Name: Kaleia El Nemaya Age: 26 Allegiance: Order Personality: Curious, she has always wondered whether her caring nature was down to being born within a nexus of positive magical energy or if it was the result of being nurtured. Having never met one of her kind that was evil presumed that she would likely never know. She is incredibly strong willed, and slow to anger. She has a an almost gut instinct for those causes that are good, and those that are not. Species: Alfar Immortal Type: Alphan City of Origin: Lemuria House: Dragon Magic Source: Life-force Magic Discipline: Psychic Magic Type; Excellencies
Abilities These would replace spells.
Avoidance: Those that have ability are frustrating foes to combat, bending and dodging blows as if they were made by addled children.
Slaying Touch: Allows her to strike a nerve cluster with the force to kill a humanoid opponent instantly.
Spider Climb: By balancing her weight and using the strength and agility in your limbs and hands is unequalled, and it shows. Able to find tiny cracks and uneven spots to hold while you move in any direction.
Tireless: It allows her to continue fighting or working long after others drop from exhaustion.
Wall Leaping: She can run along or up walls for short distances to escape or gain a better position against an enemy.
Vanish: When needed she can be as shadow and fog – able to vanish with but a moment to do so. You are a true master of misdirection and disappearance, and in the blink of an eye you can be gone as if never even there.
Main Skills Martial Arts (Armed and Unarmed and the use of pressure points): Most would consider her an expert, a virtual master, one of many in the known world. Survival, Trapping & Foraging: This has enabled her to survive on her own in the wilds for many years.
Secondary Skills Cooking: She has learned to cook the food she finds to ensure that food poisoning does not result. Forging: Over the years has been taught to make her own weapons. Sewing: Able to repair her own clothes and garments.
Equipment She also possesses a few knives and various travelling accessories.
It is a magical blade that upon mental command is covered in pure ice and capable of manifesting freezing winds. This weapon is her pride and joy, and she is reluctant to give it up.
Backstory Born to a noble family that were later murdered by assassins unknown, she was left alone. After wandering the city alone, begging for food that she came upon an old man that took pity upon her. Teaching her how to survive in multiple ways so that she would no longer be prey for anyone - male or female. From there she travelled the world encountering all kinds of inhuman species-not just broadening her horizons, but mentally. There she learned to accept the many things that life would throw at her. in doing so became a hired sword, gaining reputation and prestige, but she was not one to take up an unjust cause.
Name: Kaleia El Nemaya Age: 26 Allegiance: Order Personality: Curious, she has always wondered whether her caring nature was down to being born within a nexus of positive magical energy or if it was the result of being nurtured. Having never met one of her kind that was evil presumed that she would likely never know. She is incredibly strong willed, and slow to anger. She has a an almost gut instinct for those causes that are good, and those that are not. Species: Alfar Immortal Type: Alphan City of Origin: Lemuria House: Dragon Magic Source: Life-force Magic Type: Arete
Arete Abilities These would replace spells.
Avoidance: Those that have ability are frustrating foes to combat, bending and dodging blows as if they were made by addled children.
Slaying Touch: Allows her to strike a nerve cluster with the force to kill a humanoid opponent instantly.
Spider Climb: By balancing her weight and using the strength and agility in your limbs and hands is unequalled, and it shows. Able to find tiny cracks and uneven spots to hold while you move in any direction.
Tireless: It allows her to continue fighting or working long after others drop from exhaustion.
Wall Leaping: She can run along or up walls for short distances to escape or gain a better position against an enemy.
Vanish: When needed she can be as shadow and fog – able to vanish with but a moment to do so. You are a true master of misdirection and disappearance, and in the blink of an eye you can be gone as if never even there.
Main Skills Martial Arts (Armed and Unarmed and the use of pressure points): Most would consider her an expert, a virtual master, one of many in the known world. Survival, Trapping & Foraging: This has enabled her to survive on her own in the wilds for many years.
Secondary Skills Cooking: She has learned to cook the food she finds to ensure that food poisoning does not result. Forging: Over the years has been taught to make her own weapons. Sewing: Able to repair her own clothes and garments.
Equipment She also possesses a few knives and various travelling accessories.
It is a magical blade that upon mental command is covered in pure ice and capable of manifesting freezing winds. This weapon is her pride and joy, and she is reluctant to give it up.
Backstory Born to a noble family that were later murdered by assassins unknown, she was left alone. After wandering the city alone, begging for food that she came upon an old man that took pity upon her. Teaching her how to survive in multiple ways so that she would no longer be prey for anyone - male or female. From there she travelled the world encountering all kinds of inhuman species-not just broadening her horizons, but mentally. There she learned to accept the many things that life would throw at her. in doing so became a hired sword, gaining reputation and prestige, but she was not one to take up an unjust cause.
