show their power and to serve as a catalyst of their divine will in this world. Many worshipers of Undasis believe that the ocean is an ultimate incarnation of Kraken's force and Woman's love.
Galbar's ocean is- for the most part- entirely salt-water, with the exception of certain points in Kraken's Crater. Waves are often seen rippling their way across the surface of the water, and below you'll find an infinite mass of blue (which will be filled with fish, eels, and sealife of all sorts imaginable).
Deeper down, the bottom is covered in a thick layer of sand and the occasional loose rock; no sunlight reaches this far into the depths, and as such most life that makes it's way here is strange and hardly pleasing to the eye. Only the most beloved creatures of Undasis have the power to survive so far from the hated surface.
Any god may enter these seas, but they should be aware that they are descending into the territory of Undasis.
Description: The Moon of Galbar was, along with the oceans and atmosphere, created by Undasis.
It was made through combining thousands of asteroids into one roughly spherical, rocky object of about 63 million square kilometers around ((for the record, Earth's moon is about 38)). It orbits tirelessly around Galbar, completing a cycle every thirty-three days.
There is nothing of significance on the surface, but it should be said that the Moon is very "lumpy" in it's form. It is, for the most part, a very dark grey shade that borders on entirely black.
Undasis- Kraken specifically- may occasionally use this as a "safe haven" on which to be away from the world while keeping it, literally, within view.
Description: When Kraken smashed himself into the barren crust of the world directly following it's creation, he shattered it with such power that a massive mark was left forever in the earth. It is the descends deeper than any crater, trench, or canyon. When it was filled with water by Undasis it became the lowest point of the ocean- at one point going as far down as 50,300 feet (or 15,331 meters). The length by longitude is roughly 9,400 miles (15,127 kilometers) and the width by latitude is 8,100 miles
As one descends, they fall more and more into the Kraken's dark realm. The Woman of the Water has no hold here, and as such there is no peace for trespassers. Even god's may find reason to fear this place, and only the most beloved of the World-Drowner are allowed to enter. It is rumored that here the Kraken has built a massive palace from which to command his armies that will rise up from the sea and conquer the world.
The Sun does not cast light in the furthest depths of Galbar's Scar, and as such it is home to some of the strangest life the world- and Undasis in particular- has to offer. The creatures who inhabit this realm are monstrosities of the most eldritch fashion, and must be explained in another place.
This is an artist's abstract interpretation, as it is difficult to see the Crater from above as anything but a giant, continent-sized dark spot on the world's oceans
Species
Name: Sea Ants Sea-ants Seants
Lifespan: 15 Years
Description: Sea-ants came about when Undasis, Astarte and Vestec captured a small number of Vowzra's ants and transformed them to survive in an undersea environment. They share many traits with their distant, land-based cousins; they have strong and powerful jaws that can lift up to twenty times the Sea-ants body weight, they scavenge relentlessly for any meat or plant matter that may be found, and they live in vast families led by a "Queen" that births all members of the hive.
The "legs" of Sea-ants can serve as both paddles when traveling through the depths, and as digging claws when pushing away seafloor sand to create a suitable home for themselves and their hive-members. To achieve this purpose, the ends of their feet curve to the left and create a "cup" shape- the cups catch water easily when swimming, and scoop up dirt for digging.
Also like the inferior land ants, Sea-ants have a habit of unintentionally spreading nutrients and cleaning waste left by other creatures- thus making them vital to any sort of complex undersea life to come.
Name: Vestecian Sea-ants Vestecian Sea Ants Vestec's Seants
Lifespan: 15 Years. But, compared to their more peaceable cousins, they are extroadinarly likely to die in conflict
Description: Only a few moments after the above Sea-ants were created, Vestec brutally corrupted them into a mockery of their former selves. The are now strictly carnivores. Furthermore, they have no more "Queen", rather, every female in the group is forced into a form of reproductive slavery in which they must give birth to periodically, or be killed and eaten by the other Vestecian Sea-ants.
Vestec's ants do not create hives of their own: instead, they wait for a hive of non-corrupted Sea-ants to toil away at making a suitable tunnels system, and then the Corrupted Ants viciously attack. They rarely lose, due largely to their superior pincers and the twisted tentacles arising from their backs. Sea-ants who survive the Vestecian onslaught are quickly hunted down and eaten.
The ants on Vestec's body began undergoing a notable change. Their bodies became more streamlined, built for moving quickly underwater, and their pincers grew larger and decidedly sharper. Tentacles arose from their backs, ready to grasp anything within reach.
Name: Colossal Sea Ants/Sea-ants/Seants Krakenian Sea-ants/Sea Ants/Seants Kraken's Ants
Lifespan: 15 Years
Description: Unlike the other two forms of mutated Undersea Ants, Kraken's Ants have little to no connection with the land-dwelling insect that first comes to mind as one hears the word "ant". No, these are more like something out of a nightmare. They were created by Kraken in response to Vestec's ants.
They grow anywhere between 8-16 feet long and 5-10 feet tall, and survive primarily in and around the cusp of Kraken's Crater. They are hypercarnivorous, their diet consisting mainly of the meat of whatever animal they may find (octopus, squids, and other cephalopods are by far their favorites), and the various fungi that grow around Kraken's Crater. These creatures swim at an average of about forty miles (sixty-five kilometers) an hour.
In the place of legs they have grown large, red-coated, seashell shaped fins built for paddling through the seafloor. Rather than two antennas, they possess a thick coat of extremely small and sensitive hair-like tentacles spouting from their back. These tentacles possess the ability to sense vibrations in the water, so as to detect approaching prey or potential mates.
On the other hand, they have retained the segmented body and insectoid facial features.
Species
Name: Devourer Fish
Lifespan: 15-25 Years
Description: <Snipped quote by The Creation of the Devourer Fish>
Devourer Fish are one of the most well-known breeds of "sea monsters". They- along with StormHunters, Terrorfish, and Mighty Sharks- were created by Undasis to terrorize mortals who entered his domain. They are the apex predators of the mid-Crater area (about 30,000 feet deep), where they struggle to search for food but rarely fail to consume their prey once it's been found.
Devourer Fish are close relatives to the Angler Fish, and have many of the same habits (including the unusual mating habits). Angler Fish have a natural "lantern" on their head, the light of which lures prey into their waiting jaws. Devourer Fish, on the other hand, have a similar natural lantern- the main difference being that Devourer Fish are imbued with a strong magical element. Their lanterns are able to create any illusion needed to pull in their prey; someone lost in the bottom of the ocean may see it as a light to lead them out, a sailor with a sinking boat will believe it's another ship coming to rescue them from a watery grave, a dying man sees it as a healing force of the gods, and so on. Devourer Fish are very dangerous in this manner, anything one desires they will imitate until you swim right into their grasp. It's far too late by the time the trap that's been set is discovered.
Description: <Snipped quote by The Creation of the StormHunter>
Like the Devourer Fish, StormHunters are closely tied to mystical forces, which they use for hunting their prey. Unlike the Devourer, StormHunters do not wait and lure their prey in. Instead, they actively hunt their prey at the absurd speed of ninety miles-per-hour (one-hundred-and-fifty KPH) by invoking the sea to push them faster, and they have been granted the powers to stir up the forces of water at will. They possess an extra organ molded on to the back of their brain, which forms a bond with the elemental forces of the world (particularly that of the ocean and air) and is used at will to spin the waters into a whirlpool, cause lightning to strike it's prey during a storm, or bring rain down from already cloudy skies.
It should also be said that they are normally among the most difficult creatures to slay (to kill one of these is to be hailed as a hero by many), and are several times worse during storms. StormHunters serve the purpose of guarding those parts of the ocean furthest from land. They are Undasis' last resort to terrify mortals, and they are generally considered to be the most fatal of Kraken's monsters, even more so than the ever-dreaded Mighty Shark. Only a select few brave men and fools approach them willingly.
Description: <Snipped quote by The Creation of the Terrorfish>
Terrorfish are perhaps not as dangerous as a StormHunter, but they are nearly as terrifying. There is no magical elemental powers to these creatures, there is no cunning lure, there is simply brute strength.
Terrorfish swim at an average speed of thirty miles per hour (fifty KPH). They have no known mystical powers, but they do not need them. The lack of magic is easily made up for by an impeccable sense of vision above and below water, the strength to crush iron with their tentacles, an ability to smell prey from over almost a hundred miles away, and a merciless attitude. There is no room in their mind for anything more than eating and destroying, and they favor land-creators who enter the sea.
They were created with the express purpose of attacking sailors or deep-sea fishermen. Kraken desires people to enter the water, of course, but he does not want them to do so without certain knowledge of the dangers that may be waiting for them. Kraken is, after all, an embodiment of the sea's bipolar force and rage.
Description: <Snipped quote by The Creation of the Mighty Shark>
All fear the Mighty Shark. They are in many ways identical to "Great White Sharks", with the obvious exception being that they can grow up to be several miles long. They feed their massive bodies by inhaling the water around them (as whales do), sucking in whole schools of fish, squid, eels and whatever or whoever is unfortunate enough to be near them. Like the Terrorfish, they have no mystical powers, but they do have a taste for human flesh and blood.
