Name: Anathea Rhishand.
Age: Indeterminate, observable age about 20-25 years old.
Gender: Female.
Race: Human, outwardly.
Personality:Anathea is outwardly solemn, composed and proper, often very critically-inclined over some minor particularity of the world, almost always with a hint of frustration on her face, as things seem to never go exactly just as she wanted them to. She is the 'ying' of the pair, drawing on her brother's energy to find a way forward without trying to make that way by choking all disorder of the world around her until it perfectly conforms to her views. This masks the screaming circle that is her mind - a being of structure and udnerstanding, she cannot stand those parts of the world "improper" or "out of their place", and was given to terrible rages when her mind was younger; much calmer now, she still considers the disorder unbearable, but stoically endures it for the sake of the progress.
She thinks that her Creator should be thanked if for nothing else but bringing about narrative structures when he dredged their world from the inchoate nothingness of nonbeing, but his crime of creation still far outweighs that good deed; appearing in the world lacking any sort of narrative, fairness or dharma, she's mortified at the implications of such an atrocity to its inhabitants, and wishes to bring more of her own world in the world of "Current Truth", that its denisens would not wander aimlessly through their lives, lacking any sort of purpose or meaning.
Plot Summary of Original content:Genre: Mythic Fantasy, Action Anathea and Wynther are the ‘iconic’ antagonist NPCs from the tabletop RPG ‘Dominae’. It is a contemporary fantasy role-playing game created by Sean R. Moran, writing under the name Sean R. Borgstrøm. The player characters there are supposed to be sovereign Powers called the Dominae; each is the personification of an abstract concept or class of things such as Time, Death, cars, or communication. The world is challenged by the benighted Riders of the Legendary Judgement, who attack the world to destroy or test it, to find flaws or true Worth therein, or to show that it is no more than a profanation, a story told by a delusional Creator to itself, or in some other way a Lie.
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Backstory:The Riders come from the sea of formless potential at the edge of What Is, as self-creating, self-told living narratives seeking to supplant it and find flaws and inconsistensies therein. Given that an ‘Earth’ exists in the Rhishands’ world (Dominae RPG draws on many sources, including Christian and Norse mythologies, but adds numerous unique details to its setting. Though the everyday world in the game appears much like our own, it is actually only the Prosaic Earth, a lie that the world told to itself in a desperate attempt to explain suffering, and a rationalized delusion which conceals the true reality that would plunge most mortals into madness: the Mythic Earth, an animistic world where everything has its own sentient spirit) and some parts of the rulebook were written from a 4th-wall-breaking perspective, as the author describes the rules and setting details and discusses them with the (friendly) antagonists, the Rhishands roughly know what their Creator looks like.
Weapons, Powers & Abilities:Anathea’s
Axiomatic Words have TERRIBLE WEIGHT to them, on a scale that allows them to become truth by retroactively supplanting the contrary from the world. What is described becomes real, in a way.
It has two major limitations: first, the more complex the effect, the more detailed must be the description; second, the words do as the words are - they only affect the world in the range that they could be heard when spoken in ideal conditions, which naturally lends itself to the radius of the block. As well, they have the common limitation of Rhishands’ abilities: they cannot directly contradict facts of creatures of legend and their meaningful possessions, as those made from the same cloth and have similar level of terrible mythic weight. The words have a secondary use: they pierce obstacles placed in their way without any effort, unless the obstacle is miraculous in some way. Noise, wind, physical barriers, barriers of understanding and language (in case it is just speech and not world-changing speech) are nothing, and even the arrow of time could be transcended forward by bending the words in on themselves, creating star-light constructs of meaning that hang eternally until someone hears them.
These starlight constructs cannot affect reality directly, but make nice message capsules.
Common abilities:
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Eyes of Judgement: The Rhishands can automatically intuit people, places, objects and events important to their story, or with a significant personal legend or mythic weight of their own. (This, of course, by necessity includes all other Creations.) The activation of this ability is instinctive and makes their eyes look like the starry sky. By its own this ability only discerns the presence of personal legend, not what it exactly is.
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Kenning Assignment: The Rhishands can, after a small period of observation, sum up the impact of a given person in broad strokes into a nickname or mythic sobriquet. Further observation reveals details about their preferred modus operandi and mythically important abilities, with the most important being revealed first. Notably, this ability paints the possibilities discerned in broad, mythic strokes, as well as requiring interaction or observation for full effect.
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Graceful Wicked Masques: As story-creatures even before their Creation, the Rhishands do not possess souls as they are commonly understood. Their soul-equivalent (which they call the Wishing Heart) is their mind and will, impressing the totality of their existence on the unformed, inchoate dust of the Is Not. Effectively, their Wishing Heart possesses a golem-puppet of unformed dust of unspecific potential. Abilities targeting human-like soul structure specifically or parts of living beings specifically do not find legal targets in them; abilities targeting all souls affect their material forms directly, instead. Attempts to discern their age return either time from their transition into the ‘Current World’ (i.e. real world, where their Creator resides), or nonsensical values.
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Seven Signifiers of Self: As the creatures of Is Not, Anathea and Wynther have crafted inviolate anchors of their identities into their forms. Any effect trying to directly change one of such truths about them automatically fails. Specifically, any form they have should:
o be of the same outward gender,
o be humanoid,
o possess at least one hand
o be capable of speech
o have eyes
o have some detail of their default form
o have the capacity for sapience and cognition
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Bright Costumes and Bold Makeup: By expending considerable time and effort of will (no less than a scene of preparations would suffice), Anathea and Wynther can temporarily change their appearance as long as it conforms to their seven inviolate signifiers of self.
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Divine Aspect: The Rhishands can perform things that mortals can perform with effortless grace. There is no “may be” for them — they can either perform some feat, or not, if they apply themselves. Notably, it means that in a direct challenge only a bearer of some miraculous strength or someone directing their Will in furtherance of their personal legend can oppose them — a mortal with no weight or legend, even somehow more skilled than them, will invariably lose. Normally this means that to challenge them, one needs to clearly stand out from the rest in some (ig)noble fashion.
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Author: Sean R. Borgstrøm.
Real Name: Sean Reginald Moran.
Age: 36.
Gender: Male.