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Exlibris Nascent Mentis; [From the library of my mind]
Topic Started: Nov 16 2008, 11:03 PM (424 Views)
Nascent
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Angel Island Act 2
Inspired by Lunick Ervine's list of things, I feel compelled to compile a compilation of creatures, concepts, and creations that I've conceived in the craft of creative writing. Now that we've got the alliteration out of the way, on with the show!


KEY IDEAS / SOURCES

Shadow Magic
Derived from the world of Chrono Trigger, "shadow"-element magic is -- as demonstrated by the warlock Magus -- not what one thinks of when considering "dark magic". The field of shadow magic deals specifically with astral phenomenon (the Black Hole and Dark Matter spells, for example) and manipulation of the enigmatic force known as dark energy to create various effects. A low-level shadowmage is mostly limited to the manipulation of dark energy; at higher levels it becomes possible to generate "cosmic" occurrences virtually at will, and the extreme masters of the art -- few though they are -- are believed to even hold limited sway over the very fabric of space and time. This is not, mind you, a haphazard summoning of that which should only manifest in deep space; like virtually all other forms of magic the energies employed in shadow spells are a direct extension of the spell caster's will. So long as his or her will is sufficient to properly manifest and control the spell being used it is unlikely to go rampant or otherwise become unstable.

The Borg
[VIDEO] || [ARTICLE]

The Kinzoku
Quoted from Croi, founder of the Indigo Divination:
Quote:
 
Centuries ago, in the Kurayami Realm, the Humans discovered that when the Gods had created the world of Kurai, they had accidentally placed awe-inspiring abilities into their souls. They discovered that not only did they live on a Land that was created just for their race, but that the Lands themselves did as the Humans demanded. It was as if the Lands had become the slaves of the Humans, just as the Humans had become slaves to the Lands.

However, for every God, there is a Devil and for every mistake of a god, there is a plan of the devil. Thus was the case with the Kinzoku. The race that was never meant to be born:

Once, long ago, a devil named Kippai traveled to heaven and stole the robes of the God of the Green, Tsuchi. Then, disguised as the Wisest of the Gods, Kippai tricked the smallest village of powerless and depressed Humans into forfeiting their souls in exchange for a forbidden power. Kippai promised the Humans that the power that they would receive would not answer to anyone save for the Masters that he himself had chosen.

Eager to finally be able to defend their tiny village from the rouges of the other Lands, the people of the village Kinzoku agreed to the devil’s deal. With one final statement, the devil Kippai took the souls of the villagers, draining all color of hope and light from their bodies and replaced them with the demons that answered solely to him. Then the devil gave the demons one command: Slay All Life. Even the Humans That Host You.

Centuries passed and the Kinzoku remained in numbers no larger than that of a small village. However small these numbers might have been, they retained the command given to them by the devil Kippai generations ago. Until the day that the Human Hosts rebelled, pushing the demons far into the Nothingness that nurtured them and suffocated them for so many years.


The same history, elaborated upon by my character Ilaelis:
Quote:
 
"In times ancient and forgotten, in a realm distant and lost, history was busy repeating itself. Archons of light and creation, the so-called 'gods' of the realm, were at war with darkness-manifest. For too long we had sat under their boot-heels, relegated to the lower regions where only desolation and lack greeted us, and there we waited for our day to come. Over time our 'divine' enemies began to be discontent, divided, and eventually - as long periods of uninterrupted peace so often trigger - openly at war with one another. From the midst of the chaos we rose, striking the weakened deiforms and rending their flesh and essence asunder. Their mistake had been forgetting us... for we had not forgotten them. Before it was over their divine realm lay in shattered fragments."

"Of course, it was only a matter of time until we followed our enemies' example and turned on each other; some of the Greater Houses realized this, and took measures to establish independent kingdoms for themselves in remote places. I, and the rest of the metal-born Kinzoku, sought a fresh battlefield for ourselves in one of the mortal realms. Our leader found a small outcast village in the midst of a world whose kingdoms had each enjoyed tremendous blessings from the gods during their rivalries. Virtually all of the world had powers and benefits - what you mortals might call 'magic' - with but one exception: this little village of gods-forsaken outcasts... an opportunity if ever there was one."

"The pact we made with them was deceptively simple: we would possess their bodies and those of their descendants by binding ourselves to their blood, and in exchange for letting us 'dwell amongst them' we would grant our hosts power and take revenge for the entire village. In reality the way it worked out was that we spent several generations on a bloody rampage across the planet's central continent and indentured all those not possessed in the village to serve our needs and whims. It was a golden era for the Kinzoku..."

"... one that wouldn't last. It happened when the vast majority of us were taking on new hosts from the younger generation. We were vulnerable at that point; it took time for the 'roots' of our control to take firm hold on new hosts, a fact we thought we'd kept them oblivious to. We were wrong. This bold new generation defied us, suppressed our control, and eventually drove us into the dark recesses of their beings - I think you mortals call it the 'unconscious mind' - and therein locked away our influence. For generations afterward my kind slept in this dark, passed on quietly from parent to child in complete ignorance that we yet lived."

"But our sleep is not forever, mortals. Generations later I awakened within Kassom, who freely embraced me. Others, too, will eventually stir from their slumber. We are the Kinzoku, the metal terrors of heaven and hell..."



CENTRAL CHARACTERS

CLICK HERE


MINOR CHARACTERS

Sere, the Vagary Gale:

Like other dream-spirits of his kind (see Masa & Mune, Sere is merely a sentience linked to a weapon, the Granserena scythe, and can physically manifest himself when summoned. His personality is somewhat mischievous and he will occasionally speak in rhymes and riddles, although he will usually give Specter plain answers. Generally, though, his personality is rather like a spoiled adolescent; he frequently nags at Specter about things, acts overconfident, and loves to show off in front of people. When summoned into battle he will usually begin by teleporting from place to place, a trick he performs excessively well, giving him ample opportunity to dodge and frustrate an enemy while taunting them and making jokes at their expense. If that fails to work, or when Sere gets tired of toying with his "new friend", he'll usually teleport as far out of reach as possible and begin bombarding his target with shadow magic. If he somehow takes severe damage or is defeated in battle (dream entities like Sere cannot die, especially not from damage done to their physical incarnations) Sere's body will turn into dark blue energy and reform into the Granserena scythe. It takes Sere at least a full twenty-four hours to recover from critical damage, and he cannot be summoned again until he is at least halfway recovered.
[ABILITIES]
- Teleportation:
Sere has near-impossible skill with teleportation; he can dodge almost anything with it and has an equally impressive reaction time. No matter how fast you run towards him, no matter how quick your energy blast or special attack is, odds are that you don't stand an ice cube's chance in hell of hitting him. An attack would have to literally manifest at its target's location to have a fair chance of hitting him. He makes other peoples teleportation abilities look like a joke, no matter how fast they go. From his perspective, Instant Transmission takes too long. Seriously. And he's also been known to do wacky things with his teleportation powers, like teleport bizarre clothes onto unsuspecting people for his own amusement or teleport a half-dozen gallons of water onto Specter's opponent... with the water still in its plastic jugs. But when he gets ticked off he'll start doing scary things such as teleporting away all the air around an enemy, resulting in several seconds of suffocation before the surrounding air comes crashing in to fill the void, or teleporting a small glacier or a large hill a few feet above an enemy's head. However, he doesn't get angry often and also, strangely, refuses to take battle instructions from Specter in all but the most dire circumstances. So don't expect to see glaciers falling from the sky too often.
- Winds of Calamity:
Sere has the approximate physical strength of a hyperactive chipmunk, but he compensates for that little detail with his ability to control and create wind currents. For example, he'll throw a swirling mass of very compressed air at you instead of throwing a punch at you. The damage rate for this ability ranges between "just annoying" to "low-moderate collision damage", but Sere's twisted little mind can come up with all sorts of ways to turn the air you breathe into a frustrating nightmare, so beware. And if he whips together a hurricane-level windstorm, expect ungrounded vehicles and miscellaneous debris to be coming your way.
- Shadow Siege:
When he uses it Sere doesn't really bother to focus his shadow magic, and thus it has earned the nickname of "The Shadow Siege". Simply put, Sere points at his target with both his palms open and an orb of dark-blue and purple shadow energy quickly surrounds him; from there, the orb will begin erupting with black fireballs that fly like unguided missiles. However, Sere has a real problem aiming this attack, so the fireballs tend to go off course in any number of random directions, sometimes seriously off course. This is one more reason why Specter doesn't use Sere much while fighting in tournaments or other competitions.