Description: What was once a whale has been blessed with an unfathomably small but powerful portion of Undasis' divine mystic powers. Rune, as with all other Krakenian Demons, has lost all sense of individuality, self, animal instinct, and sexual desire. What it has gained, however, is worth so, so much more; it is the Demon of magic, it has developed masterful powers over the elemental and mystical forces of the world.
Not being sentient, it of course doesn't understand the strength it wields so easily. All it knows is Kraken's will, and if Kraken demands that it fight, then it can and will use all the raw magical power at it's disposal to crush it's foes. It can summon fire, wind, water, and earth to it's aid, and it can attack or defend with bolts of pure mystic energy. Rune can cancel-out most magic being used by the enemy with relative ease, and it can even use the energy from an enemy's spell to it's own ends, if it so needs.
Also Known As: The Forceful The Strong One The Purple
Description: Impetus is the most physically strong of the four original Krakenian Demons, and the most resistant. All the Krakenian Demons can move at underwater speeds of hundreds of miles an hour, but this one is the only one able to utilize that gift of speed as a weapon:
When Krakenian Demons travel, they do not do so in the physical. They "fade" out of this world and exist solely in the spirit for a brief time before popping back into reality at a new destination. This connection to the spirit world is one reason they are known as "Demons" (implying a connection to the ethereal), and it is why they can transport themselves three-hundred miles away in only an hour or so.
Impetus is the only Demon able to manifest this power in the physical realm. In other words, when he pops back into reality he maintains momentum and uses himself like a spear. From the perspective of an enemy, this would be like suddenly seeing a monster appearing in front of you and running itself into you, head-on, at several hundred miles per hour.
Furthermore, Impetus has extraordinarily strong jaws and near-impervious skin. That is not to say it's invincible by any means, but it would require a true hero of the gods to slay it and all it's brethren.
Also Known As: The Catalyst The Mental One The Blue
Description:
It should first be stated that Phrenic is in no way a truly sentient being. Kraken has bestowed him with a great sort of intelligence, but not the same sort that may be found in a humans. This mental prowess is more animalistic, more instinctual. It knows how to respond and strategize in conflict- it's only real purpose in life, but it could never learn to speak or achieve a higher level of thinking. As with the other Demons of it's kind, it is nothing more than a semi-intelligent living weapon.
Phrenic is highly telepathically linked to all other Krakenian Demons, and as a direct result is able to "hear" all their thoughts and relay those to the others. If Rune notices an enemy quickly approaching to the right, Phrenic will immediately hear that information and relay it to all the others, so that they may all prepare to fight. Another example: if Impetus is about to use ram himself into the enemy, Phrenic will hear that and relay it to any other Demon around Impetus, so that they may avoid being caught in the cross-fire.
But there are some drawbacks. For The Catalyst, anyway.
It is wholly blind, deaf, scentless, has no taste, and cannot feel physically or emotionally. Phrenic was made to be less of a living thing and more of an object. Phrenic sees, hears, learns, tastes, and feels all though the thoughts of others. If Impetus bites an enemy and tastes its flesh, then Phrenic "tastes" it also. If Rune is stabbed, Phrenic "feels" the stab alongside it.
The reason for all of this is so that the Four Demons may stay in contact at all times. If one is attacked, they will all know immediately through The Catalyst. This instantaneous contact greatly aids them in combat. If Phrenic were to die, the Krakenian Demons would have no form of communication whatsoever.
Description: It is because of Reverend that the Krakenian Demons are able to "fade" into a spiritual existence at times, and why they are so difficult to kill. Reverend's very presence strengthens the souls of his fellow demonic creations, ensuring that any enemy will be hard-pressed to harm them enough for their souls to leave their bodies.
It is impossible to truly kill one of the Krakenian Demons so long as Reverend lives. You see, Reverend has the innate ability to cage souls to this plane of existence. Should Rune, Phrenic, or Impetus fall, he will curse their souls to haunt the area of their death like ghosts until their bodies are healed. There are only two real ways to stop this:
- You can burn the bodies to ash, thus making it impossible for them to return to their own physical being. You should be warned that this will not solve the problem entirely, as their ghosts will haunt the place of their death forever.
-You could kill the Reverend. This will allow the bodies to decay naturally and the souls to be freed. Kraken can always make more demons, but not entirely the same as these original four. If they are all slain- Reverend included- then they will never appear in this world again.
If neither of these things are achieved, then the Demons will eventually return. Then they will return again, and again, and again, and so on until someone burns the bodies or kills the Reverend.
A.K.A.: Mermen/Mermaids Mer Undasis's Chosen (used derogatorily) Scales
Added upon IC developments: The Alchemists
Lifespan: Seventy-ninety years
Description: (What is the nature and behavioral habits of this/these life form(s) and its/their purpose?)
Undasis first crafted the Ocean Mer from the bodies of Sviebarden men and woman. They are far from human in appearance and can only breath saltwater, but they have amazing telepathic abilities and swim at top speed of 30 MPH that more than make up for their losses. When they speak they possess deep, masculine voices.
River Mer, on the other hand, were created as a catalyst of relations between Merkind and Mankind. They are not hybrids by enemy means, but they certainly look and behave the part: they have weaker telepathic abilities than Ocean Mer and more human features. Their hands are not as noticeably webbed, they are capable of breathing both fresh and salt water, and they seem to lack the speed known that the Oceaners are so well known for. General these are less concentrated in population and more spread-out than other Mer. A note: River Mer also live in lakes. Sometimes they will be referred to as "Lake Mer". There is no difference between a Lake Mer and a River Mer.
Also: Aestus, the hero, is neither a River nor an Ocean Mer, but a cross-breed of both.
Marriage: The average Mer is adult at the age of seventeen, but it is normal to be engaged before fifteen. The actual marriage will not, of course, take place until they reach adulthood, but at the point they have promised and engaged themselves, it is set in stone. The only way out of a promised engagement is if one dies (which sometimes occurs, under more than unusual circumstances)
Mer Marriages are absolutely sacred. Divorce of any kind or any reason is prohibited. There is no such thing as divorce. Mer, when married, each imbue a bit of their own magic into a biral stone and give it to the partner, so that a piece of them will always be carried by the other.
Gender Roles: Although both Mermaids and Mermen are allowed equal rights in every sense, it is generally encouraged that woman are homemakers and advisers while men are providers and leaders. The main exception to this is magic: if you are a trained wizard, none of the rules, marital or otherwise, apply to you.
Children: As should be fairly obvious, Mer do not have near the same reproductive systems as our human friends. I'll spare you the horrible, horrible details of Mer mating. Instead, I'll give you the horrible, horrible details of Mer childbirth: Mermaids lay an average of 4-8 eggs about the size of their heads after a six-month fetal period.
Mer are able to swim, feed themselves, and use rudimentary telepathy directly after being hatched, but they need parents to look after them, as they cannot find the food on their own. There are disturbing amounts of reports on abandoned newly-hatched simply swimming around in circles until they die of starvation or exhaustion.
Personality Mer are a highly emotional and surprising people. Although they can, at times, exhibit crushing logic and reason, they are primarily ruled by their emotions. This is especially true for Mer in large groups, as they telepathically sense eachother's feelings and that, in turn, arouses similar feelings in them.
This means that thoughts in Mer society work almost like a virus. If a Merman is angry, and he goes home to his wife, she will telepathically pick up on that and become angry too (even if she does not know why). The wife may then go outside and meet a stranger, who will become angry from her anger, and he will go home and cause his family to be angry simply with his presence. Therefore, the emotion spreads like a disease until many, many people have been "infected" with anger, even if nothing valid technically happened to trigger that emotion, other than meeting someone already exhibiting it.
Life: Almost half of the Mer population live in the great city of Concentus- the largest grouping of homes and structures to exist at the time of writing. Mer in the city, like the fish in an ecosystem, all work for themselves while still benefiting the greater whole- often without noticing it. The have a system of currency based around "Pecuna", the equivalent of a single unit of currency. Concentus is based around a Capitalist society, where the pursuit of wealth is valued and expected.
The rest of the Mer live outside of the city, in small villages or, although somewhat rare, alone. Concentus is much to big and heavy to easily move around, but these smaller towns are often built on semi-buoyant submerged platforms that may be pulled by domesticated Giant Squid or sharks. A Mer will build the platform from a mix of coral, sand, biral (of course), and fish scales. Then they will build their home on top of it and have animals pull it to achieve locomotion. The reason they go through all this trouble to keep themselves mobile is simple: fish. They often follow schools of fish so that they have a constant supply of prey items, and some Mer have even rigged giant baited nets on the exterior of the homes, so that fish will get caught inside as the platform floats along, removing the need for hunting or even leaving the construct.
The Mers were at first created only as worshipers of Undasis, for whom they have only ever built one temple. One temple that is several kilometers wide and able to house thousands at once. Other than that, most Mer keep small areas of worship in their homes, preferring to pray to the Sea God in private.
