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RP-T ANATHEMA: Arthos, the Age of Perfection.

Posted by The EmpressFor group archive 5
The Empress
GM, 299 posts
Hopeless Romantic
Fri 11 Jan 2019
at 19:19
  • msg #1

RP-T ANATHEMA: Arthos, the Age of Perfection

Anathema, Lesser God of Reflections
Lady of the Cutting Wit and Boundless Curiosity
Transgressor of the Natural Order
The Keen Eyed Champion of Noor
Infinitus Speculum
Savior of the Tree

Realm: Arthos

Spheres: 42/50
Souls: 3400
Essence: 0

Provinces Explored: 1/4
North: Primordial Jungles - Unknown - Land of great monsters and strange powers.
South: Ravaged Lands- 100% Explored- Lands swallowed up by fog centuries ago from which the lakesh emerged. The mists have now been dispersed and the land reclaimed. They were formerly known as the Mistlunds.
-The Great Telescope
-The Heredity Station
-The Flawless Settlement
East: Land of the Foreign King - Unknown - Giants from a distant land have settled here, they keep viese as pets.
West: Floating Isles - 25% Explored- Islands hovering over a great sea full of mysteries.
-The Ancient Earth

Center Province: Prism Plains

Minor Bane: Two Sides to a Mirror: Sometimes others are able to look through reflected surfaces and spy upon Anathema.

Realm Oddities:

Strong Borders - Arthos' edges were reinforced, incursions are difficult aside from use of World Gates.


---------------

People of the Realm

Eila - The Great Shaman of the Viese, Voice of the Earth. Outspoken and curious as a child, the Earth spoke first to her.

Teltanin - One winged Viese who is the first one for Anathema to meet in Arthos. He is also one of the champions of the Last People famed for his bravery.

Laelana (Deceased)- A champion of the Last People, famed for her quick mind. She perished when Anathema was consumed by a bout of madness.

Sinsra - A champion of the Last People.
Elgos: Her tamed ruby dragon mount.

Xanalen - Mother of the first Nyxie. Currently residing in a secluded cave with a faerie dragon. She was cleansed of the Blight in one of the Ravaged Lands healing pools, her scales gaining wild pigments. She was also blessed by Anathema and elevated to a hero.

Places of Interest

-------------------------------

Archipelago of Origins - Floating islands of rock and crystal with a number of sites of interest located amongst the different platforms.
The Great Beacon - Four horns set upon the Witch's Hut that serve as a beacon, they can also distribute signals.

The Dome of Secrets - Composed of smooth stone, the Dome was where Anathema eventually retreated during her bout of madness. Its walls have been carved with her ramblings and wild notions during this time. Anthema cursed the place so that those who come there find themselves distracted by other priorities. It's opening is also choked with Barbed Wirevine to discourage curiosity. It makes up one of the islands of the Archipelago of Origins
Trait: Distracted intent for those who approach.

Mad Scientist's Lab & Repair Pad - One of the islands sprouted metal beams and glass tubing, its center hollowing out to become a collection of metal frames and wiring dedicated to the study of mechanical works. Atop it was a great pad with dangling metal arms around its edges, the repair platform just waiting for things needing those repairs.
Lab Trait: Aides in studying technology.
Pad Trait: Aides in repairing mechanical objects and entities.

-----------------------------

Em Phenya - It was a tree. It was, in fact, three trees, intertwined symbiotically with each other so tightly that it was impossible to tell them apart. They burst from the ground, their three trunks curling around a hollow core and lashing onto each other with a mesh of branches that grew together so thick and tight that nothing much larger than a faerie dragon could get through, and even then with great discomfort. Up and up they grew, their great growth fueled by divine will but their strength derived simply from the physical strength of the many triangular structural trusses naturally formed as they grew. Then, at a per-determined point, the three tree trunks parted in an explosive cloud of dust and became simply extraordinary large branches. Each of these three branches had a different dominant color; blue, green, and pink, and held a suspended landmass in its branches.
Trait: Can house several thousand viese. Located outside the former village of the Last People.

Em Phenya Portal Room - At the base of the tree, contains a portal to the Tattered Valley and mechanisms to block said portal.
Trait: Tattered Valley Portal
Trait: Portal locks

Em Phenya Library Room - Just above the Portal room, the library awaiting contents.
Trait: Constant supply or writing materials.

Em Phenya Hydroponics Room - Above the library room, the hydroponics is fed by Em Phenya and is ideal for crops.
Trait: Food producing plants grow faster.