Ladon, the Astral Hydra:
Born in the ages before recorded history, the Astral Hydra Ladon is a being of phenomenal cosmic power and immense physical presence. When summoned through the Triskellion Kagirinai his manifestation is that of an absolutely colossal many-headed wingless dragon with mirror-surfaced black scales and piercing varicolored eyes. His voice, if you can call it that, is a multisonous thunder -- all the heads, each with a unique voice, speak in unison. The effect can be overwhelming, and is loud enough to carry for miles... even in the airless expanse of space. Which is important, because Ladon can only be summoned forth when the sword is surrounded by the void. The reason for this is twofold. One: his manifestation requires copious quantities of raw void aether to take form, far more than Specter's powers could ever provide. Two: he's big... REALLY FREAKIN' BIG. Though his size can vary drastically depending on his whim, his smallest manifestation places him at roughly 7 miles long from heads to tail and towering nearly 5000 meters in the air.
Despite his intimidating size, Ladon in fact bears the title and responsibility of a Parity of Serenity -- an aethreal spirit-being who is charged with maintaining balance and order throughout the cosmos of the multiverse. The void of space is his dominion, his responsibility; because of this, the invisible power that radiates from his corporeal form reinforces the laws of nature in such a way that no magical or reality-bending powers can be used in his presence. This effect covers a radius of one full light-year.
While not aggressive or destructive by nature, Ladon is not above taking violent action if he deems it necessary to upholding his purpose and protecting the cosmos. He is extremely wise and knowledgeable -- one of the few individuals Specter knows that has any knowledge regarding the enigmatic Race of Time -- but is often cryptic and secretive, knowing that "a little information is a dangerous thing". Whereas most beings look at cause and effect on a scale no larger than a locality, planet, or territory of space, the Astral Hydra must view every action and reaction in terms of galactic clusters, dimensional strata, and trans-planar foundations.


Aegeria:
During one of her early campaigns Asheroth replicant 09 found herself separated from the Collective due to the intrusions of an outside force. When this happened the local Syn Hive Mind found itself without a suitable nexus, and thus the Royal Protocol activated. However, right in the midst of creating a new queen, Asheroth managed to get an extremely brief message to the Syn -- enough to prove her continued existence. This left the Syn with a quandary. Asheroth's Core AI, stored safely within the defenses of the Unicomplex fortress, was still the overarching authority for all Syn forces in all universes; by logical extension, replicant 09 still held authority over her battle-group so long as she existed. However, communications with her had been severed. The queen-to-be resolved this dilemma with her first decree: "I am Aegeria of Syn. My function is to serve Asheroth. We will proceed."
This is the first time in Syn or Borg history that there have been two legitimate Queens existing at the same time. Asheroth has since taken it upon herself to mentor Aegeria and personally prepare her to oversee the Syn should another significant disconnect or the destruction of Asheroth's program occur. Aegeria, although possessing the characteristics of an individual, is completely subservient to Asheroth as indicated by her chosen designation. The archaic word 'aegeria' literally means "female adviser". Her role in the command & control schema of the Syn Collective is that of a "secondary processor" with Asheroth being the primary; when the two join battle together they often divide up who oversees what aspects, granting the local Syn forces an improved response time and tactical prowess.


Dr. Yann
Doctor Valruen Yann was a doctor of cybernetics and transhuman technologies for the space-faring Technocrat forces and the lead researcher for the joint Syn Initiative project. Since his work on Disreali 362 he has been willingly assimilated into the Syn and now serves as Asheroth's head of development and unofficial third in command, given limited command access for emergency uses only. He still answers to the Technocrats as one of their scientists, but his loyalties lie strongest with his Queen. For further information on the Syn -Technocrats relationship, see this article


Gevurah:

Man's feeble race what ills await,
Labour, and penury, the racks of pain,
Disease, and sorrow's weeping train,
And death, sad refuge from the storms of fate!
The fond complaint, my song, disprove,
And justify the laws of Jove.
Say, has he given in vain the heavenly Muse?
Night, and all her sickly dews,
Her spectres wan, and birds of boding cry,
He gives to range the dreary sky:
Till down the eastern cliffs afar
Hyperion's march they spy, and glittering shafts of war.