Guys I'm super sorry, I didn't notice this went live 4 days ago and I'm starting another pretty intense RP soon so I don't want to affect the quality of my writing or the quality of your story :( I'll be reading along at times, but have fun and happy writing!
No worries matey. if you want to pop back you are quite welcome.
Now I have Monday off work - yay, so will be kicking things off then. Anyone has any questions feel free to ask.
Name: Doverick Diathus Age: 15 Allegiance: Chaos Personality: Dovverick often tries to be very often putting in some manner or another to those whom he first encounters. Trying to keep them away with some rather rude remark or sign of aggression and maybe even cruelty if Dovverick can attempt to stomach it. Unless there is something he particularly wants or needs for the person but even them sarcasm is often to slip through. Despite this there is a want to be surrounded with or be around social groups almost and empowerment in it that Dovverick rather pushes away from as to not attach to these people. It seems more like a basic urge to want to grow into larger social groups and perhaps even find a leader of some sort. Dovverick also tends to worry perhaps overly so when it comes to an injured person that may be considered rather close to them. Often overreacting in some manner or another and of course trying to help them as quickly as possible. There is another minor quirk of his rarely surface. Dovverick may try and search for a deeper meaning or interpretation of things to perhaps see a different view or method or how it can be applied though this doesn’t necessarily mean he’s successful, just occasionally ponders over such. Species: Beastfolk Hyena Immortal Type: Geomantic City of Origin: Lemuria Magic Source: Ambient Magic Type: Mysticism Spells:
Barrier of Earth Healing Sense & Read Delay death Ley Line: Travel
Main Skills: Sewing, Scribing, Secondary Skills: Monetary dealings Equipment: knap sack,sewing kit, bandages, scrolls, ink bottle, scroll of pedigree being marked as Mahtab’s son and wooden bead necklace Backstory: Doverick was born in a way or rather created from messing with the genetics and structure of hyenas. He was rather genetically engineered from a batch of a dozen other very young hyena beastfolk at the time on Noble’s Island. Make no mistake that place was not his home or physically born there as he was recreated. Soon afterward those that had recreated Doverick to their liking began running simple tests. The first few tests were those of intelligence and sentience even such as sorting objects in particular manners from color to size, solving certain puzzles to later on adapting language and conversing. It seemed Doverick was a success in that category and received very little punishments which were given to those who failed the mental tests. The next were the physical tests such as being able to walk upon two legs, lifting objects and even trying to use the other senses such as smell and hearing to be quite acute. It was hear that Doverick’s skills were rather lacking beyond that of being able to stand and walk about (which was still rather a difficult accomplishment and often his legs wobbled). For such he was punished even more severely and was planned to undertake ‘harsher’ experimentation to achieve a better physical prowess. Luck for Doverick a Mystic Witch named Mahtab had rather took interest in hum. Instead convincing those that were running the experiments to give Doverick over in exchange for payment and claiming to share information on Doverick’s increasing intelligence in her care and teaching. They reluctantly agreed and released Doverick to Mahtab. She soon named him what he is today and returned to a home in Lemuria. Upon reaching home Mahtab rather began raising Doverick and teaching him basic commands and things to help with around the home and other small tasks. Some of these were rather hard to follow at first which is why Doverick’s language skill needed to be worked upon. He was to practice reading, writing and speaking constantly often through the small tasks given such as scribing down whatever Mahtab asked, reading various letters to her and so on and so forth. Some of the other tasks he recalls and was rather rapidly improving at was sewing back together pieces of cloth that had been torn on Mahtab’s days out of the house, and keep track of some of the finances as he grew older. Along the way he would often try and practice to achieve some of Mahtab’s feats, most of which were seeming to heal impossible injuries seemingly by willing it to occur. Around the age of twelve or so was when things had started heading downhill. Mahtab was dying from a large blade wound through her stomach and was not able to focus on healing it through the pain. Doverick was at first sent into a panic a question whom had done this but Mahtab refused to answer that question. It had rather been one hired from those who had created Doverick years ago, for not sharing the experiments and progress of Doverick and not following through with some crueler requests sent over by letter which were burned long before Doverrick could even read them. Doverrick was rather crazy for a time trying what he could to heal her and paying those who were healers to help try and help as well but driving the both of them into poverty. The healers had rather effectively extended Mahtab’s life for a couple of years but only had slowed it. Doverrick had oddly been successful in delaying Mahtab’s death in his own effort for days having not slept at all and nearly draining upon power that he had not known was available to him. Doverrick even tried tapping into the power of the earth itself to heal her and the wound was sealed but disease and infection had long been decaying Mahtab from the inside. Mahtab’s last words were: “Goodnight my sweet, Diathus. Death will only take me for a time.” Doverrick had failed her. There was, perhaps another chance however. A slight hope to perhaps try and bring her back from beyond death. Defying the laws of life and death to bring someone back into the current plain of existence as they were by his will and perhaps chaos as well. That is what he searches for. Appearance: (Could actually write this but that's about it)
Sorry for late reply, had some trouble getting little girl off to bed, and had a workout. So I will have a look at this tomorrow night but itr seems okay. Aside from mainstream powers from being Geomantic immortal you could pick another four spells and perhaps one sphere of magic, e.g fire or water or something along those lines.