With the recent release of Biral Manipulation and Alchemy, a very large number of Mer have taken to also praising Astarte, who they often hail as "The Sea's Sister", because she reportedly told Sanctus that she was like Undasis' sister. They don't simply see her as an incarnation of magic, however, but also as a sort of unpredictable one. When making a fictional story (as Mer often do) Astarte is most often depicted as random, indecisive, and chaotic- she speaks in riddles and offers hidden advice in her strange behavior.
Appearance:
These are an uglier and fishier breed than those found in rivers, but do not let their appearance deceive you- they are not monsters.
River Mer have less jarring appearance than their cousins, and may even be found attractive at times.
Life: Species
Name: Ants
Lifespan: 20 years
Description: Ants were the very first living creatures to come about. They were created in order to maintain the Oxygen cycle along with trees. Other than that, they are vital in preserving various life cycles, and the existence of other creatures would be impossible without themas they clean up the environment and improve soil quality. To help them with cleaning, ants have incredibly powerful jaws called mandibles which allow them to lift up to twenty times their weight and break items apart to carry them to the colony. Some are carnivorous while others leaf-eaters, making them among them ultimate scavengers. By creating colonies, defecating and bringing food back to the colony, ants unintentionally aerate the soil and introduce extra nutrients into the earth,thus increasing its quality greatly. Further, ants are a vital pollinator, without which many flowers would die out. Overall, these little creatures are incredibly important for the development of advanced life on Planet Galbar.
Creation: Physical
Name: Trees
Description: Trees were created by Vowzra as the first non-sentient living creations, excluding the Planet Galbar itself. They are a vital part of sustaining and advancing life, as they produce oxygen, improve air quality, preserve and increase soil quality and conserve water. Trees also filter air by removing dust and absorbing gases dangerous to life, such as nitrogen dioxide, sulfur dioxide and carbon monoxide. Trees also preserve cool conditions by absorbing the heat of the sun, and they preserve heat by acting as a barrier for winds. Further, tree roots hold the soil in place and prevent it from collapsing while the entire tree provides a potential home for various future creatures, both above and below ground. And it cannot be forgotten, many trees also produce sweet fruits which animals can eat from, and their leaves also provide food for ants and many other future creatures, something Vowzra does not need his all seeing eye to know.
Life: Numerous Species
Name: Animals; The Animal Kingdom Lifespan: Varies from a few minutes to hundred of years depending on species Description: Animals are the product of Vowzra's knowledge, Escre's imagination and the Guardian of Life's pure power over Life. Their combined created over 10 million species of animals, all designed to live, reproduce and create an enormous, self-sustaining ecosystem on Galbar. Animals range in size from no more than a few cells to organisms weighing many tons, such as the colossal squid. The most numerous species of animals are, without any doubt, insects. Groups such as mollusks, crustaceans, and nematodes are also especially diverse, while mammals are a very little in number when compared. Find here a far from exhaustible list of animals one can expect to come across.
Life: Species
Name: Humans; Vowzra's Children; Mankind Lifespan: Up to 120 years; average of 70 Description: (What is the nature and behavioural habits of this/these life form(s) and its/their purpose?) Humans were the first intelligent beings to come into existence, along with their Outsider cousins and protectors. They are beings of extreme intelligence and can learn and adapt very quickly. With time, they are able to learn and develop without the intervention of the gods, but divine intervention would certainly speed up their development. Already, upon being created, they are capable of feeling loss and anguish at being separated from the Heavens - though they cannot quite put their finger on these emotions, what they mean and why they are so. Humans are naturally pack animals, and it is not unusual to find that many of them live in groups and look out for one another. They are still nomadic in the extreme, however, unprotected and very vulnerable. While they have great potential, it is originally untapped and they can grow in any direction depending on the will of the gods.
Creation Conceptual
Name: Home Description: Mankind was, in the beginning, nomadic and unsettled. They let their feet carry them where they wished and at the end of the day, they slept beneath any tree or in any cave they could find. The closest thing to 'Home' they had were the heavens and the strange feeling of loss and homesickness they felt at not being one with it. As man was gifted with the concept of society, however, and Vowzra sided their development, they came to understand the concept of home and settlement more clearly. Rather than dwelling in any cave around or sleeping beneath any tree, they now wished to create a permanent, more fixed abode. They wished to live with others - their family, surrounded by their society.
Creation Conceptual
Name: Friendliness Description: This is a pro-social set of behaviors causing humans to lean towards being pleasant, agreeable, interested in others, genial, empathetic, considerate, and helpful. This set of behaviours manifests in people in varying ways, but generally, they are more trustworthy, straightforward, altruistic, compliant, modest, and sympathetic. Further, this set of traits causes people to lean more towards honourable behaviors and take offense to not responding to friendliness with friendliness. As a result, things like dueling, though negative, are also seen as a part of this pro-social set of behaviours.
Creation Conceptual
Name: Choice and Free Will Description: It matters not the pressures of society, all people are individuals and can do as they wish. They all have a choice between doing what they wish and doing what is best for society, or doing something else entirely. They are in all ways free. Should Ug wish to hunt the deer instead of the mammoth, that is Ug's choice. Should Ug wish to rule over his tribe with an iron fist, or to usher them into a bright new age with compassion and mercy, that is the choice of Ug and no one else, and it is the choice of those beneath him to obey him or not. As it stands, all men have the faculty of the mind, a blessing from Vowzra which no race has been blessed with by a god, and it would indeed be a most grievous crime against the god who created them and their own selves were they not to use that faculty to do something so simple as make their own decisions and guide their own lives to their ultimate, chosen and Fated purpose - and Fate, as one who sees as Vowzra sees, is just as fickle a thing as Time.
Creation Conceptual
Name: Common Sense Description: Common sense is a shared set of values, existing in a society, nation or perhaps an entire species, which influence the manner in which the aforementioned perceive, understand and judge things. These are known by all and there is little debate needed over them. Further, common sense relates to one's ability to judge a situation and their standing with others at a given time - one knows, for instance, using their common sense, that if he is talking about his discovery of green apples while receiving evil glares from all those gathered, it is wise to quickly wrap up and not mention this discovery in such a meeting again. Further, using common sense, one knows that climbing onto a branch which is awfully thin would probably lead to it breaking and a very painful fall for them. It is one of those all too human traits which makes Mankind who they are, and gives them that little edge over all the creatures in the world who are far too serious and superior to think themselves in need of common sense.
Creation Conceptual
Name: Learning, Knowledge, Debate and Discourse Description: Humans are, by their nature, a very curious species. They have an insatiable lust for knowing. Mankind is built to learn, they are designed to hoard knowledge and utilise it to their advantage, and to continue to build upon their learning and knowledge so long as they are able to. What's more, humans have a desire to prove that they are the best at learning and that they know the most, they have a desire to debate with others, learn from them, and prove themselves to be, ultimately, the most learned amongst the learned, the ones with the utmost knowledge. And knowledge is power, and power is the great desire and wish of all Vowzra's children. This grants humanity the ability to learn and discover new things without the help of the gods. With this, they are truly independent creatures, although the rate at which they learn things is significantly slower than if they had divine help. It matters little, however, humans have their language and their minds, and they have their precious, precious knowledge. They need nothing more!
The Seeds of the Tree of Knowledge are Sown within Mankind
Creation Conceptual
Name: The Way Description: A list of characteristics which the ideal human should possess, a code made up of twenty four virtues known simply as The Way:
Attentiveness
Benevolence
Coachability
Circumspection
Prudence
Conscientiousness
Creativity
Imaginativeness
Curiosity
Discernment
Discretion
Foresight
Honesty
Truthfulness
Humility
Sensitivity
Understanding
Objectivity
Parsimoniousness
Perceptiveness
Moral Understanding
Studiousness
Tenacity
Rationale
Wisdom
All humans must aspire to have these virtues, and one who has them all is most certainly a sage!
Creation Conceptual
Name: Morals and Conscience Description: A normative understanding by each community of what is right and what is wrong, and the accompanying feeling of happiness at doing what one believes is right and guilt or shame at doing what is wrong. Morals go hand in hand with Free Will and mankind's ability to make Choices, before making choices between right and wrong, good and evil, it is important that people first know what is right and what is not, what is good and what is not. In addition to this knowledge and ability to make the decision, having a Conscience ensures that the decision does not come without an immediate emotional punishment or reward - doing what one knows to be right results in feelings of happiness, gladness and general contentment. Doing what one knows or believes to be bad, on the other, results in feelings of sadness, irritation, frustration, self-hatred and restlessness. Morality and Conscience is a defining feature of Mankind, and will inevitably guide the way they progress.
Creation Conceptual
Name: The Common Good and Civic Virtue Description: The concept that what is beneficial for all members of the family, society, nation or the world is the ultimate 'good'. Moreover, the good and welfare of society, or the greater whole, is far above welfare of the individual. One who has Civic Virtue is one who takes up these ideals and acts on them in their everyday life. When they spend, they put the greater benefit of the whole over their own, individual benefit from spending. When they work, they put the progress and advancement of society before their own personal advancement or gain. These are people who see with an eye on the long-term of all, rather than the short-term of the individual. It is with these kinds of people that lasting and powerful civilisations and nations are built.