~ Antistrophe from "The Progress of Poesy"~


DESIGNATION: Gevurah
ALIASES: "The Antistrophy", "Fate's Grim Angel"
AGE: [Age is uncertain, due to memory wipe. In appearance, Gevurah seems to be middle-aged]
GENDER: Male
RACE: Syn drone, humanoid [Original race uncertain, due to memory wipe]
STATISTICS: Gevurah is a prototype drone utilizing a special Syn-developed magitech system known as the Syncretic Veil. In terms of drone classification he is unique and experimental, but officially included as one of Asheroth's elite Retainers. Gevurah's personal nature is largely mysterious due to amnesia, but it is known that the Veil functions by tapping into his own innate magical energies, suggesting he was an individual of some power.
PHYSICAL DESCRIPTION: Gevurah matches the basic description of most Syn drones: clammy gray skin covered from the neck down in Borg-style exo-armor and cybernetic implants. Beyond the basics, however, his appearance bears some stunning dissimilarities with the Syn's typical drone. One of the first things one notices about him is that his eyes are covered by what looks like a black blindfold. This blindfold, which slips under his skin and into his skull around the back of his head, is a super high-density sensor grid plugged directly into his brain, enabling him to see all manner of energy fields in full-depth three-dimensional detail. The second most noteworthy aspect of his appearance are his wings: unusually ornate looking metallic wings, shaped like those of an eagle or mythical angel, that protrude from between his shoulder blades. Their total span from wingtip to wingtip, when extended, is twenty-two feet; when folded behind his back, however, the wing mechanisms contract in order to save space, thus allowing him to fit through doorways and such with relative ease. The final shocking aspect is in the large lance he carries. Syn in design, this massive elongated weapon is somewhat flattened on the top and bottom to give it a profile slightly resembling an immense broadsword. When active in its melee mode, the lance is coated in a pulsating green energy; when it shifts over into beam mode the lance opens along its edges, revealing a deadly energy weapon housed within. Additionally, unlike most drones Gevurah has retained his own, seemingly natural, black hair. It is bound in a single simple long ponytail that reaches almost all the way down his back, with the bangs neatly framing the edges of his face. He has often wondered on this particular aspect of himself, concluding that it was the awakening of his magic power that triggered the change.
Gevurah's exo-armor also has the elongated shoulder and leg guards that are standard for Retainer-class drones. Combined with his wings, blindfold, and battle lance, this gives him a strangely mythic look... a warrior angel clad and bound in terrible technologies.
PERSONALITY DESCRIPTION: Gevurah's personality is minimal at best, both due to being a Syn drone and having no memories of his life before the Syn. However, it is interesting that he is semi-autonomous -- allowed a measure of individuality -- whereas most drones are nothing more than an extension of the Hive Mind. His disposition is, understandably, very cold and straightforward... yet his role as the Syn's "explorer" of magical and other-natural systems tends to give him a default curiosity and an interesting perspective.
ABILITIES:
-FIELD MANIPULATION: The primary ability of the Syncretic Veil is to allow Gevurah to see literally any kind of energy field, analyze how these fields and the naturally present fields interact, and then use that knowledge to manipulate the fields himself. This allows him to "learn" magic on the fly, either to adapt his defenses or initiate magic of his own in battle. The more complex a field interaction or the more unusual the result, the longer it will usually take Geruvah to learn and adapt.
-ADAPTATION: Strange as it may seem, Gevurah lacks the full-body adaptive shielding which is the workhorse of Syn combat advantage; it simply wasn't compatible with the Syncretic Veil system. Instead, it was installed specifically into his enormous wings. This, naturally, means that the adaptive protection is significantly lessened overall, but when used properly the wings can provide quite an effective defense.
How Adaptation works:
When Gevurah has sufficient information on an enemy's attack, be it energy, magic, or whatever, in order to know how it works (either from what his sensors gather or from other sources of information), that information is processed by his technology and a defense is designed. Since this defense is designed exactly to counteract one kind of attack, attacks of a different nature are not defended against by the energy shielding; on the flip side, it would take a dramatic increase in total force in order to simply overpower a shield once it's adapted. The shield adaptation can be "generalized" to defend against attacks that are similar to each other in nature, such as two different types of plasma weapons or two different types of fire magic, so long as the basic principles behind each instance are the same.
The shield's default setting is anti-melee, specifically for repelling physical damages. However, this does not provide protection from high-velocity projectiles like bullets.
-HACKING: As if the case with most Syn drones, Gevurah is equipped to interface directly with most forms of technology via an attachable (actually, "injectable") hard wire connection. While his hacking skill isn't unbeatable, it is certainly persistent. When faced with a difficult computer defense or high-level encryption, Gevurah can often emerge successful where the typical Syn drone would fail. Perhaps it's due to his being able to "think outside the box". He is also curiously able to "hack" most forms of magic-based technology whether or not they have any computerized components or not, a feat that has surprised even Asheroth.
-Regeneration: While not the best the Syn have, Gevurah does have the advantage of nanoprobe systems that can regenerate damage to either his biological or technological components. They can't, however, replace a lost arm or leg on the fly; such extensive reconstruction would require hours, days even, to complete.
-ASSIMILATION: Standard equipment on any drone, Gevurah possesses a set of long, thin tubes on each hand which emerge from the first knuckles of her pointer and middle fingers, respectively, with the purpose of piercing the skin of a victim at close range and injecting nanoprobes into their bloodstream. Victims who are injected and possess no unusual protective factors (IE: an incredibly complex and resilient biology like Species 8472, or a lack of biological cells altogether) will fall under total Syn control in anywhere from 2 to 4 minutes, writhing in pain meanwhile.
-FLIGHT: Gevurah's wings allow him to fly, and also hover in place if so needed. When active, the wings generate controlled pulses of anti-gravity that give Gevurah remarkable control over his aerial maneuverability.
EQUIPMENT:
-PROTOTYPE WEAPON: PANDOUR LANCE:
Designed specifically for Gevurah's use, this jousting-style elongated lance houses within it two very important pieces of technology. One is a forcefield generator which wraps the lance's armored striking surfaces in pulsing green energy, both protecting it from damage and delivering a jarring shock to anyone struck or pierced by it.
The other is a miniaturized Syn cutting beam emitter housed inside the lance; when needed, the lance separates its top and bottom halves to provide a rail gun style opening from which the devastating beam can be fired. This type of weapon is known for being able to carve through most known varieties of starship armor with the precision of a surgical knife, but the miniaturized version used in the lance is somewhat more limited. It is designed primarily for cutting through infantry and lightly-armored vehicles, which it does well, but the catch is with its limited power supply. Without recharging the lance's beam can fire for a total of only four minutes, and overheats if used for more than a minute at a time. These factors render the Pandour Lance a weapon suited for eliminating light opposition or encounters with single noteworthy opponents.
The force field generator and cutting beam run on separate power supplies. The beam has its own in-built reactor battery, whereas the generator draws its power from Gevurah himself.
HISTORY: Little is known of Gevurah's past. He himself knows only that he was hand-picked by Asheroth after assimilation to become one of her elite Retainers, and then later to field test the experimental Syncretic Veil system. He is aware that sometime in his past his memories were lost to him, but whether by accidental amnesia or a purposeful memory wipe... he does not know. All he knows for certain is his purpose.
Quoted from Gevurah's first appearance in an RP:
Quote:
 
In a distant place,
A labyrinth of metal and darkness...


A single spark of light emerges, like one star twinkling faintly in the endless obscurity. Like a pebble of molten gold, forged in some secret furnace, rising still-hot to float upon the surface of a sea of jet-black ink. One instant. One brightness. Then it disappears.

And another. Then two. Five. Ten. Soon the lights are not just blinking into and out of being,... but dancing with one another as if upon the threads of a vast interwoven spiderweb. A web so immense that each point had as many as 10,000 lines jutting from it.

Light. Darkness. Movement.

Existence. Annihilation. Destination.

One. Zero. Time.

[Awaken.]

With the firing of billions of neurons, a brain is stirred to life and a mind becomes aware of one voice.

[Welcome back to us.]

A flood of memories... no, not a flood. More like a splash, a single feeble wave ringing with a hollow resonance. The flood was not the memories, but rather the voices... so many, speaking all at once and yet... with a strange singularity, a unity of tone and timbre. And something else... but he found he lacked a term for it.

The voices. He knew them, just as they knew him. They and he were one.

But why did they seem so... distant? He remembered them being so much closer, practically a part of him... a kind of heartbeat.

Was that why he felt so... hollow?

[Your apprehension is understood. We have not left you. Quite the opposite... for you have been enhanced.]

[Your purpose will be... special. The abstract emptiness and distance you perceive is because you have been adapted to fulfill that purpose.]