If you would rather write your appearance than a piccy that is fine with me. Whatever works for you.
Antediluvian Immortals Players will take on the roles of humans or non-humans in the distant past as they search for a way to rid the world of invading incorporeal parasitic aliens known as the Dybbuk. Both magic and super-science are a real thing and players will be able to learn and master both - given enough opportunity. This will also tie into a much larger multiverse as players will either worship or have allegiance to some deity, or not. As a result of this some will end up traversing different worlds whether in the same or different universes.
It will be set around 100,000 BCE. This will likely be causal, maybe high casual. Now if it helps to understand the setting, think of it as part Lovecraft, part Elric / Hawkmoon, and other part Lords of Gossamer & Shadow. Hope that helps?
Character Sheet Template Name: Self Explanatory. Try not to make it sound like it is not from modern day. Age: Obvious. Allegiance: Which of the Terrible Deities do you worship? One, more or none. Personality: Describe what makes you tick Species: Which of the humanoid species are you? Immortal Type: Which external are you? City of Origin: Where were you born Magic Source: Ambient, Life-force, Object Magic Discipline Magic Type: Arcane, Cantrips, Invoker, Sphere Main Skills: Those key to your profession Secondary Skills: Things you are good at Equipment: Backstory: Appearance (Picture).
Name: Kaleia El Nemaya Age: 26 Allegiance: Order Personality: Curious, she has always wondered whether her caring nature was down to being born within a nexus of positive magical energy or if it was the result of being nurtured. Having never met one of her kind that was evil presumed that she would likely never know. She is incredibly strong willed, and slow to anger. She has a an almost gut instinct for those causes that are good, and those that are not. Species: Alfar Immortal Type: Alphan City of Origin: Lemuria House: Dragon Magic Source: Life-force Magic Discipline: Psychic Magic Type; Excellencies
Abilities These would replace spells.
Avoidance: Those that have ability are frustrating foes to combat, bending and dodging blows as if they were made by addled children.
Slaying Touch: Allows her to strike a nerve cluster with the force to kill a humanoid opponent instantly.
Spider Climb: By balancing her weight and using the strength and agility in your limbs and hands is unequalled, and it shows. Able to find tiny cracks and uneven spots to hold while you move in any direction.
Tireless: It allows her to continue fighting or working long after others drop from exhaustion.
Wall Leaping: She can run along or up walls for short distances to escape or gain a better position against an enemy.
Vanish: When needed she can be as shadow and fog – able to vanish with but a moment to do so. You are a true master of misdirection and disappearance, and in the blink of an eye you can be gone as if never even there.
Main Skills Martial Arts (Armed and Unarmed and the use of pressure points): Most would consider her an expert, a virtual master, one of many in the known world. Survival, Trapping & Foraging: This has enabled her to survive on her own in the wilds for many years.
Secondary Skills Cooking: She has learned to cook the food she finds to ensure that food poisoning does not result. Forging: Over the years has been taught to make her own weapons. Sewing: Able to repair her own clothes and garments.
Equipment She also possesses a few knives and various travelling accessories.
It is a magical blade that upon mental command is covered in pure ice and capable of manifesting freezing winds. This weapon is her pride and joy, and she is reluctant to give it up.
Backstory Born to a noble family that were later murdered by assassins unknown, she was left alone. After wandering the city alone, begging for food that she came upon an old man that took pity upon her. Teaching her how to survive in multiple ways so that she would no longer be prey for anyone - male or female. From there she travelled the world encountering all kinds of inhuman species-not just broadening her horizons, but mentally. There she learned to accept the many things that life would throw at her. in doing so became a hired sword, gaining reputation and prestige, but she was not one to take up an unjust cause.
Appearance (Picture):
Cosmic Struggle At the heart is the eternal struggle between two forces. Law represents absolute structure, discipline and control, whereas Chaos is unfettered creation, constant change and random, wilful, disorder. Singularly and in dominance, neither is a force for good. The superiority of either leads to stagnation and destruction. The struggle is twofold; the dominance of Law over Chaos and vice-versa and the struggle of the Multiverse and its agents to maintain equilibrium between the two – the Lords of Balance.