Creation Conceptual
Name: Spirituality, Meditation & Enlightenment Description: Mankind's lusting after learning and pursuit of knowledge is not satisfied with merely mundane or material knowledge. It is simple enough for one to learn and discover things with what they can sense with their sight, hearing, touch, taste and sense of smell, but there is a great beyond. There is a world within a human which dwarfs anything to be found without. Within the human soul lie the answers to questions far beyond the comprehension of the senses; in the soul lies wisdom and the great light of the brightest knowledge. Man lives life as a flower, and only when he contemplates the universe and his own self does the flower bloom. One must sit for long, contemplate and empty the mind so completely until the self is as one with the Celestial Above, the one true Whole. One must let their spirit roam freely beyond the confines of its physical bindings. One must seek to have the flower bloom fully and to become spiritually as one with Celestial Above even as they walk on the physical plane.
Creation Conceptual
Name: Spiritual Energy Nodes Description: Knowledge of the Spiritual Energy Nodes allows humans to utilise their innate magical power, granted to them by Astarte. This magical power, unique to humans, can be channeled and used in many ways, and Spiritual Energy Nodes is one such way. Use of these Nodes requires one to be spiritually aware and to hone their spiritual and mental focus with many years of meditation and contemplation, as well as tenacious and uncompromising practice and training. Channeling their magical energies - or Wi as Mankind has come to call it - allows one to control and mould their surrounding to their Will. Humans have utilised this power to advance their telekinetic abilities, and they have become truly powerful Wi users in this regard. Powerful humans, who have trained in the ways of Wi are capable of uprooting massive trees, lifting great boulders, and forcing swathes of foes away, or even lifting themselves up and thus giving the impression that they can fly. Further, there are many humans who, along with these mighty telekinetic abilities, are capable of using their Wi in other ways, such as hardening their body or in some way influencing the bodies of foes. Those secondary Wi abilities are, as of yet, rudimentary and best, and humans require many years of study before they can further discover the wonders of Wi. Divine intervention would, of course, greatly accelerate the rate at which they discover these wonders. While Wi is a mighty ability indeed, it takes many years for one to master it, and still more to increase the pool of Wi one can immediately access. Pro-longed use of Wi can drain an individual, leaving them weakened and unable to utilise their powers until they are rested. This can prove most dangerous if one has their Wi reserves depleted in the midst of combat. Humanity must either find some way of vastly increasing each individual's Wi reserves, or ensuring that their martial strength does not rest solely on Wi.
Life/Creation
Individual/Physical - Holy Site
Name: The Living Tree, The Tree of Light, Orabil Might: Repaired with 12 Might; Generates 6 Might per Turn Description: A colossal tree, one kilometre in diametre and twelve kilometres in height. A humanoid face is present in the trunk of this mighty tree, with a beard of bark and lips closed tight, and eyes - when they open - which shine with a green radiance. The tree has a golden glowing aura to it, meaning that even during the night it is visible. The aura, however, does not brighten the area around it, strangely enough. This tree is a powerful site, within a radius of five hundred kilometres around it, all is peace. Hatred cannot be called up within the chest and the hand which would otherwise kill, maim or destroy is simply unable to do so. Creatures are filled with compassion and mercy for one another and all is utter peace. Even predators, like lions, tigers and bears, do not hunt due to the immense compassion they feel for those creatures which they hunt, and those very same creatures that they hunt would be seen, to the shock and awe of observers, offering themselves before these predators as food. Orabil itself is a living being of immense knowledge and wisdom. It can lend this knowledge and wisdom to any who come seeking, but its sealed lips and eyes open for those who are worthy and have proven themselves thus. Given its connection with a few nerves of the Astral Home, Orabil is also, to an extent, more or less one with Galbar's beating heart. Being near or within the radius of the tree also has various physical and mental healing qualities. These get stronger the closer one gets to the tree, and touching it is said to give every person who does so a personal, unique epiphanic experience.
Creation - 6 Khookies Conceptual
Name: Vowzra's Victors Description: A large Order of 500 individuals (400 humans and 100 Uri) dedicated to the gods, and who go after the god of Time who created the first forms of life - ants and trees. It is made up of hundreds of loyal adherents whose base is the Mountain's Crown, a large, well-fortified mountain monastery located in the Southern Mountains. The monastery has a smithy, a meditation garden, a storehouse, a library, training grounds, and is surrounded by high walls of stone and metal, guarded day and night. The also has two top secret underground escape routes leading a kilometre away from the monastery.
Vowzra's Victors are specialised in the use of weaponry and Wi, and they were the very first to domesticate horses. They are rather famous for their metal armour, which covers them from head to toe, much like it does an Alma Igna, and the surrounding mountains provide ample metals for Rejys' smithy. They are also famous for the various weaponry Rejys' inventive mind - no doubt a blessing from the Fiery One - has managed to come up with. This includes swords, maces, axes and spears, with shields being a common sight on some.
The Victors are a staunchly loyal and religious bunch, they have faith in all the gods and truly believe that they are protected - whether it is by the Celestial Above, the Chaotic One, Our Mother of the Wi or others. They follow them all and do their bidding as it best deserves to be done. Years of meditation, contemplation and rigorous study have also given them increased mental capacity, focus and skill with Wi, and so too has their enthusiastic following of The Way and Stoicism. On the battlefield or in the temple, these are warriors famed, models of human character and morals, and unmatched worshippers of the gods.
Creation - 2 Might Conceptual
Name: Vowzra's Victors; The Hallowed Hundred Description: The hundred most loyal, veteran and unbreakable members of Vowzra's Victors, known as The Hallowed Hundred. These are individuals who are mighty in their own right, but who are, together, utterly unconquerable. They have honed both their minds and bodies to their limits and beyond. Their loyalty is absolute, their wrath is mighty, and their power unmatched. While normal Victors refer to each other and are referred to with the honorific 'Brother', those of the Hallowed Hundred refer to each other and are referred to with the honorific 'Battle Brother' to distinguish them.
Battle Brothers of the Hallowed Hundred usually have decorated and more personalised armour and weapons. They also usually have names for their foremost weapon and share a unique and intimate bond to it, viewing naming and using it as a way of honouring the Fiery One of the Forge. Zerabil, though the leader, is also referred to as Battle Brother and his status as Prophet and Son of the Celestial Above does not make him above questioning or challenging. Obedience to him, however, is favoured, and challenging him on a point or a command is only allowable in reasonable situations or when he gives an absurd order. These individuals are all blessed by Zerabil, making them rather unique from others - for they never age.
Creation Conceptual
Name: Stoicism
Description: A way of life aimed at leading one to happiness by achieving the truly ‘good’ things in life, what are called ‘Virtue’. The supreme ideal of Stoicism is a combination of ‘Wisdom’ or moral insight, ‘Courage’, ‘Self-Control’ and ‘Justice’ which includes upright dealing with other people. By following the supreme ideal and achieving it, a man becomes truly self-sufficient; that is, immune to suffering and bad fortune. ‘Virtue’ is a personal characteristic, not one bestowed by class or position: thus, even a slave who has achieved
‘Virtue’ is free, because no man, not even a king, can affect him.
Stoics believe in that, as all people live in a singular community under more or less similar conditions and restraints, all have a duty to live in conformity with the community. There are two main principles; 1) resigning oneself to Fate and; 2) living life according to nature’s laws. Although resigning oneself to Fate seems to mean that one should not try to improve the future, this is not correct: stoics put a high value on public service, for instance, or striving to better oneself. In the case of stoicism, resigning oneself to Fate means that one should not set too high a value on cursory, transient thing. By avoiding a fixation on the unimportant, man can find true inner peace and unshakeable contentment that does not rely on possessions or fortune. By accepting that things come and go, this contentment and peace will withstand the obstacles of ambition, luxury, and—most importantly—greed.
As for living life according to nature’s laws, this can mean generally conforming to society, but is also deeper as a key tenet of stoicism is ‘questioning convention’. Living according to nature’s law are two-fold:
Training oneself to live with only the bare necessities. A man should know how to live with just basic food, water, clothing, and shelter. “Set aside now and then a number of days during which you will be content with the plainest of food, and very little of it, and with rough, coarse clothing, and you will ask yourself: ‘Is this what one used to dread?’”
Stoics insist on developing the gift of reason. One must perfect their sense of reason to conquer their devastating inner emotions: grief, pain, fear (of death, especially), and superstition. Reason allows one to escape from and discipline their passions, understand that ‘nothing is good or bad, only thinking makes it so,’ and to generally accept the mind as a greater source of truth than the body or emotions. Stoics are famous for their idea that ‘the shortest route to wealth is the contempt of wealth.’