Suddenly, light! It seared not merely his eyes but seemed to pierce the very fabric of his consciousness, as if he had just been immersed in sea of liquid fire, white-hot. A primal urge, something so deep buried that he could almost feel it push violently towards his forehead from within his skull, quickly gained strength and eventually suceeded in overpowering any sembalance of defense he may have had.

He gasped, drawing in air with fervor. Then the scream exploded out of him. His whole body arched, threatening to practically fold on itself. The fire wasn't just engulfing him anymore; it had seeped through. It was inside his body, coursing through every vein. Pushing in through every pore. Invading... everything. His world was lost, buried and burned in the scream.

And then, enigma. It was an unearthly, indescribable sensation. Something akin to an out of body experience.

For a split second in conscious time, he became the blaze. He felt it possess him, and him possess it. For a mere glimmer of awareness, mind and maelstrom traded places.

And then the burning faded away, the hellish lake of fire cooling and vanishing from his perceptions.

[Good, very good. You are reacting just as we'd hoped you would. The shock of what you've experienced will not last long.]

There was silence for what seemed like a small eternity.

And then, abruptly, the fire returned. Not inside of him this time... but rather it stood in front of him, encompassing the whole of his vision.

[Adjust the settings with your cerebral interface.]

He could hardly comprehend what the instruction meant, yet some part of him seemed instinctively to know what to do. The flames seemed to waver, take on almost solid shapes and a wide assortment of hues. Some of these colors he recognized instantly: infrared, near and far ultraviolet, spectral frequencies. Others were like nothing he'd ever perceived before.

[Your former designation was Three of Five, Tactical Assessment Processor of Retainer Subcluster Zero-Zero-Two. That designation is no longer yours.]

[Your new designation is Syncretic Veil Prototype Unit Zero-One. You are not part of any cluster, matrix, or unit. You are one, and shall answer to my voice alone.]

[You will be referred to as Gevurah, of the Syn.]


He was aware of his surroundings now, able to discern between the multifarious array of inputs and energies that now represented his world. The room was a chamber of armored walls lined with pillars of black computerized display surfaces and green control symbols. Interfaces. Consoles of a sort. He could see beneath them, however... see the veins and shapes that represented concealed power conduits, components, hardware. They, too, were fire to his eyes, as if each was an unquenchable inferno bounded to precision by invisible force fields. The walls, floor, everything was much the same... some things, like the armored surfaces of the walls, though, seemed more like smoke than fire... like a hazy nebula of hot gasses drifting idly within its mold. Each material was a different color, lightness, and intensity. And somehow, he felt as though he could name them all by heart... even though he'd never seen them like this before.

[State your primary purpose, Gevurah.]

His purpose...?

"To analyze the problematic systems of other-natures commonly defined as 'magic', 'psionics', 'spiritual', 'supernatural', 'divinity', 'daemonity', and all other extant fields of abstract and norm-defying powers in existence." He spoke without hesitation, surprising even himself with the response.

[And to fulfill this purpose you have been given a degree of autonomy from the Hive Mind. Not total separation, but a form of distinction. Your role requires that you function differently from standard drones.]

All of this should have seemed overwhelming... yet part of him felt totally at ease with it. This was his role. His purpose. Why should he question it?

One reason came to mind.

"Am I sufficient to accomplish my purpose?"

[Clarify.]

Here he hesitated, trying to come up with the right way to phrase a reply. Yet his true thought came out in spite of himself. "I am only one. One mind. One body. Will there be others who share my purpose?"

[In time, perhaps. But you are the first. And you are not alone, for we go with you. But in order to succeed, we must see through your eyes.]
TODAY'S WORD IS:
Icthyophobia - [A fear of fish]


[RP Character Bios] [RP Miscellaneous] [Deeds of the Writers]

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You see things; and you say, "Why?"
But I dream things that never were; and I say, "Why not?"
~George Bernard Shaw~
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Nascent
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Angel Island Act 2
[PART II]


The Mysterious Race of Time:

"How soon hath thy prediction, Seer blest,
Measured this transient World, the Race of time,
Till time stand fixt; beyond is all abyss,
Eternity, whose end no eye can reach."

~from Milton's 'Paradise Lost'


Specter has gradually become aware that there are greater forces at work "behind the scenes" in certain events surrounding him, the involvement of beings neither mortal nor divine... but rather, quantum and inherently ontological. Enter the periphrastic puppeteers of history, the enigmatic "Time Race".
Precious little is firmly known about these beings, and even less comes from truly reliable sources. According to Ladon, the Time Race is "...in time, of time, with time, and surrounding time. What you understand - and yet fail to understand - as the sequential passage of events is not truly time, but rather a hybrid experience of time and space dancing one with another in delicate balance. Time, to them, is as water. They swim in it and are carried by its current, but their presence within the flow also permits them to stir the ichor and disturb the riverbed. They are not quite one with time, although they are homoiousios to it. They are its purest children; before the union they dwelled in peace with one another... but peace and life are not the same, and now the antecessors of history stand bitterly divided betwixt Fate and Destiny. Those of which I speak are not gods any more than the eagle is god over the ant -- they are different forms, with different perspectives that share the same world... but just as the thrashing of an eagle's wings can unsettle the ant's small realm so too do the thrashings of Time's children disturb the flow. For ages I have watched their deeds, oh nascent child of flesh and spirit; they are beholden to no one and no power save the causes they choose for themselves. They elevate some and cast down others, neither creating nor destroying, yet stand fixed upon the principles of both. Omne ignotum pro magnifico."
Apart from these vague and cryptic ramblings, Specter's limited knowledge of the Time Race has come from two separate sources. One is his archenemy, the rogue artificial intelligence Asheroth; she claims to be the "Avatar of Fate", the chosen champion for a faction within the Time Race bent upon a nihilistic ideal, and has in return branded him as the "Avatar of Destiny". The other source is, in fact, even more enigmatic...
From time to time Specter will find himself experiencing strange visions during which an individual who calls herself Shizoukesa (pronounced "she zoo kay saw") will briefly speak to him, usually directing his attention to some person or event that he should direct his attention towards. To date she has not actually revealed any information regarding the Race of Time to him, but Specter suspects that may be because she herself is one of them. Her appearance in these visions is that of a pale-blue female hedgehog clad in a simple gray robe with a hair pattern similar to Specter's but with smaller, more abundant quills and a pair of thin interweaving silver streaks running the course of each quill. Her disposition towards him is... difficult to gauge. Sometimes she shows a deep concern for his well-being, while other times she seems distant and extremely restrained. "It is better that you discover the truth for yourself" is Shizoukesa's usual response to Specter's questions, often leaving him baffled and frustrated. The visions seem to take place outside of normal space and time, as regardless of how long the two converse hardly a moment seems to pass between when the vision starts and when Specter's mind returns to where he was before Shizoukesa's unexpected intrusion.