Where the forces are in equilibrium, life prospers and grows; the world is stable, and the future, whilst always uncertain, safeguarded. Where Law rules, society reaches a state of order so choking that growth is impossible and individuality meaningless. Where Chaos dominates, nothing remains stable, everything is mutable, individuals destroy each other in selfish abandon, and eventually a seething, boiling state of perpetual war and mutation results. The Balance is less about harmony and more about realising each manifestation of Law and Chaos in its rightful place and to its rightful degree. Both are not good or evil, they are simply expressions of states of existence. Both terms are wrought by humans, who choose to employ one or both forces for selfish, violent ends.
Travel There are many ways to reach another plane: gates leading from one to another; via dreams; via spells or technological devices; via strange and wonderful vehicles. The spheres are joined together by several mechanisms, which are a part of the fabric of the Multiverse. Each world is but one of millions; a plane of existence in a universe that is, itself, one of millions of universes.
Conjunction The Spheres are in a constant state of movement around a central point of the Multiverse, like planets around a star. Every now and then certain realms move into conjunction making passage between them extremely easy (relatively speaking) and allowing the conjoined spheres to influence each other in subtle and not-so-subtle ways. During such conjunctions momentous events are likely and can be felt, with activities in one sphere resonating throughout the conjoined spheres. It is at such junctures that heroes are needed, in order to protect one sphere, or several, from whatever it is threatening the stability of all those taking part in the conjunction.
Higher Worlds It is a higher plane of existence that lies at the centre of the multiverse residing above all the other planes - its nature is eternal and immutable. Underlying the whole of Creation, touching the normal Universe only slightly, existing outside of any normal frame of reference, within it, light, darkness, matter and energy all blend, divide, shift and change.
Eternal Sea First, and perhaps the most accessible, is the Eternal Sea, a trans-planar ocean that sweeps through the Multiverse lapping against the planes of existence like waves against a beach. The sea is treacherous and gloomy, a largely silent ocean that displays, occasionally, peculiar traits unlike any mundane ocean subject to constant movement, currents and undertows. Its currents move with the time streams and its tides are governed by conjunctions. While Creation has boundaries, this has none. It has no outer edges, no ultimate ruler.
Ley Network And above, beyond and around the ocean, accessible through dreams and other, semi-conscious mechanisms, are the Moonbeam Roads. This immense latticework of pathways can be wandered like any road, arching above, through and beyond the fabric of the Multiverse. These were the primary method used to distribute life force throughout reality by powers unknown to any but a few select individuals. Walking it, one is conscious of the immensity of the Million Spheres, of their shifting, restless nature and one is aware of the incredible power that binds the whole together and permits those who have the talent, such as the Lords of Chaos, to create entire universes (or lose them).
Hyperspace Within it universes are born and die. In fact there is only hyperspace separating each universe from its neighbour, the effect of gravity quite often drawing the stars and galaxies of one universe towards another. It is vast sea of energy, with no defined social order or geography, subject to constant movement, currents, undertows, nothing but vortices of force and possibility that sometimes, by chance, assume a kind of coherence and become entities, or locations or tools. Beings that lack some sort of protection suffer a strange sensory overload being unable to process the infinite change happening around them, and so their minds shut down, trying to cope, their minds shattered and their bodies mutated beyond any hope of recovery or even identification.
Multiverse These are universe bubbles floating within Hyperspace. A billion different worlds spread across the multiverse, a thousand million lives all being lived without knowledge of each other.
Lords of the Higher Worlds While legends speak of these creatures as malevolent but such concepts are beyond them. All possess eternal life, and most races and lesser deities acknowledge and many worship them, some seem to personify some cosmic principle. They are incorporeal god-like beings capable of wielding nearly infinite power and worshipped as such to greater and lesser degrees. These forces are represented by a cadre of powerful entities – intelligences and forces. They represent their power and implement it, reshaping the worlds they conquer either through direct intervention or the help of mortal agents. In some realms one of the forces dominates completely and, in such realms, life is secondary to the whims and natures of those that rule.
Order (Law): When appearing before mortals, the White Lords of Law are perfection personified: more than simply beautiful, they are the absolute pinnacle of appearance and integrity. But such perfection must be at the price of progress. Their home realm is a featureless expanse, perfectly flat, representing the ultimately barren nature of complete uniformity. The two opposing forces are bundles of mystical energy and both have been fighting a cyclical battle for eons.
Chaos (Disorder): There are many some of which are minor entities acting on certain agendas. The most powerful are gods with complex agendas and motives concerning the overthrow of Law. They seek to establish realms of Chaos throughout the Multiverse, creating an entropic empire where all life, save their own, is an unstable, constantly changing melange of the beautiful and the horrific.