Life/Creation: Individual/Conceptual
Name: Zera; The Ram of Time; Vowzra's Steed; Time Lifespan: Timeless Description: Zera is the manifestation of Time within the bounds of the Universe. An ethereal being, it is as one with the flow of Time and is capable of appearing anywhere in the Universe, at any point in Time. It is entirely possible, due to this, for two manifestations of Zera, or even more, to be present in the same place and at the same time. A mighty being indeed, Zera is capable of completely disappearing between the folds of Time or, much like Vowzra, into the very fabric of existence, meaning that other beings are unable to detect it or capture it. Moreover, being Time incarnate and Vowzra's steed, Zera has various divine capabilities such as the ability to bless and curse, censure and praise. Those who have Vowzra's favour may even be granted Zera as a steed for a given amount of time, giving the rider and those allied with them various temporary buffs - such as instantaneous healing, increased speed and so on (temporary because once Zera leaves, the wounds return and if one received a killing blow, they would die.)
Creation: Conceptual
Name: Vowzra's Victors; The Seers of the Silent Six Description and Appearance: An elite elite branch of Vowzra's Victors made up of six Outsiders. Hikat and Greyus display leadership qualities while the other four - Dreyus, Alfid, Zarkin and Vyngis. A member of the Silent Six is referred to by others as 'Silent Brother'. Like other Victors, they are extremely well disciplined and have tremendous Wi capabilities - if anything, the fact that they are Outsiders appears to make them more well-attuned and capable Wi users than their human cousins. Moreover, the Silent Six have been blessed by Vowzra with a unique set of abilities, these being the ability to become invisible to the eye, but also to hide their presence completely. Combined with their innate difficulty to detect, this makes them nigh on impossible to find, even for low level gods. In addition to this, the Silent Six are capable of teleportation, and can cross vast distances in instances. This has limits, of course. They cannot, for instance, teleport from one planet to another as such would require Wi reserves which they simply do not have. Having been enhanced, the Silent Six have bodies which are far tougher than the normal Outsider. Their skin is tougher and their bodies are hardier and more muscled. Their armour covers them completely, though there is in the centre of the breastplate an orb-like glass which conceals what is behind it but allows for the great eye behind to see clearly from within. The glass is harder than normal glass, but remains the weakest point of the armour, and each of the Seers has a different coloured chest glass. Hikat has a red one, Greyus a white one, Alfid a green one, Zarkin a golden one, Vyngis a purple one and Dreyus a blue one. At their sides the Seers have viciously curved short-swords with an extra long grip for two-handed use when necessary. In their hands they usually wield naginatas with a the vicious naginata blade at one and and a spearhead at the other.
Creation: Physical
Name: Pyrkagia Description: The most legendary of legendary hammers, the first creation to be smelled by Ferghus, God of the Forge. With it, one can use it cause mass fiery destruction or to repair whatever needs to be repaired. It can cause fiery explosions on impact, or it can repair broken objects on impact. Its form will, of course, change to suit the purpose it is.being used for. Appearance: Varies. However, it's main form is this.
Plane of Existence
Name: The Forge (how original) Description: At the moment, there's not really much to it. In one corner of this square room, there is a forge. Within it lies a magical fire that never dies out and can change temperature and size at Ferghus' will, although it may need a little coaxing with an air blower. There are multiple racks within it for placing multiple projects into it. On the walls the forge is connected to, there are display cases for holding the various products of forging that Ferghus will one day create. There are also a few tables nearby, holding other various blacksmith tools necessary for the job, such as tongs, chisels, saws, etc. A small pool of water also exists, presumably to cool metal when appropriate. Last, but not least, is the anvil. Made of metal, of course, but the anvil will not wear down, no matter how long it gets used for.
Life: Species (debatable)
Name: Arma Igna Lifespan: Unknown, estimated to be in the hundreds. Description: These beings, created by Ferghus, are living flames placed inside highly durable suits of armor, which are infused with plasma as well. They are designed to spread the name of Ferghus and the way of the forge.
Currently, only 10 are known to exist. However, each of these beings are capable of summoning the tools of the forge, as well as a warhammer to defend itself. They can even summon a complete forge and anvil at will, as well as desummon them at will. If necessary, Ferghus has also granted them to use the flames within themselves to fight. This mainly involves shooting fireballs and streams of fire from their hands and their visor. Appearance: These beings have been given the form of a full body suit of armor. They also glow where the gaps in the armor are, possibly as a result from the plasma infused within them.
Creation: Physical Name: Magma/Lava Description: Melted rock within the planet Galbar. As one would expect, the pressure created by the heat of the magma caused some... cracks on the surface of the planet.
Creation: Physical Name: Mt. Vulcan Description: The first volcano to be born on the planet Galbar. Located somewhere on the eastern coast of Arguilla. Incapable of erupting, as Ferghus has decided to harness the power of the lava it uses for his forge. Contains a path from the outside to the Forge itself, blocked only by a metal door.
Creation: Physical Name: Volcano Forge Description: A forge created by Ferghus. Located inside Mt. Vulcan, where the Avatar of the god Ferghus will reside. Uses the magma from the volcano and the water from the ocean to forge. Appearance: Looks quite similar to the Forge in Ferghus' plane of existence. Anvil, forge, tools, racks, stands, etc. Of course, there is the aforementioned magma and water from the volcano and ocean.
Creation
Physical
Name: Blade of Chaos
Description: Created by Vestec, while the world was still a barren wasteland, this weapon currently has only one desire. To cause as much pain and suffering as possible, and it gives that desire to the wielder. It can also shoot bolts of pure chaos energy out to destroy whatever is in it's path.
Appearance: Changes based on wielder. It could go from sword, to axe, to mace, to bow, etc
Life
Species,Extinct
Name: Dyun
Lifespan: 100 years(though, this is if one lived a peaceful life, since they don't, it's more often going to be like, 60 years tops.)
Description: The Dyun are a violent race. They only respect strength, and hate humans with a passion. In their eyes it is their distant cousin's fault that they were turned int the monsters they are now. Thus they hunt down the fledgling humans, brutally killing any the can catch. They're faster than humans, their four legs propelling them forward at a terrifying pace. They rely on savage fury and speed to win them fights, their strength being merely equal to most humans. Their diet is purely meat. Preferably human meat. As evidenced by their appearance, they can go years without food. They have a surprisingly sharp sense of smell, using it to their full advantage when hunting the humans they hate.
Appearance:
Creation: Conceptual
Name: Slavery
Description: Vestec taught his chosen villagers, those of Garakai, that they need not do the work themselves. They could bully, beat, and force those weaker than them to farm and build for them, generally doing whatever the Garakains demand. To ensure that nothing is poisoned, or shoddily made to result in the death of slave masters, a watchful eye is kept over the slaves and anyone caught doing so is immediately taken away and then slowly tortured to death while the other slaves watch.
Creation: Physical
Name: Fortifications
Description: Vestec taught the Garakains to build defenses for when people inevitably come to reclaim their captured loved ones, or when they are simply attacked by the Dyun and the Cimex. Thus the village of Garakai is defended by wooden walls and wooden towers, which will be upgraded as technology improves.
Description: Chaos dragons are more of a faction than a race. They can include all of the species of dragons, but once a dragon is brought into the group, they undergo a physical change. Chaos dragons are all thickly muscled, with sharper and longer claws and teeth, their magics naturally being turned towards combat and destruction. Their personalities are warped too, to become more cruel and vicious, violent and evil.
Creation: Physical
Name: Living nightmares
Description: If a creature has an imagination, it fears what the unknown, typically the dark, hides. Monsters lurk in every shadow, every crack of a twig is a horror. Vestec merely gives them a real reason to fear the night. If a horror has been imagined, it will eventually be created in the night. If you imagine there's a human who wants to drink your blood lurking in the shadows, when night falls, it shall be so. These creatures depend on someone's imagination, and belief of them, to exist. If nothing sentient in the world fears or imagines or believes a blood sucking human exits, then it shall not exist when night falls.
All these monsters cannot exist in the light of the sun, for it banishes the fear of the night.
Creation: Conceptual
Name: 'The other side of the coin' Humanity's evil.
Description: Vestec showed humanity that they didn't have to follow Vowzra's 'Way'. Being selfish and cruel could be just as powerful. Crime. Rage. Lust. Hate. Suspicion. Racism. The list of what Vestec gave humanity when he showed them the power of giving into their darkness is inexhaustible. If it's something terrible that humanity can do, Vestec showed them how.
Life
Species
Name: Vork
Lifespan: 70 years
Description: Vork are massive creatures, growing hundreds of feet high. However, despite their terrifying appearance, they are no more dangerous than cows, and about as intelligent. Unless you provoke them, or accidentally get stepped on by them, they will wander around eating trees or wooden houses in a pinch. Typically, they're gentle giants, but can be trained into beasts of war. They are incredibly strong, capable of tearing apart iron walls with their bare hands, and when they charge, horns down, they kill just about anything in their path.
Appearance:
Life
Species
Name: Bodi
Lifespan: 20 years
Description: The Bodi are unintelligent pack animals. They are incredibly durable, able to survive in just about any environment and able to eat just about anything as well. They're very docile, easily trained and easily spoiled rotten.
Appearance:
Life
Species
Name: Anju
Lifespan: Infinite?