The Neviim:
According to the records left behind, the Neviim were a race of unusually strong magical prowess and many of their kind developed with ease powers that the most skilled mages would have difficulty mastering. However, their planet possessed an innate resistancy against destructive magics, effectively limiting its use throughout the whole society. There were some, though... a brooding sect of power-hungry lore-masters who yearned for power enough to conqueror the distant stars. Their society was so at peace and so sustained by natural magic that technology barely existed in the faintest, and thus space travel was still a thing far out of reach. But not to the lore-masters, who knew the secrets of their people's history: they had once been a mighty race who had wielded primitive magic in great wars and built a mighty empire on the moons orbiting their planet. The lore-masters yearned for such an age... such an era where the stars themselves would not be out of their aspiring reach. And unlike their forerunners, who had conquered the moons with technologies long lost, they would eventually arise and conquer all with magic powers beyond compare. And, if the legends tell truly . . . they succeeded. They forged a magic transmogrification that made them strong enough to neutralize the effects of their planet, their bodies morphing into living manifestations of aethreal magic energy. They had achieved the impossible: bodily unity with the quintessence. They called themselves the Ker'sanvenili... "Cosmic Magic Lords".
It was this lust for unremitted transcendence through the powers of magic that led to the fall of the Neviim civilization and the apparent extinction of their race. Using their new power as leverage, the Ker'sanvenili sect demanded to be made the unconditional rulers over all Neviim. A war of magic broke out, which the Cosmic Magic Lords won with ease... but no sooner had they subdued their enemies than they began to fight each other for dominance. It was the horrific destructive capacity of their new forms that wiped the Neviim home world clean of all life, subsequently destroying most of the written Neviim learnings and history records. Bits and pieces remain, many having been locked away in underground shelters or hidden in caves deep below the surface by those few Neviim who remained after the dust settled on their death-fated world. These Specter has dutifully recovered and preserved in his Sanctuary, and he occasionally makes return trips to the Neviim grave-world to search for any additional relics that may have survived.
In these expeditions Specter has recovered two invaluable legacies of the Neviim: partial understanding of the magical ascension used by the Ker'sanvenili, and the enchanted harp known as Hner’Sevald’s Key.



IMPORTANT OBJECTS

Granserena:
Named after an ancient mantra of darkness, this scythe is unquestionably one of Specter's finest creations. It bears two scarlet blades mounted parallel to each other in a bent crescent shape, as well as a short blade opposite and a spear-tip on top of the rod. This awkward-looking weapon, however, it is much more than it seems: the blades and spearpoints are made from an alloy of Dreamstone and certain other magic-enhancing metals, creating a dynamic combination that brings the Dreamstone's innate power to a whole new level. Specter imbued Granserena with a sentient dream-entity not unlike the infamous duo Masa and Mune, but bearing several important distinctions. The entity, named Sere, embodies the full power of the Granserena and can be called forth (at the temporary expense of the scythe itself; Granserena disappears and Sere takes its place) as a summon onto the battlefield. Granserena's primary effect on Specter is to give a minor boost to the power of his magic attacks and make using his teleportation power significantly easier. The scythe itself is surprisingly lightweight, and glowing black runes will appear on the blades whenever Specter casts a magic attack.


Wyrmbite:
[IMAGE]
{The following was written by Baldur Terralventhe, who made the original design for the weapon and then gave it to Specter}
A fearsome piece of work, this scythe - three feet long - is forged using the sharpened and chiselled teeth of dragons. A design that sets it aside from most scythes is the defining extra blade protruding from the back, along with the pike-end at the top. To top it all off, the weapon then has a small scythe at the bottom of its handle. All three upper blades are sharpened on both the lower and upper curves, making them able to cut not only those within the swing, but also for those on the outer reaches of the scythe.
Known as Wyrmbite for its blades, this weapon was forged by dwarves during the war against dragons in ancient times. The fang used for the main blade was taken from one of the ancient dragon lords of that time, who cursed his killers and whatever they might steal from him after his death. This curse was ignored by the dwarves, until it was realized through the scythe's creation, as it called to it hordes upon hordes of dragons who sought vengeance for their fallen lord. The dwarves fought valiantly, before eventually succumbing to the overwhelming number of dragons attacking. Since then, the scythe has been passed down by dragons as an artifact to commemorate the vengeance exacted for the dragon lord.
Wyrmbite is a lethal weapon in the hands of an experienced scythe user. Most are unable to wield it properly, due to its numerous blades, which often result in the wielder injuring himself rather than his enemies. The blades are all razor-sharp, with a 75% chance of severing a person's limb upon striking them. This is also another reason for it being hard to wield, as those who fumble with it often end up losing an arm or a leg. An enchantment that comes with the scythe is a great amount of increase in the wielder's speed, offering as thus an opportunity to do battle faster than normally. The curse of the scythe remains still, however, as whatever dragons within a 30 kilometer radius will instinctively chase down and attack the wielder on sight. However, since the weapon is created more for the slaying of dragons than anything else, the wielder is also at a battle advantage while using the scythe.


Triskellion Kagirinai:
{Triskellion concept by Kurina Kurai; Specter gained the Triskellion Kagirinai as part of joining her clan 'Triskellion Brandished'}
A legendary sword, one of thirteen Triskellion blades formed by the enigmatic protector-entity Avergon in the antediluvian ages. The history of the blade goes all the way back to the ancient celestial wars, when the fallen seraphs of Armodos were cast down into the realms of mortals and many of them imprisoned within various universes. The Triskellion Kagirnai is, like all thirteen such swords, a "summon blade" linked to one of thirteen dragons. Specter's Triskellion is especially important because of the dragon: the Astral Hydra, Ladon. The sword itself is a katana in its shape and design, lightweight enough to be wielded by someone of Specter's stature. The blade is the color of liquid mercury with ancient runes etched in thin glowing blue scroll on both sides; the handguard is made from a shining silver metal and the handle wrapped in numerous layers of tightly woven black fabric, providing a formidable grip on the weapon and making it difficult to remove from the wielder's hands. Due to the nature of the Triskellion Kagirinai, it is useless for anyone other than its chosen owner to attempt to wield the sword; those who try would think the sword had become molten lava in their hands, burning both flesh and spirit at the slightest touch.


Hner’Sevald’s Key:
[LINK]


IMPORTANT PLACES

Sanctuary Between Worlds:
[IMAGE]
During his early travels between universes, Specter stumbled upon a small "pocket" of dimensional stability that wasn't a part of any universe; essentially a "sphere" of undefined existence that was capable of supporting physical matter. This "pocket" realm also contained large clouds of a substance Specter refers to as "pseudo-matter": an ethereal trans-cosmic material with no true nature of its own, existing in a state somewhere between energy, matter, and antithesis. He quickly realized that he could use his powers to "sculpt" this material with relative ease, giving it solid form while shaping and defining it at his will. Over time he was able to construct a small maze-like stone castle floating on an island-like hunk of foundational ground and dubbed it his Sanctuary. This is where Specter stores everything he doesn't carry with him, including his inventions, weapons, and a supply of medial supplies (both magic-based and normal). The Sanctuary also has a handful of bedrooms and guest rooms in one of the wings, an impressive dining hall, endless corridors filled with hidden traps and secret passages (for sake of flair, as well as to ensure privacy), a large chamber for training, a sizable courtyard-like garden with cherry blossom trees and stained-glass windows... and an isolated chamber that no door or hallway or secret passage leads to. It is there, within the hidden core of the Sanctuary, that Specter keeps all the items of greatest value to him: his scythes, the mysterious Triskellion Kagirinai, and his other inventions, trinkets, and relics. Everything within this room can be summoned by Specter at a moment's notice, although it is rare indeed that he summons anything other than his regular scythe. There are other things here, of course, and certain other enchantments and protections,... but these will remain undeclared here, so as to ensure the safety of this most sacred place.