Lords of Balance: These are triple headed beings, one face is a creator, third is that of a destructor while the third is the preserver. Beyond passion, beyond mercy, beyond reason, the faceless caretakers of the multiverse, they toil without end, silently struggling to preserve the tenuous balance upon which all existence depends.
Lords of Outer Planes They ruled many worlds across the multiverse for thousands of Maha-Yugas in an unrecorded period of history that has become known as the Time of Chaos. Powerful beyond human imagination, they are credited as the originators of all forms of magic use and numerous life forms across various realities. All are utterly alien beings with limitless abilities are checked only by their inscrutable motivations and indifference that mortals have little to no chance of understanding, at least if they hope to keep their sanity. Upon invading another universe they manage to enter and take control of, which requires that they readjust the so-called etheric angles of harmony and rewrite the base code of reality to suit their needs. By doing this, they can spread whatever portions of their immense multi-dimensional bodies that are capable of wedging into a three to four dimensional plane of existence without accidentally destroying it.
Lords of the Astral Plane They are incredibly powerful ethereal beings with vast cosmic powers. All were basically a non-corporeal, god-like being who could take on any shape or form when materializing.
Beast Lords: These represent the natural creatures of the Earth. They are archetypes of the beasts of the world, the primal definition from which the natures of all animals emanate. This is true for all Beast Lords; they are creatures and the very essence of creatures, abstractions and natural forms at the same time.
Elementals: These rule over the four domains of the physical world: Air, Earth, Fire and Water. They control the beings that manifest as the winds, the soil and rocks, the seas and rivers, and the fires of the tribal hearth. The materials of air, earth, fire and water are elementals that lack spirit and intellect, and so can be easily manipulated by mortals.
Plant Lords: The Plant Lords represent the myriad plants of the world in the same way the Beast Lords represent the beasts. Each species of plant has its own guardian who defines what that plant is and how it behaves.
Lords of the Five: Together they are: Lord of Darkness (Undead & Corruption), Lord of Abyss (Entropy), Lord of Life (Elements), Lord of Light, Lord of Outer Dark (Anti-Essence).
Lords of the Dreamlands These entities govern the plane of Dream. They can walk through the air as easily as over the ground, and can enter other planes of existence. Some appear to be versions of familiar deities, such as were in the Roman pantheon.
Aeygyptan The skin of this human-like people carries a golden bloom, reminiscent of the luminous sands of the desert surrounding the city. As a people they are tall and naturally slender, with long skulls, long fingers and long limbs. They have an aristocratic bearing that reminds all of their ancient culture. They are sensitive, circumspect and naturally curious. But what really defines them is their innate skill in the arts: everything from dance to music, painting to sculpture and poetry to storytelling.
Alfar Elegant, aloof and evidently inhuman, all are generally tall, regal-looking, arrogant and almost cat-like in their mannerisms and habits. The skull is narrow and tapered, the eyes slanted and watchful, their ears tapering to a fine point. The skin is invariably pale in complexion and, every-one is never less than striking and otherworldly. They are an emotional people but restrained in their demonstration of feelings; they are, without fault, self-centred and unconcerned with the welfare of others, especially humans. Notions such as kindness and cruelty are alien concepts that they find, at best mildly amusing, but are usually considered an irritation. The pursuit of pleasure is foremost in their mind and they are unrestrained in how that is achieved. Torture, sexual deviancy and the abundant use of narcotics that would drive humans instantly insane are indulged daily, with no thought for the consequences. Many spend their days in a drug-induced slumber, reclined on dream couches where they travel to distant realms indulging in activities known only to them.
Beast-Folk Created through surgery, vivisection and genetic engineering, they are a mixture of animals transformed into a more human form, or humans whose genetic coding has been altered to take on bestial attributes. This transformation from human to animal almost invariably results in a permanent loss of reasoning ability and deteriorating long-term memory. Most hybrids are tragic figures, walking the line between succumbing to their animal instincts and behaving as rational, emotional creatures. Moreau’s hybrids are found on Noble’s Island, located far off the coast of South America in the Pacific Ocean. Others may have been transported to other parts of the world for further experimentation and study. Known hybrids are almost exclusively mammalian, with one to three animals mixed with the human component in each creation. Species used include baboon, bull, cat, cheetah, chimpanzee, dog, elephant, fox, giraffe, gorilla, horse, lion, llama, jaguar, pig, ram, rhinoceros, tapir, sloth, warthog and wolf.
Daemon They have black, scaly skin, bat-like wings, yellow cat-like eyes, barbed tails, many sharp fangs, horribly long claws, and dangerous-looking pointy curly horns. When they die, they seem to melt into hot, bubbling puddles of golden liquid.