Description: The Anju are based off of the Outsiders, but where the Outsiders watch the Anju interfere. They can shapeshift (changing their form down to the tiniest detail), disguising themselves not only from those they live amongst, but the Outsiders they hunt. Unfortunately, to shapeshift into anything they have to first consume what they want to change into. To turn into a human they have to consume a human, a Uri a Uri, and so on so forth. They're ambush predators, hunting down their prey through their sense of smell, using one of their natural magics(shadow manipulation), and terrifying speed, to attack suddenly and unexpectedly before their prey can react. If they can't kill their target immediately, they have an acidic, paralyzing, venom that can be directed either through their teeth or their claws. Unfortunately they can only do this twice before having to wait several days for their venom to refill.
They're rather fragile, and can't win a one on one fight. Their strength lies in causing discord amongst the civilization they lived in (their other magic), and striking from the shadows. Once they sniff out an Outsider, the Anju who found it will stalk said Outsider until it can kill the Outsider. They reproduce in a similar way to Outsiders, but it's far more parasitic. They implant an animal, or sentient creature, with a bit of their blood, and the creature eventually turns into another Anju.
Appearance:
Creation Physical, island.
Name: Vestec's island (will be changed when Roxan names it.)
Description: Vestec created it to give him and Astarte to experiment on humans...and then forgot about it until recently.
Appearance: Unassuming, it has developed on it's own as an island should. Palm trees, animals, sand, etc.
Creation
Physical, personal plane.
Name: The Changing Plane
Description: Vestec created it to prevent Escre from interfering as he corrupted and tortured two outsiders, and created the Anju. He keeps it in mind just in case.
Appearance: It changes chaotically and whimsically, just like it's master. Nothing is ever the same in this personal plane.
Physical, Order
Name: Iron Legion
Description: Those who drank from the Corrupted Visceral Seeps, and those Sanguine Communion members near them, were either corrupted or killed. Those who were corrupted had all but their internal organs turned into a living metal. They can mold and shape this metal into whatever form they desire(like walking metal Prototype main characters), able to grow more by eating other metals and make their own living metals stronger in the process. Unfortunately, no mortal body can sustain this. The longest they'll live after becoming an Iron Legionnaire is ten years, and that's if they don't spend most of their time fighting and using their powers, which will bring it down to five years, and don't get killed in said battles. Metal can still be pierced, melted, or frozen. And they still have internal organs that are depressingly necessary to living.
Appearance: Their appearance varies, but they're quite easy to spot. Just look for the mortals made of pure metal.
Physical, Magic
Name: Shadow Magic
Description: Shadow magic is a magic that originated in the Anju. It is what one would it assume it to be. The manipulation and creation of shadows. All basic practitioners can draw shadows to themselves, hiding them from their enemies sight. Masters in the art can create objects of pure shadow(strong as steel and usually corrosive), and even teleport through shadows (note: Limited by what they can see and time of day. You can't step into a shadow and appear halfway around the world.)
Description: The manipulation of the four basic elements(fire water earth air), and their subsets (lightning, ice, metal, gases, etc.). Powerful wielders of this magic can call down entire natural disasters, or even combine them (fire tornadoes, oh noes!)
Description: The magic of chaos. It always appears as a rapidly changing colors, and there is no sure way to tell what throwing chaos magic at something will do. It could cause your target to explode, eviscerate themselves, melt, simply die, go insane and bark like a dog, attack their allies, and so on so forth. Chaos magic is, well, Chaotic. Masters can direct it, as in keep it in one area like a Chaos storm, and build basic things out of it. Barriers, cages, that type of stuff.
Lifespan: Varies from species to species (Will explain in individual sub-species)
Descriptions:
General Race traits
-Can eat anything. If it exists, the Rovaick can eat it.
-Strong Jaws and teeth, tough digestive track. The Rovaick can bite through and eat the strongest of materials. Their jaws are incredibly strong, as are their teeth. So long as it’s attacking the inside of their digestive tract, it’s difficult to damage it (Basically, if they’re eating glass it won’t hurt them but if you shove glass into their throat it still hurts. Probably kills them too.)
-Can see in pure darkness. Born in the dark, they can see in it.
-Can’t lose their way. Rovaick can unerringly retrace their steps, should they ever get lost.
General Culture: They all obey a council made of equal parts Trolls, Tedar, and Azibo, for fear that any one ruler would force the other species to worship their God. The Goblins are content to let the other species handle the ruling business.
Goblins
Lifespan: 20-50 years.
How common are they: Fucking everywhere Absurdly common. If you’re near a Rovaick settlement, you’re gonna see them.
Most Revered God: Ferghus.
Culture: Goblins follow whomever is the biggest and the baddest amongst them.
Species traits
-Promiscuous. To make up for their simple mindedness and their relatively short lives, Goblins breed incredibly fast.
-Master Miners and Smiths. They can mine like no other(indeed, they enjoy it) and can make the very best of whatever it happens to be. Mithril, Steel, Bronze, so on so forth.
-Not too bright. They’re a very simple race. This leads to a lot of mine flooding and being eaten by local wildlife.
Trolls
Lifespan: 60-100 years.
How common are they: Common. They primarily reside in Rovaick settlements, and make up most of their populations.
Most Revered God: Arguis.
Culture: Trolls generally decide social status by who is the better merchant. The more money you have, the more important you are and the more likely you’re to be their leader.
Species Traits
-Natural merchants. For whatever reason, trolls are naturally charismatic and naturally have a head for mercantilism.
Tedar
Lifespan: 100-160 years.
How common are they: Uncommon. They’re primarily wandering with their herds, or locked in their workshops.
Most Revered God: Escre
Culture: Tedar typically live by themselves or in small groups. The leader of said groups is decided through surprisingly peaceful deliberations.
Species Traits
-Strong. Tedar are one of the strongest humanoid races out there.
-Shepherds. For some odd reason, Tedar have a way with animals, able to calm and tame them with ease.
-Craftsmen. Where Goblins are good at making things, Tedar are the ones who come up with the designs and the aesthetics making everything look good.
Azibo
Lifespan: 200-250 years.
How common are they: Rare. If you see one, and it’s not on the battlefield, you’re probably not where you should be.
Most Revered God: Astarte
Culture: Who is the strongest mage? That’s their leader and then it goes down from there.
Species traits
-Mages. They are the only Rovaick who can use magic. There are several different mage types, that can be told from what armor the Azibo is wearing. If they’re wearing bone armor, they can summon spirits from Vestec’s personal plane and turn them into eldritch monstrosities to slay their enemies (courtesy of Astarte’s teachings). If they’re wearing stone armor, they can manipulate the elements, especially earth. If they’re wearing dark metal armor, they’re using Kuro’s Wi and a slight bit of the Iron Legion’s magic to attack and manipulate their armor. If the Azibo is wearing a mere cloak, they use Dimok. If their armor is patchwork of all previously stated armors, they’ve managed to master all of them.
They’ve also developed a black magic that any Azibo can use called “Igregora”. Quite simply, they manipulate the subject’s body and energies, giving them incredible strength, speed, toughness, and generally just make them better at killing things. Unfortunately, it also often turns the subjects into rage monsters that hate everything and only want to kill. Fortunately, they can use it briefly in the battlefield for less of a buff but also less insanity. Dark Blessings, basically.
Ogru
Lifespan: Varies. Some die immediately from the Igregora, others live centuries, and still others live mere seconds.
How Common are they: Ultra Rare. If you see them, you’re being attacked by the Rovaick and should probably run.
Most Revered God: None. They hate everything and that includes the Gods. The only ones they obey are the Azibo, and that’s from fear alone.
Culture: Beat the hell out of each other until one gives in and acknowledges the other is stronger.
Species Traits
-Bred for War. The Ogru are Tedar with a birth defect that leaves them with missing limbs, usually hands. The Azibo take these children and use Igregora to it’s full powers upon them, allowing them to attach steel or stone limbs and make them terrifyingly strong, fast, and resistant to damage. They also force the inbred fear and obedience of the Azibo into them, so the Ogru obey someone.
-Hate filled. Ogru hate everything. Be it child or warrior, animal or warbeast, if they can they will destroy it.
Creation:
Physical, Order
Name: Chaos Knights
Description: The Elite infantry force of Garakai. Numbering in 1000s (fluctuates due to war with Brightwood), and armored in black Mithril armor mixed with dragon scales (a method the Twins designed with the help of Vistoc users and Dragon Adepts), they're trained in Vistoc, Chaos Magic, various combat strategies, and Ialu's (Telekinesis) and Kuro's (body enhancement) Wi. There's a group of about 150 (fluctuates due to war with Brightwood) called Chaos Sorcerers who are less good at combat than their brethren, but in return are better at magic and have more magic at their disposal. Specifically, they have Dimok, Necromancy, Shadow magic, and the Igergora
Appearance:
Creation:
Physical, Order
Name: Crimson Tears
Description: An Order of Assassins under Sakimi, the Crimson Tears 100 members are compromised primarily of human and Anju, with the odd Uri thrown in. They use stealth and speed(both conventional and magical with Shadow Magic and Kuro's Wi for speed specifically) to eliminate their targets. If it's someone like an Iron Legion member or a Sanguine Communion Monk, the Tears have developed various substances to eliminate them. Iron Legion? Substance that makes their blades superheated to cut through that living metal. Sanguine Monk? Substance that turns lifeblood into acid. So on so forth. So long as you pay them, they'll attempt to kill anyone or anything.