Specter's Home Universe
Quoted from The Tempest Within (Specter's backstory)
Quote:
 
When I had some initial difficulty creating the portal, never did I imagine what I would find on the other side. It was like I had stepped into a dream or a surrealist work of art. People and objects were still identifiable but they were hazy, misshapen,... distorted somehow. Everything that had seemingly been in motion had a wake of visual echoes, after-images of a sort, trailing behind it like a time lapse photograph. What's more, everything was completely and utterly still... the world had been frozen into a single moment in time, from which it seemed unable to go forward. I was completely aghast.
I know not how long I wandered from one ghostly scene to another, only that it seemed like an eternity. Somewhere in the midst of this trance I began wandering towards a city in the distance that seemed strangely dark... and when I looked up into the sky, that's when I saw it. A full eclipse of the sun... but not by the moon. There was something else... something with straight edges and a sharp, seemingly perfect geometric aspect occupying the sky. Somehow realizing that this object was a critical clue I flew upwards, leaving behind the phantasmal world of echoes and its still, stale air. The object, too, turned out to be an echo... but not of anything I had ever seen before. It was a massive cube of dark metal with a seemingly random, uneven surface that made me think it belonged more in the trash heap than casting its ominous shadow down upon the earth. Within I found even more horrifying sights: the cube was some kind of spaceship or battle station, crewed by an uncountable number of cyborgs... fortunately for me, they were all echoes as well. I knew the answer was in the ship somewhere and so I sought it out, eventually finding it in a chamber near the center of the cube.
It was the eyes that told me it was her... those pupil-less, soulless snake-like green eyes. The same kind of eyes that had stared at me mockingly on the day I'd confronted Lavos. That's when the realization hit me like a stone wall, turning my skin cold and sending icy shards surging through my veins. She had caused this! She had survived that day somehow, and returned... for revenge? Perhaps, but the very condition of reality - if this ghost-realm could be considered such - suggested far more than that. What had she done here?!?
I didn't want to admit it right away - the implications were just too vast. Even still, my familiarity with the workings of space and time left little room for doubt. Asheroth hadn't just come to kill one planet . . . she had come to kill an entire universe. These semi-physical echoes were the imprint of a backwash in time itself, caused as the universe I'd been born in came to a sharp, sudden, unexpected end. I could hardly fathom it... yet there was no way around it. It was true. The proof was all around me.
I don't remember whether I cried, but I know I raged. Over and over I, in blind fury, attempted to destroy the echoes of Asheroth and her nightmarish vessel, but like holes dug in a sandy beach every annihilation was undone as the moment washed back in over itself. I screamed, beating the quickly-returning echoes into floating waves of colored dust with my fists. Wrath eventually gave way to weariness and despair. Though I had been shunned and never accepted, it had still been my world, my place amidst the cosmos. Though there were others virtually identical to it, it had always had an extra weight of significance to me. I had hoped to return, to prove to everyone that I was worth something... and here it was, my "home" nothing more than light and shadow dancing on a broken fragment of time.



Neviim-tal, the Neviim Home World:
(see The Neviim)


The Unicomplex
[LINK] || [VIDEO]
Asheroth's Unicomplex is an absolutely immense web of structures, armored elevator lines, transwarp conduits, shipyards, and wave upon wave of heavily armed turrets and weaponry arrays. The modular nature of the facility means that it covers a much larger swath of space than any single space station, with its total diameter roughly equal to that of a small planet. Asheroth's original Core AI is contained somewhere within this spider's web; it is from this well-defended location deep within Syn space that all her "daughter-clone" replicants are created and commissioned, doing her work across the multiverse. The facility is generally patrolled by at least a hundred Syn vessels, and more can be requisitioned via the transwarp gateways if the need arises. This Unicomplex, dubbed "the Throne of Fate" by Asheroth, is the beating heart of the Syn within a well-armored chest.


Arkur IV, the Canaille Bastion:
As quoted from the Syn Tactical Codex:
Quote:
 
+Reinforcement Aperture Generator Engine+ (the "RAGE torpedo")
One of the difficult realities in the wake of Starfall was that there was just no easy way to transport billions of drones in any resource-efficient fashion. While getting the drones off of the planet Media was no easy task, getting them to other battlefields is now a relatively simple operation. Designed to be a self-sufficient package that can be delivered planet-side (or, for that matter, into any solid object of sufficient mass) using the projectile launcher systems aboard most Syn vessels, the RAGE device will begin to unfold and self-assemble upon landing. This usually takes only forty seconds or so if the device is undamaged. Once assembled, the Aperture Generator Engine will emit a signal pulse that functions like a beacon, triggering a one-way portal opening fifty feet in diameter to the gas giant planet named Akrur IV (designated as Grid 102 Octant 12 Alpha, Universe Ӂ01036 of Dimensional Strata Ԅ572; or sometimes called "the Canaille Bastion"). It should be noted that the device only produces the coordinate signal pulse, not the portal itself. The portal opening is generated by powerful Syn technologies deployed on Akrur IV that work using the principles derived from Iconian Gateways combined with the technological tenants which control a Transwarp Hub, allowing drones to be sent en masse to the target coordinates. As long as the generator engine remains intact it can be used to adapt the portal opening against interference by energy fields and other barriers... but if it is destroyed the opening can no longer be modified (unless the device is replaced). As the portal system is specifically designed only for one-way transit, the prospect of an enemy forcing their way into the opening with intent to follow it back to its source is not only unlikely to be successful... but is highly dangerous at the same time. Any being powerful enough to force its way "upstream" through the portal's energies is likely to generate a trans-spatial distort wave that would collapse the inter-spatial manifolds holding the energy tunnel together. The most likely scenario, in this case, is that long segments of the tunnel would destabilize, creating violent subspace forces that would reduce even individuals with class 9 ("high tier") reality-bending powers to a subatomic paste before they could get halfway to Akrur IV. The atmosphere of the planet itself is inhospitable to even augmented life; the drones who wait there spend their time in several specially built facilities deep below the gas giant's surface before being teleported to a shielded launching platform for deployment through the portal system.