Ennead These monstrosities come in great variety: men with the heads of bulls, ibises, falcons, cats, crocodiles, hippopotamuses, jackals, etc. The children of the Sphinx may come in any human-animal composite as long as the grouping has some basis in Egyptian religion and mythology. They always wear a robe of some sort.
Malakh The winged folk are human-like but not human and predate even the Alfar. All are slender, tall and very light of frame. Their chests are deep, with improved lung capacity, and their shoulders are a complex assembly of wing joints, tendons and musculature; they are naturally agile and move with a distinct grace. They dwelt above Earth in their floating, cloud-enshrouded city; their existence unsuspected by the wingless races of the planet below. The only threat to tranquil was the evil race of bat-winged conquerors some half-dozen leagues away.
Serpent People Species of bipedal reptiles that appeared during the Permian period, some say they came from Venus, but most hold that they evolved naturally upon earth. With their great magic (and the aid of the fabled Cobra Crown), the serpent people conquered the empire of Valusia, an area which today forms part of both Europe and Africa. During this time, the serpent people reared great stone cities containing both laboratories and temples to Yig, Byatis, Han, Shub-Niggurath, and Tsathoggua. When the Triassic Age came, new conditions caused the race to go into decline for eons until they resurged during the Pleistocene Era. The coming of humanity proved to be the downfall of the serpent people's dominion over the world. Although some of the serpent people provided humanity with helpful knowledge, the new race later swept aside the old cities of the reptiles in order to build their towns and fortresses. To escape this destruction, some of the reptiles crept into hidden burrows in the hills of Wales, or to the caverns of Yoth. Others put themselves into deep hibernation, while some used their magical abilities to disguise themselves and concealed themselves among the invaders. Apart from one abortive attempt to recapture the throne of Valusia, the serpents were never a serious threat to humanity thereafter.
Origins This has been the elusive goal of many humans since time immemorial whether they are heroes, magicians and philosophers have searched for the key to true immortality. Having attained immortality by greatly reducing or even stopping the aging process as the most powerful among them can live for centuries or even millennia. They may be-humans who have found (or been cursed with) some form of immortality. They are a small group of powerful magicians that have for the most part used their power to stave off death and sometimes to increase their power and wealth at the expense of others. A number of these ancient sorcerers have crossed paths with other preternatural beings and have even established their own kingdoms in the astral or other realms.
Myths After all, they have enough imagination to portray fairies, demons, sorcerers, prophets, gods, titans, and more, and they can be found all over the world, an all kinds of positions and relationships. They take names from the society they are insinuating themselves into, adopting the faces and personalities of the gods the people worship. Their original names are unimportant, as they are merely one of dozens or hundreds that each has used over the course of his life; to say that one has a real name is to miss the point entirely.
Mentality Some seek to further their own causes, be it world domination, to gain worshipers, to save or steal souls, to help human kind, to gather knowledge, to find their lost humanity, to humility, extract revenge on an old enemy, or any number of other personal agendas. Some are in the service of chaos while others fight for the side of order in the eternal battle between good and evil. Others are wanderers or explorers, some are swashbuckling adventurers, and some are lonely souls trying to rediscover themselves or find purpose in their immortal lives. Still others have been driven insane after centuries of loss, failure and tragedy.
Generic Traits Average Level: All are at peak of human ability. Immortal: Do not age
Elixiran What was unique was that it changed the DNA & RNA freezing their aging in place and allowing the altered genes to be transferred to progeny – although this was not guaranteed. They cease to age upon reaching adulthood, unable to die by the passage of time, immune to all human and supernatural diseases, and able to survive damage that would easily destroy mortals. It must be noted however a sufficient injury from certain sources can still kill them.
Aesir: By eating either the Fruit of Immortality it temporarily halts the aging process for a thousand years allowing those that wish to experience senescence and die.
Olympians: This was a golden fluid (known as Ambrosia, Amrita or Elixir Vitalis) that granted extremely potent abilities that could also be passed to their progeny.
Powers: Enhanced Endurance (their body takes on the resilience of concrete), Healing (cannot regen lost limbs), Immune (Disease and viruses).
Geomantic All are tied to the flow of telluric energy and flow. A few discovered that by linking their life force to one they could gain a number of incredible powers, including the ability to arrest or even stop the aging process. This link had its drawbacks, however. After a while, the sorcerer grew dependent on ley lines for nourishment and strength, and if kept away from them, would eventually weaken and die. However, many were adept at using telluric energy to teleport and open ley-line gateways.
Powers: Healing, Longevity, Sense & Read, Ley Line: Travel
Alphan Any being that are born of positive magical energy which acts as a creative and renewing force granting them long life and immortality.