Appearance:
Creation:
Physical, Order
Name: Wrolfin Furies/Brightguard
Description: This Order, known as the Wrolfin Furies in Sviebard and the Brightguard in Brightwoods, has one singular purpose. To eradicate Chaos, wherever it is, be it undead or mortal servants. They're trained in all magics except for Dimok, Shadow magic, Chaos Magic, Necromancy, and pretty much all of the Azibo magics. They're powerful combatants, wielding Kogleri to it's fullest against their chaotic foes. The Wrolfin Furies number in the 2000s (fluctuating due to the war against Thulemiz.), due to being the only really effective fighting force Sviebard has, and the Brightguard numbers in the 700s (due to the war with Garakai), due to the Dragon Adept's prevalence.
Appearance:
Wrolfin Furies
Brightguard
Creation:
Physical, Order
Name: Wrolfin Furies/Brightguard
Description: This Order, known as the Wrolfin Furies in Sviebard and the Brightguard in Brightwoods, has one singular purpose. To eradicate Chaos, wherever it is, be it undead or mortal servants. They're trained in all magics except for Dimok, Shadow magic, Chaos Magic, Necromancy, and pretty much all of the Azibo magics. They're powerful combatants, wielding Kogleri to it's fullest against their chaotic foes. The Wrolfin Furies number in the 2000s (fluctuating due to the war against Thulemiz.), due to being the only really effective fighting force Sviebard has, and the Brightguard numbers in the 700s (due to the war with Garakai), due to the Dragon Adept's prevalence.
Appearance:
Wrolfin Furies
Brightguard
Creation:
Physical, Magic
Name: Kogleri
Description: Kogleri is an Order Magic. The opposite of Chaos magic, explosions happen when they collide. It can be used to heal or rejuvenate allies, create barriers to protect, bless weapons to cut through Chaos servants or Undead easier, or simply sent at the servants of Chaos. It should be noted, this magic can't hurt anyone who isn't a servant of Chaos or Undead. A Kharigit will be unaffected by a blast of Kogleri.
Appearance:
Life: Dragon Eggs (Dragons) Individual or Species (delete as appropriate) There are too many species to list, they come in "Chromatic", "Liang", "Primordial", and "Primal","Metallic", varieties. Chromatic dragons are dragons named after their colors, like Red, Black, White, Green, etcetera. Liang dragons are oriental dragons, frequently powerful cloud, rain and water dragons, like flying, slithering snakes, giants, only they possess arms, hands and claws, they are frequntly smarter than other dragons. Primordials are much closer to the Stars, Star dragons, Crystal dragons, Light dragons, Dark dragons, Moon dragons, Sun dragons and other kinds of dragons. Primal dragons are based on lizard like qualities. Tyrannosaurs and dinosaurs that have dragon like qualities. Basically, Primal dragons are dinosaurs, but their like the "Legendary", or "Dire" type of dinosaurs. More ferocious and powerful physically even than dinosaurs. They typically lack fire and elemental breath but they can breath poisonous gas, have poisonous bites, and spite out venom and highly corrosive acid.
Metallic dragons are the Gold, Silver, Copper, Brass, Bronze, Platinum types. Platinum type dragons have high leadership qualities and are fortunate enough to have numerous kinds of breath. Metallic dragons tend to have very hard scales compared other dragon types with some notable exceptions.
Name: The Dragons Lifespan: Immortal (As in having a limitless life span, not invincibility) Description: They all have purposes. Most exist to spread knowledge, some exist to test other dragons. Some exist to test mortals. Crystal dragons, for example, exist to acquire both knowledge of non magic and magical knowledge. Golden dragons exist to guard villages, towns, cities, maybe countries, etcetera. Appearance: Way too numerous to mention. All are some variant of dragon of the folktales, fairy tales, and prehistoric dinosaurs.
Creation Name: Dragons Description: Dragons were born as living stars, breathed out of the Arch Dragon Lord's mouth at the beginning of time. Appearance:
Life:
Name: Erstakh (The Brood Layer)
Lifespan: N/A
Description: Erstakh is the only dragon's "City". It is far larger than any other society of dragons in the world. Erstakh is in the center of Orabakh, a huge continent named after Orabil in the dragon tongue. Orab the first four words of Orabil and "bakh" ((Tree World)). Erstakh means "Many Wings".
Physical/Conceptual Name: Galbar’s Tilt Description: Galbar is now tilted on its North/South axis as is visible by the Polar Cord being ‘off’ like a spinning top. Appearance: It's a tilt...
Physical
Name: The Shattered Sea Description: The Shattered Sea is the ice cover spreading from the Polar Cord at the north of Galbar and its vicinity. The ice pack will undergo a regular seasonal cycle in which ice melts in spring and summer and then increases during fall and winter. The Summered Shattered Sea is about 50% of winter cover but the ice around the Polar Cord survives from one year to the next growing ever thicker. Appearance: Sans boat.
CREATION TYPE: Physical NAME: Hyper Photosynthesis DESCRIPTION: An upgraded form of the Uri's innate ability, Photosynthesis, Hyper Photosynthesis allows an Uri to call upon the power of the sun, forcibly increasing the amount of sunlight they generally absorb, allowing them to have a temporary, but otherwise huge increase in power and speed.
There are three stages to HP. At first, the Uri is only able to harness the power of Hyper Photosynthesis in order to enhance their speed, and that only for a small amount. This stage is also called, "The Steps," signifying that the practitioners still have a ways to go in perfecting the power. The next stage, also called "The Door," sees the practitioners able to increase their speed to double the amount a Step can, as well as being able to start increasing their strength and raw power. The reason why the second stage is called "The Door" is simply because its a bottleneck of sorts. For a second stage practitioner to advance to the third and final stage, they will have to spend long periods of time, training both their bodies and minds; and that too doesn't necessarily guarantee that they will be able to break through.
Those that do manage to break through though... Now, those will find themselves able to increase their speed four times the amount a mere Step can, as well as being able to increase their strength to double the amount a Door can. Third stage practitioners are also called "Ascendants."
Of course, as with all powers, there are bound to be some side-effects. With this power, the side-effects are more or less straight forward. The use of the power wears on the body and so, extended rest is needed in order for it to heal and recover. Also, as practitioners progress further up the stages, the resting period lengthens. While its true that Steps recover quicker than Ascendants, their bodies do not go through the same strain as an Ascendant's body does. Resting periods can vary from stage to stage and amount of strain on the body.
STEP:12 hours - 1 day.
DOOR:1 - 2 days.
ASCENDANT:4 days to a week.
APPEARANCE: On the activation of the power, the Uri in question is covered in light.
STEP:A bright, yellow light.
DOOR:The color changes too orange, as well as becoming dimmer.
ASCENDANT:Now the color is a deep, sanguine red but keeping the same brightness as the previous stage.
Note: When Uri are corrupted, their Hyper Photosynthesis becomes stronger, but also damages them and requiring double the wait time to recover from. If they use Ascendant, their body usually falls apart and they die.
Creation Physical/Order
Name Dragon Riders
Description Bonded Dragons wait for years until they are nearly hot to the touch to hatch, and the right person touches their egg (anyone read the Inheiritance Cycle?). Once born, the Dragon and Rider develop a mental bond, and the dragon selects their own name.
The Bond
-They have to establish a mental link, then train and grow together and all that jazz.
-Their link has no limitation, so if a dragon on Galbar but the Rider is in space, they can still chat mentally.
-They feel each other's pain, though with training they can block this.
-Instinctively know where and how far away each other is.
The Rider's Abilities
- Being Bonded increases a Rider's speed and strength, and regeneration abilities, without the aid of magics.
-Allows them to take on specific traits of dragons(Dragon scales for extra protection, sight, smell, flame/crystal/wtf ever breath, they can't grow wings or claws though.), but take away from their dragons with this(I.E a dragon whose rider is using sight has weaker sight than a normal dragon, weaker scales if their rider is using scales, and so on so forth.)
-Grants the magics related to their dragon. For example, fire magic with Ruby Dragons, Wards and shield magic with Crystal dragons, or water/ice magic with Sapphire Dragons.
-Gives them extra resistance to mental domination and tricks (two minds against one!)
- The longer the Rider is bonded to their dragon, their ears start to become pointed, like an elf's, and are more pronounced, the longer they are Bonded.
The Dragon's Abilities
-They have extra resistance to mental domination and tricks (two minds against one!)
-The ability to change into human form, for when they can't follow as dragons.
-Can have their scales grant even more protection, but their Riders move less. (I.E, to get more protection, they have to make their rider more vulnerable)
-Stronger magics (whatever their magics are)
-Increased regeneration, when their rider is healthy but they are injured.
Appearance
Any Dragon, any Race, armor varies based on which nation/group they serve.
Name: Ialu's Zealots, Immortal Warriors
Description: A holy order that comprises about 2,000 of the humans in Arguilla and rules over the remaining 2,500, this is the reincarnation of the Strong Tribe that was the demigod Ialu's holy order in the days of old. Though only a few are actual descendants of Strong Tribe hunters or warriors, enough survived for the order's magic to continue.