The Planet Kurai:
[FLASH MAP]
The home world of the Kinzoku race, as well as a variety of primitive human civilizations.
Planet System: The Hyadain system contains a total of seven planets, of which only Kurai is within the solar habitable zone. The system also has two asteroid belts. The inner belt fills the space between Kurai and the fifth planet, Oreniel, and is mostly composed of very small asteroids with a handful of larger ones standing out as titans compared to the rest. The outer belt that serves as the Hyadain system's boundary line; while more spread out than its little brother, is composed of truly massive chunks of rock and frozen gases such as carbon dioxide and methane. The mother star of the Hyadain system is roughly 1 million kilometers in radius, making it slightly larger than earth's own sun but not yet considered as a Class M star.
Planet's Moons: Most of the time Kurai only has a single moon in its orbit; however, every 32 years it is briefly joined by a wandering cousin in a wide elliptical orbit. The larger, more constant moon is known as Mahos, while the smaller vagrant moon, Yora, is regarded by the world's inhabitants as a herald of suffering and disasters. This fear of Yora is reinforced in the minds of the world's populous due to the dangerous changes in tide caused by the planetoid's approach.
Distance From Mother Star: Four planets distant from the sun.
Surface Gravity: Approximately 45% of Earth's gravity.
Atmospheric Composition: Same as Earth.
Population: Roughly 2.3 billion humans.
Total # of Seasons: Same as Earth.
Terminology:
  • Flamewind Gales: Waves of superheated air that spread across the Burning Sand Sea like ripples in a pond, capable of sparking nearly anything flammable into fire and collapsing the lungs of those who breathe in before it passes. They strike with little warning; visibly nothing more than waves of heat distortion in the air, only those with experience in the desert know the warning signs of one's approach. The safest thing to do is to bury yourself under the sand... but then there's the problem of getting back out. The flamewinds turn sand into glass a quarter inch thick as they pass over it.
  • Western Rains: Sweeping up across the land from the southwest come the poisonous rains of Kurai, sending both man and beast scampering for cover. While not an "acid rain", this feared western downpour can be fatal to anything that breathes. It saturates the air with a toxic mist as it hits the ground, so although a few drops aren't dangerous to anything a full downpour can slay entire armies if they're unprepared. If caught in a storm, your best chance is to cover your mouth with a thick dry cloth until you get indoors. Also, avoid letting the water itself get into your ears, eyes, mouth, privates, or any open wounds... as death is the most likely result. And cover your hair if you can; the rain can bleach the color out of it entirely, leaving it streaked or entirely white for a few days before it starts falling out.
  • Wyrms: (see image) Known in antiquity as "mountain serpents" or "underworld dragons", the wyrm is a fearsome sight indeed. They dwell in deep secluded caves, coming out to the surface only to hunt. Like alligators a wyrm can sustain itself for weeks on a single sizeable meal, meaning they do not have to hunt very frequently. Also like the alligator, wyrms will move slowly and silently right up until they strike their prey, which is when they lash out fast and powerful to devour the victim whole.

Geographical Features: Kurai's landscape is something of a Pangaea: a single central landmass with the occasional island of various sizes poking out of the ocean. The unnamed central continent contains almost all the world's current relevant locations except the Valley of Wind, which rests on a large island just off the coast.
  • Nasakenai Valley:
    The fabled homeland of the fearsome Kinzoku, Nasakenai is essentially an immense crater situated at the heart of the central continent. This is a place that most with any sense fear to approach; not only is the terrain often steep and treacherous until you reach the middle of the crater, but the entire area is bathed in a thick fog and heavy cloud cover that, combined with the dank and heavy air that results from Nasakenai's decreased barometric pressure, imbues a sense of otherworldliness to this dark and deadly landscape. For those who are familiar with Nasakenai Valley, it is the perfect place to ambush those who are less than prepared.
  • Desert of Flames:
    A harsh wasteland to the south of Nasakenai, the desert is largely an unforgiving place where life is hard and the people have a weathered fortitude about them. There are essentially three key areas: the Burning Sand Sea, the Outskirts, and the Manticore Mountains. The Burning Sand Sea is utterly inhospitable, allowing only the most survivable plants and animals a livelihood and presenting numerous perils for unwary travelers: both sandstorms and flamewind gales in addition to mirages, scarcity of food and water, and the potential to get hopelessly lost. Travelers only cross the desert for two reasons: they have no choice (local marauders and warlords compete fiercely for the few safe passages through and around, charging obscene tolls for those who would travel their roads), or they hope to find relics in the ruined temples to the dead gods which are occasionally unearthed by sandstorms. The Outskirts are arid but habitable lands along the coast that support numerous small towns and villages... the ideal place to remove yourself to and start life over, or hide out until your troubles blow over. As a result there are at least as many thieves, con men, former mercenaries, AWOL soldiers, political dissidents, and "undesirables" as there are good honest people, and as a result tensions are always high and small outbreaks of violence not uncommon. The Manticore Mountains sit squarely in-between Nasakenai and the Outskirts, the calm "eye of the storm" right in the middle of the Burning Sand Sea. The mountains form a natural fortress, accessible only by narrow winding paths, treacherous cliffs, and a labyrinth of caves both natural and man-made. It is from here, in this desert stronghold, that the group known as the Inquisition of Virtuous Blood mines the powerful spiritually-enriched ore known as Gods' Blood and launches expeditions to dig up ruined temples. The mountains are also the natural roost for wyverns, winged half-dragon half-wolf creatures that soar upon the warm updrafts created by the desert sands during the day; the Inquisition has tamed many of these beasts and uses them as their battle mounts.
    [The Desert of Flames is bordered to the northeast by the Forest Lands and to the southwest by the Great Rift.]
  • Forest Lands:
    East of Nasakenai lay the Forest Lands, a region of dense woodlands and foothills broken only by cities, towns, and the occasional river. This is a place thick with natural life, home to an abundance of birds and beast. The land is rich and fairly easy to cultivate, the hunting abundant, and the people generally able to live in peace thanks to the ruling hand of the Htaitalon, meaning "Council of Voices". That's not to say that life isn't dangerous here... just that the dangers lurk deep in the dark forest, terrorizing men with the aid of darkness and obscurity. "Don't wander off, child... or the monsters in the dark forest will eat you, or do terrible things to you..."
  • Water Lands:
    It has been said that water is the quintessential element from which civilization is born. This notion is certainly affirmed by the Waein Empire, a prosperous Romanesque nation that rules with a seemingly gentle hand over the whole of the Water Lands. The Water Lands themselves - located to the north of Nasakenai - are full of streams, rivers, lakes, and reservoirs containing the cleanest, freshest, and the only drinkable water for humans on Kurai; if the Forest Lands are the breadbasket of the continent, then the Water Lands are the well for the entire planet. No one is quite altogether sure how it is that only this area is able to have nonpoisonous water and in such abundance - at least, no one who's willing to share that knowledge - but theories abound. Is it a form of natural filtration? Of machinery developed by the Empire in secret? A blessing left behind by the gods? The fruits of a deal with the devil? All that's known for sure is that the Protectorate freely shares its bountiful flow, although it only gives away so much at a time... and less (or less frequently) goes to those the Empire considers political dissidents, be they small villages or large cities. This is how the Empire wields almost unheard of political power, even over its most embittered enemies. The abundance of water also brings Achelous, the main city of the Water Lands, an abundance of trade; it is, in fact, the most important city for merchants and craftsmen due to its enormous shipping port and seemingly endless fleet of cargo ships (the source of the phrase "all boats sail for Achelous"). This has made Achelous a very rich and desirable city indeed... but the Empire has decided to limit immigration to only the most affluent or desirable persons, spawning dozens of small satellite towns within a day's walk of the city to accommodate those not accepted. If it were not for the Water Lands' limited ability to sustain agriculture and livestock, causing them to rely on massive imports from the Forest Lands, the Waein Empire would be the indisputable ruling power on Kurai (as far as humans were concerned, at least).
  • The Valley of Wind:
    Situated on a large mountainous island about a day and a half's boat ride off the coast of the Water Lands is the Valley of Wind. Very few people or animals actually live in this barren rocky place hemmed in on all sides by towering peaks, but rumors speak of a hidden convent of female monks living somewhere in the valley who protect a large librarium containing countless powerful relics and texts dating back to the time long before the Kinzoku first took human hosts for themselves. Little is truly known of this enclave or the desires of its reverent guardians; talk of protective illusions, divine barriers, and other supernatural defenses cannot be confirmed as all those brave explorers who have sought and continue to search for this site have found nothing at all. The very existence of such an ancient monastic order is also suspect; without food from the Forest Lands and water from the Halcyon Protectorate no human settlement could endure for very long, and its members would have to be either immortal, impossibly old, or able to recruit from the mainland without anyone noticing. Still, the mystique of the legend causes it to periodically gain fresh attention in the public imagination and a good deal of short stories and novels about the so-called "Kialon Order" have been circulated from authors in the Protectorate to places across Kurai.
  • The Great Rift:
    The inexorable dividing line between the Desert of Flames and the Water Lands, the Great Rift is Kurai's version of the Grand Canyon and carves a jagged line straight inland towards Nasakenai Valley. There are ancient legends saying that the Rift was created by a mighty stroke from one of the gods' swords during either the Celestial Civil War or the Kinzoku War - no one's really sure which - and its unusual features seem to support this notion. The Rift is deep, possibly miles deep, but its impossible to tell exactly since the bottom cannot be seen from the surface. The ground surrounding the rift is split and thrown back from the edge in a thousand rocky spires, clearly suggesting some event of great force was responsible for its creation. The gap from one side to the other is almost ten miles at the narrowest point, making it impossible for anyone without the aid of wings to cross the Rift.