Powers: Life Giver (allows the transfer of Alpha energy to heal sick and injured), Regeneration
Omegan They are creatures of tremendous resilience and longevity that prey on civilization, draining the life force of their targets to regenerate their own. All are beings that are similarly composed of negative magical energy which is destructive and life-stealing. They tend to be associated with vampires, werewolves and ghosts, plus many others.
Powers: Drain (life-force),
Enlightened Taking the pathway of enlightenment, of illuminating the mind so that it sees the true state of the universe, is to create a spirit that can never truly die. Once the mind has become enlightened, there is no way to actually die. Although they can be killed, the soul will be returned for another cycle of reincarnation, when the individual will eventually regain any lost memories.
Powers: Reincarnation,
Reborn Immortality is almost guaranteed once the first reincarnation occurs. Whether they want it or no, they are reborn at some time after the end of each life. It’s almost never an immediate rebirth. There’s usually a span of a few years between death and birth. Geographical constraints mean little to this process; a person dying in Moscow might see their next life in Peru. Fate will pull the person back to those he knew in past lives, through chance and opportunity. That said, some are exclusively reborn within their family lines. Some might be their own grandparents. Some are reborn in the same region each time. Anamnesis is the mastery of memory an immortal possesses over their past lives. Most immortals maintain only slight memories that appear over time, featuring the most iconic of events. However, those with a strong sense of Anamnesis can recall more trivial matters with clarity, using memory as an advantage in the now.
Powers: Luck (Swords miss fatal targets, land on soft ground), Reincarnation, Rememberance (Previous Lives)
Tuatha All are connected to the weave of magic generated by the natural world; and are dependent upon it for long life. Most tend to possess an otherworldly beauty that easily sets them apart. They are a nearly extinct which once possessed a civilization which was spread across the multiverse. This does not mean they are invulnerable; they can die from injury and violence. It must be noted however a sufficient injury from certain sources can still kill them.
Powers: Cantrips
Houses Autochthon: They are more skilled than most in the ability to craft magical and scientific artefacts. They exhibit strong leadership and organisational abilities alongside their ability to manipulate metals that are able to store or use mystical energy. Most of the mystically sensitive metals on the planet pass through their hands at some point, and some of it usually stays there.
Caduceus: They have the most accomplished medical research and pharmaceutical companies on the planet, though few people are in a position to realize this. They are based in South-East Asia, where they have thrived. Since the modernisation of Japan they have instead focused on making their magic appear as ordinary science, guiding human technology to the level of their own.
Dragon: In ancient times warriors danced with beasts under the sun, and learnt from them. This is for those that wish to master body mind and body and turn them into living weapons. They honed their instincts and harmonised with the environment so as to disturb as little as possible, calming themselves to a state of spiritual simplicity. They embraced death, renouncing anything that would protect them at the expense of the world around them. As a result they became mighty, but peaceful, warriors. With centuries in which to practise, their simple but deadly art became many, each teacher having his own highly-nuanced style. Members are known for their patience, politeness, and grace, and their ability to accomplish a task with precision and ruthlessness.
Lillitu: Are in possession of a unique gene that passes only through the pure-blooded of their families, and then only in rare cases, giving them the ability to receive life-force directly from the blood of others. Their rituals revolve entirely around blood magic, and they have learned to use their own blood as part of their mystical rites. The drinking of blood worked its way into their marriage ceremonies and their religious practices, and is seen as a sign of kinship. In some quarters, though rarely in the days of Atlantis, members have even been known to indulge in cannibalism and blood sacrifice.
Magi: After all, they have enough imagination to portray fairies, demons, sorcerers, prophets and gods. They can be found all over the world, an all kinds of positions and relationships. They are not necessarily all part of the same group, or always on the same side of a conflict. In fact, some find themselves diametrically opposed. They battle each other subtly, with the patience of the Earth itself, over all kinds of things. Some conflicts are deadly, while others are like the sparring of kittens.
Tellurian: During ancient times, a few sorcerers discovered the secrets of ley lines. They oversaw the construction of the pyramids of Egypt, Asia, and South America, and even today they are at the forefront of the effort to prepare the Earth’s geomantic energies for invasion at some future date. This plan to harness the ka of the entire globe was implemented around 2,000 B.C.E with the help of humankind. This network of pyramids was created to divert, manage, and store the geomantic energy turning the Earth itself into a fortress and an enormous source of power that was theirs to control.
Atlantis Much of its history remains shrouded in mystery. The first kingdom was founded by Valthoth - the Prince of the Last Days (known later as Thoth), led the refugees from the destruction of Lemuria. This first kingdom eventually fell (possibly due to battles against monsters from the depths of the sea), and there was confusion for quite some time. The Second Empire was established. They excelled in the fields of science and magic, but much knowledge was lost. The cult of Dagon became strong, and the deep ones DNA mingled theirs and twenty thousand years ago, at the beginning of the Hyborian Age.
