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| Exlibris Nascent Mentis; [From the library of my mind] | |
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| Tweet Topic Started: Nov 16 2008, 11:03 PM (424 Views) | |
| Nascent | Nov 16 2008, 11:03 PM Post #1 |
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Angel Island Act 2
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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:
The same history, elaborated upon by my character Ilaelis:
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:
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TODAY'S WORD IS: Icthyophobia - [A fear of fish] [RP Character Bios] [RP Miscellaneous] [Deeds of the Writers] ![]() ![]() 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 | Nov 16 2008, 11:04 PM Post #2 |
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Angel Island Act 2
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[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)
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:
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:
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.
Ruling Powers:
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.
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TODAY'S WORD IS: Icthyophobia - [A fear of fish] [RP Character Bios] [RP Miscellaneous] [Deeds of the Writers] ![]() ![]() 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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11:47 PM Jul 24