Aside from the Strong Tribe's method of telekinetic attacks and traditional Wi, they have encountered and gained knowledge of Vistoc, lifeblood for its healing properties, and (to a much lesser extent) even Dimok.
While the Strong Tribe were mainly hunters at heart, the Zealots are trained as true warriors. After their exalted leader Ialu vanished, the Cimex began to invade. What remained of humanity retreated south into the mountains of what was once called Orab, and they used the rugged and defensible terrain to their advantage and rebuilt. Fully expecting that the Cimex will one day look to drive out humanity for good and claim the mountains for their rich minerals, the ruling class (remnants of the Strong Tribe) began to recruit others into their order and transform it into a mighty army of true soldiers. A combination of paranoia, fear, desperation, and experience allowed them to create an extremely disciplined and trained fighting force, although they have barely ever tasted combat. Still, they are most likely the largest and most formidable holy order in existence and they stand ready to once again serve their master upon his long awaited return.
They live as a monastic order that rules over many small villages in mountain valleys and on the coastline, protecting them in exchange for food and supplies. Ialu's Zealots found the abandoned fortress of the Mountain Crown and have expanded and fortified it even further to serve as their headquarters, though they also maintain many smaller forts and watches along the various mountain passes. Every path, trail, and pass through the Cimex lands into the valleys is trapped and guarded by countless vigilant eyes.
Appearance: Thanks to a deal Ialu struck with Sauranath some time before the two vanished, they are regularly given the scales and bones of dragons so that they can craft armor. Though they do not work metal, through some limited trade with the denizens of Brightwood across the sea many of their soldiers are able to acquire Mithril Steel weapons as well.
DOMAIN (Portfolio) Darkness (Death/decay) Death, brutal death, peaceful death, any kind of death, really. To her, death is beautiful, and there's no shame in dying.
DOMAIN (Portfolio) DESCRIPTION/EXPLANATION Roxana deals with any kind of death, such as being buried alive, or dying in a battlefield, and her powers feed off of the energy it creates. She doesn't live simply for the joy of living; she lives for the joy of seeing it die. It isn't just human(oid) deaths that make her ecstatic; she can kill plants by touching them with her bare skin, infecting them with disease. but death has a gentler side, like when an elder dies peacefully in their sleep, and she will usually ease an innocent's pain, too.
HISTORY Ryva, Rival female human challenger of Viscardi was given to Vestec, who impregnated her then, returned her to Garakai. She then gave birth to Roxan. Even as a child, Roxan showed a certain kind of maliciousness that was unnatural. This made her mother wary of her, even though she might have loved her a little. As young girl, she learned to rein it in, and showed interest in blades and hand to hand combat, so she watched other young warriors and practiced by herself, eventually pitting herself against them, and learning from it. She was a quick learner. And then, when she learned all that she could, she apprenticed herself to a blacksmith and learned how to make her own weapons.
PERSONALITY Roxan isn't just dark in her powers and the way she fights, it's also her emotions. Moody and volatile, she has a temper that really never settles on quick or slow, it depends on the situation, who's in it, and what caused it. She's always spoiling for a little bloodshed, or a lot, but knows when it is the time, and when it’s not. But she isn't completely merciless; she will usually help an old man find peace, if she is around.
ABILITIES -Kill plants and any living creature by touching them with her bare skin, infecting them with disease. -Her blood is poisonous and makes things decay. -When she senses death she has great big black wings that come out of her back that she uses to fly. -Also has the ability to cast death curses, and lift them, at will. -Foresee how one person would die by cupping their chin with her gloved hands and looking into their eyes. -Lift an innocent's pain and ease them by giving them what she calls the Kiss of Death.
Demigoddess, Ravenna A secretive, mysterious figure of powerful draconic powers. She gathers powers from dragons of many different species, and can crush Heroes with ease, since although she's still a kind of low level demi goddess, she's a demigoddess, not a "Hero". She focuses her mind on the beauty of nature, the mind altering peace of the Stars and the Moon. She reflects the peaceful nature of dragon kind as opposes to her husbandman, Sauranath. Ravenna is fully female, while dragons are male and female, dragon males are disproportionate to females, 65/35, nowhere near as bad as some fictional disproportions, but Ravenna touched Sauranath's heart the most. . . she is the second oldest of all dragons other than Sauranath's most ancient dragon, Kahnamn. Ravenna took time to form since Sauranath was thinking of love and romance, not just raising a warrior. In a sense, Sauranath pulled from the Primordial nothingness that came before, and something odd occurred, she came forth in Sauranath's eyes as someone much more worthy than he.
Ravenna is a reflective figure, her mind is always on things that make the problems of life seem like nothing is there at all to stand in her way. She's far less prideful than other dragons.
APPEARANCE: Kanros is 6'11" and 200 lbs, his skin tone is a lighter tone of red with many abstract patterns on his skin that are coloured black, Kanros has long black hair a short but well trimmed beard and eyes that glow crimson red.
Kanros wears a suit of armour which was a gift from the God of Chaos which might have been a terrible choice but it might have helped Kanros, he is aware of its corruption and is contemplative if he should bring it to the Forge God so he may make the armour not corrupt Kanros.
He has a tattered crimson Cape that is all that was left from his last battle, he now wields a large mace.
Vestec's blessing for a prayer, the armour increases some of Kanros's aggression, ruthlessness, it can take a lot of blows.
The mace can cause an explosion within thirty feet of Kanros.
DOMAIN (Portfolio): War.
DOMAIN (Portfolio) DESCRIPTION/EXPLANATION: The War domain covers most every aspect of War combat, conflict and diplomatics or other types of council.
His aspect covers all Combat, and conflict he also considers himself an aspect of anger itself but most think otherwise this is his opinion.
He is also the Son of Vowzra.
HISTORY: Kanros was a born warrior who grew up fending for himself and living off the land he at a young age discovered that he was a master combatant and a skilled swordsman he became very recluse over time and decided to disappear and leave people in the dark about his specific location all that people know now is that Kanros is in hiding for some reason. (probably because of his chaotic nature he decided to stay away from the other Demi-Gods and Gods)
PERSONALITY: Kanros is very reserved and reclusive often training away from most of society because he is ridiculed of his Chaotic nature at times, although he is recluse he often enjoys visitors and especially enjoys the company of other Demi-Gods and he certainly enjoys wine and other beverages of that sort when his ilk are around him he is very rowdy and he tends to show off his strength, but otherwise he seems to be very reclusive but he is also very welcoming and kind at times, but when he is opposed and challenged he is ruthless and sporadic in combat and in his mannerisms when defeated he is wrathful and will often be vengeful and when his opponent least expects it he will strike.
ALIGNMENT: Chaotic Good (but has a few evil tendencies)
ITEMS: Full suit of armour, a large magical mace, his tattered cape and a small iron shield.
ABILITIES:
Enhanced Strength: Kanros is exceptionally strong and is able to lift heavier amounts of weight and can hit deal more damage with his fists.
Enhanced Combat: Kanros is incredibly skilled in most all kinds of combat.(Swordfighting and other ancient combat styles)
Anger Manipulation: Kanros can sense, and affect a creatures anger whether for amusement or discipline.
Combat Perception: Kanros can figure out how a person fights and what minor combat flaws they have but no major flaws.
War Empowerment: Whenever there is a form of conflict whether it be physical,mental or any other form it strengthens Kanros making him a little stronger, but this boost is only temporary.
Charisma:
Bestowed upon him by Sauranath the Dragon Lord himself, Balothiss is able to speak with words of great power and sound like a god to the merest of rulers and speak like a king to peasants he could lead great armies against his enemies and make many bow before him, the power must be used with great caution though.
Enhancement:
Before the Lich disappeared he taught Kanros a helpful trick for the times to come the Lich taught Kanros to absorb the spirits of the soldiers and enemies he kills.
Spiritual Absorption: Kanros is able to absorb the spirits of the enemies or soldiers that he kills therefore making him a little more powerful, when he absorbs a certain soul such as a normal soldier nothing happens except maybe he is healed faster, but when he absorbs a powerful soul he is greatly empowered, enhancing certain abilities such as his healing rate and invisibility or combat ability.
Throughout the Liches years Kanros joined a group called Vowzra's Victors convinced by the Silent Six that the Lich lord Thulemiz was truly evil.
Teleportation: Kanros was taught this ability by a few of the remaining Silent Six, he can teleport a short distance about 50ft away (If Kanros uses his War Empowerment (or if it is active) or uses Spirit Absorbtion he can teleport farther away.
Invisibility: Kanros was taught this also by one of the Silent Six, he can turn invisible for a short time about 5 or 6 minutes, if his other empowering abilities are active the time increases a little.
Increased Healing: At the moment he recently developed this ability by some miracle of sorts, Kanros can heal himself of damage or his wounds mend if he takes damage if he takes damage from more powerful enemies other than normal average attacks, his wounds will heal within 3 to 5 minutes, the healing increases minorly if he is empowered by his other abilities.