Lemuria The first inhabitants were a species of human-headed beings with tentacles, but these had probably died out by the time humans arrived. The second inhabitants were the serpent people who were defeated by the humans in the Thousand Year War (which occurred around half a million years ago); after this war, the humans settled in the first kingdom of Nemedis. Various forces destroyed this land, and the humans migrated to the west, where they founded the Thirteen Cities. The wizards of the eastern lands were corrupted and threatened to overcome the world, until their own sorcery destroyed them. Many of the land's people fled to Atlantis, but some remained behind. At the same time, however, its magical lore was regarded as powerful, and its mercenaries often became generals and kings of more civilized lands. Though it showed signs of recovery it would never again become a world power. Their language is the basis of what will become the Sanskrit language.
Mu It was a sunken continent one thousand miles south of Easter Island and rose from the Pacific Ocean untold millions of years ago. It was later colonized by Cthulhu-spawn and retained it after their war with the Elder Things until it sank beneath the waves. Supposedly it was where humans first appeared, spreading from there to the rest of the world. The humans of Mu and the serpent people spliced together their genes to create a new hybrid species embodying the best of both species.
Shamballah It was a city built fifty million years ago by Lemurians in the Great Eastern Desert. It still remains there, protected behind a screen of psychic power. The wizard-priest fled to the lands near this city when his home continent sank beneath the waves and a copy of the Book of Dzyan may be found in the archives here. Buddhist thought Shamballah may be in many different places. Some hold that when the entire world is engulfed in warfare, humanity's saviour shall come forth from Shamballah. It now lies between the dimensions.
Ys It is a lit cavern beneath Africa. This immense underground land contains an amazing variety of plant and animal life, as well as a highly developed though decadent civilization of human-like beings. The underground dwellers also possess three other abilities unavailable to those on the surface. First, they use telepathy for communication, with spoken language almost being a thing of the past. Second, they are able to dematerialise themselves (and other objects) so that they may pass through solid objects almost effortlessly. Finally, they have the secret of immortality, so that death is an almost unheard-of occurrence among them. They still possessed many technological artifacts, however, such as disintegrating ray projectors and various forms of transportation, which they used in their day-to-day life. The people of the land put more value on experiencing new sensations than on their former pursuits and spent much of their time looking for novel experiences and emotions. To help them achieve these aims they held gladiatorial games, conducted ritual torture, dreamed, experimented with intoxicating substances, and held religious ceremonies to various deities.
Adamant: This is an extremely hard metal that is ideal for armour, and other fortifications, it is virtually indestructible, it is resistant to hard-light and particle weaponry.
Elixir Vitae
Geo-Magnetic energy: Carefully measured increased the voltage of the central nervous system and triggered a rise of kundalini. The amazing electromagnetic power they harness is channelled upward to provide energy to orbiting satellites and space stations. They all have built-in pocket antimatter generators, and every pyramid is mathematically tailored to create a transmission field with specific characteristics and abilities.
Orichalcum: This is a reddish brown colour and can disrupt psychic energy.
Psychic Crystals:
Magic It is a natural force that has existed since the dawn of time and it pervades all things. Unknown to all but a few mystics and occultists, it is a constant ever present energy, like electromagnetism. Currents pass through cities and towns like intangible breezes and invisible fogs. It tends to run in natural but invisible rivers and streams. The areas around the flow of energy tend to benefit, in such cases, plants are more productive; animals are larger and healthier. At the intersection of two or more lines, the energy increases at an exponential rate, extending outwards in a rippling surges.
Sources Ambient: Latent energy of the multiverse that can be tapped. Life-force (Empowered, Enhanced, Chi, Innate, Superpowers): External: Drawing magic from other sources whether another plane of existence (such as hyperspace), an object etc.
Casting Invocation: Acoustic sounds trigger magical effect. Psychic: Cast magic by willpower alone Ritual: Wizardry: Using staffs and wands
Powers Cantrips: These powers do not involve tremendous changes in the nature of reality, but instead are minor adjustments, little “tweaks” to the temporary state of things. These subtle manipulations of pure will are less complex than actual spells. In many magical traditions, these are the first stage of magical initiation, the type of magic taught to apprentices.
Common: These are composed of spells that seems rather banal, spells can still be very powerful, if used carefully and thoughtfully. This includes Alchemy, Enchantment, Mysticism, and many other fields.
Circle: This is magic devoted to a particular type of school, e.g. pyromancy (fire). There are so many specialisations like this across the multiverse, varying from universe-to-universe, and plane to plane.