Ruling Powers:
  • The Inquisition of Virtuous Blood:
    "We are the Inquisition, brothers and sisters: a knighthood born from the greatness of human blood, which the gods themselves found fit to entrust with holy power and mortal dominion over this world. We are this world's destined protectors, its rightful inheritors... and the inheritors of the divine gods' legacy. We are their chosen, their children, and we shall be their avengers as well!
    Too long have the demons of tainted blood been a threat upon this world. The time has come to purge the defiled wretches and their puppet masters and cast them into the darkness beyond heaven and hell. By the might of the Old Ways, the blessings of holy relics, and the manifest essence of the divine - the gods own blood poured out into the depths of this world - we, the righteous blades of Inquisition, shall retake what is ours and set the world aright!"
    (The Inquisition's home base of operations is not currently known, and although their activities have so far been almost entirely limited to the Desert of Flames it is fully possible that their crusader-knights are at work in the Forest and Water Lands as well.)
  • The Htaitalon:
    A group of city, town, and village leaders representing nearly all of the human settlements in the Forest Lands. The Council of Voices is a republican governing body in its practices: two representatives are chosen by the people of each settlement and sent to the prosperous city of Masdiel where, in a large amphitheater-style building next to the mayor's manor, decisions and laws that will effect everyone in the Forest Lands are made. The Council usually convenes once every three months, but since rumors of the Kinzoku's return began to circulate the Council has held a number of emergency sessions. The mayor of Masdiel is present mostly to officiate and structure the proceedings, as the mayor himself is not allowed to be one of Masdiel's two representatives except in times of crisis.
  • The Waein Empire:
    The Wae family was at one time a simple peasant family living on what little the land could provide them... but now, after decades of building an empire from the roots up, they reign over the Water Lands as unquestioned sovereigns and hold vast sway over the other governments of Kurai. Their secret? Water, of course... but how exactly they managed to establish such an iron-clad monopoly on the Water Lands' greatest natural resource remains a mystery to this very day. Some people speculate they have divine relics in their possession that gave them the power to achieve this, while others suggest that the golden road to the water-throne was built by force, guile, and subversion. Blood is thicker than water, after all . . .
    [see the Water Lands for more info]

History / Timeline:
Kurai is a planet that rests by itself in a realm lost to knowledge. It exists today as it did in the early days when the gods first created the Realm and all the life therein. Still, on its surface, the lands are divided by the peoples, the soil coated with blood of thousands of years of hatred.
In the beginning (as these tales are wont to start off) the gods created the universe known as the Kurayami Realm as an expression of their creativity, and for ages of peace they delighted in what they had begot. Amid this universe of sparkling wonders rested Kurai, the crowning jewel of this creation, and upon Kurai the ancient gods made mankind to be caretakers and masters over that most precious world. Mankind worshiped the ancient gods for all they had done and continued to do for them, and the gods received this worship with equal pleasure... at first.
A time came, however, when the gods who had thusfar lived in peace began to vie with one another for the pleasure human worship brought them. For the first time discord, strife, and jealousy filled the heavens as many of the gods strove with one another, some going so far as to wage open war. It was during this period in Kurai's history that the race of men also became divided against each other, for the gods who jealously sought their adoration would bestow mighty blessings and holy relics in exchange for a tribe or village's sole devotion... and even greater rewards for those who would deprive the rival gods of their worshipers. In this age where righteousness was bought with blood, the dark side of the celestial realms began to stir. Amongst the demons a plan was hatched... a plan that would change Kurai and the Kurayami Realm eternally.
A plan to wage war on heaven, take the gods by force, and overthrow the struggling and divided pantheon forever.
It was during this age that the race of Kinzoku came to be. It was this age that saw the last of the gods fall in battle, their blood spilled both in the heavens and poured out across creation. It was this conflict that scarred Kurai's surface with the Great Rift and the crater-valley of Nasakenai, the waters poisoned against human consumption, the desolation of the Desert of Flames and the rising of its mysterious Manticore Mountains. It was in this age that the fear of demons first struck the human heart as the Kinzoku cut a bloody swath through anyone foolhardy enough to oppose them. It would not be until generations later, when the descendants of the first Kinzoku Hosts rebelled and suppressed their demonic masters, that Kurai would again know even a semblance of peace.
In the time since the Kinzoku were suppressed, numerous settlements of humans have risen from the ashes and rebuilt their civilization. The first and mightiest of these new human governments is the imperialistic Waein Empire, overseer of the Water Lands and the richness of trade. Forged from an alliance of towns, cities, and villages, the republic of the Htaitalon rose to maintain balance and order in the Forest Lands. Newest upon the field of powers stands the Inquisition of Virtuous Blood, a militant organization of religious zealots that has determined to rule by faith and force in the lawless and desperate Desert of Flames.
And now the Kinzoku begin once more to stir within the veins of their Hosts, eager to rise to the challenge of reconquering Kurai in a storm of blood, metal, and death.
Sidenotes / Extra Information: Kurai, for all its dangers and inhospitable conditions, is home to a wide variety of strange and exotic creatures, some of which may even be considered cryptids or mythical beasts by off-worlders. Each area has its own diversity of species (with some degree of overlap) that make up a complex yet seldom seen ecosystem. This is largely due to the Western Rains, which forces most species to have well protected and usually well-hidden dwellings, often underground caves or the insides of large trees. Most of these species have yet to be cataloged.
Edited by Nascent, Nov 16 2008, 11:07 PM.
TODAY'S WORD IS:
Icthyophobia - [A fear of fish]


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You see things; and you say, "Why?"
But I dream things that never were; and I say, "Why not?"
~George Bernard Shaw~
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