Em Phenya Grand Council Room - At the top of the tree, grooves in the branching roots formed very comfortable-looking backless seats perfectly sized for viese, each with a small glass sphere in front of it. Four roots formed the legs of an Anna-sized throne, albeit a throne with a very low back so as to not interfere with her own wings. The throne was studded with brilliant-cut quartz prisms. The roots continued up and held a much larger glass sphere over their heads. Around the rim of the structure were multiple concentric rings on a steady incline that could seat up to several hundred viese with some discomfort. Some glowing vines added greenery.
Taeltresin Model - A silver and crystal tree growing at the center. Crystalline fruits dangled from its branches, mostly bunched near the top of the tree and they reflected glimpses of realms Anathema had visited.
Trait: Glowing speaker indicators
Trait: Model of the World Tree showing areas Ana has visited
Currently Depicts:
Arthos
The Forgotten Buoy
The Tattered Valley
Xel
Fallon

Dragon Hatchery x2 - In the pit left behind from the raising of the Dome of Secret, plumes of steam rose up as a hot spring was uncovered. The faerie dragons of the Last People would soon discover this balmy refuse and roost there in great numbers, making homes in its many comfortable nooks, sun themselves on flat stones during the day and hunt iridescent insects that buzzed about its waters at night.
Trait: Faerie Dragons are sometimes born here.
First Dragon Hatchery: Located at the Last Village
Second Dragon Hatchery: Located at the center of the Ravaged Lands

The Agate Plains: Rippling yellow stone that formed the ground. There were still a smattering of jungles appearing where there was running water. The lakesh formerly made their hunting camp here.

The Witches Hut - On the top of the cliff overlooking the lagoon Anathema crafted a new building, shaping it with her divine will. Stone walls and drapes of ivy, a conical roof of grass and leaves and a skylight of polished prism the color of gold, the inside of the workshop was filled with benches and crowded with all manner of tools. Beakers, vials, measuring cups, large magnifying glasses, mortar and pestles and less identifiable tools. Everyone one would need for understanding otherworldly forces. Anathema dubbed it the Witches Hut. It's topped by a warning beacon and four horns.
Trait: There is a scar in the fabric of reality here left from one such experiment.
Trait: Aides in researching magical phenomenon.

Garden of Solace - A huge garden Anathema created outside the Witches Hut just over the cliffs of the Last People. The outer sections are empty, awaiting plants at her whim, the inner garden has been walled off further and blessed.
Trait: Inner Garden aides in study of Mythcrafting.
Trait: The Outer Garden is perfectly tailored for any manner of plant based life.

The Bio-Glass Garden - Outside the village of the Last People is an area which is perfectly suited for growing bio-glass.
Trait: Bio-glass grows slightly faster here.

The Vault - Located on the Agate Plains at the former site of the Lakesh Camp, this building of marble and vaulted architecture, modeled after the style of Xel the Merchant City, is built to house the corrupted artifact Umbra.
The area has been reinforced with Concentrated Physics which stifle unnatural phenomenon like magic and Blight.
Healing Steam Vent - Like the healing pools in nature, this font releases steam that also counters Blight influence.

The Magical Maelstrom - Inadvertently created through experimentation with Deep Magic, the whipping winds, bursts of sun fire and torrential rains have been contained by Anathema, though show no signs of tiring.

Ravaged Lands Features (Formerly the Mistlunds)

The Flawless Settlement - Created by the Heredity Capsule, the Flawless Settlement is made up of several metal buildings and a dozen synthetic creatures that were originally designed by the dead god, Axiom.
-Geothermal Vent: An exposed vein of lava rimmed with iron on the edge of the Flawless Settlement.

Healing Springs x4: A touch of magma traced its way through the earth to warm the pool and continually resupplied it with vital minerals and nutrients for the plankton. The outer shallows of the pool were adequate for a viese (or mistcaller!) to sit in, but descended in steps nearer the center to support first Anna-sized beings, and then finally an inner deep that could comfortably sit three creatures of Skeles' stature.
Created near the Heredity Station
Three others are spread roughly evenly across the Ravaged Lands.


Local Color and Culture

creseth bud - A flower planted atop the graves of dead viese, it's said on its first flowering the perished soul concluded its passage to the afterlife.

snap-flower - A carnivorous plant that grows amongst other plants for camouflage, it snaps tightly shut on anything that enters its mouth, earning it it's name, it's quite dangerous to viese.

Ever-Weed - A mass of leafy stalks, this plant seems to be related to one of Anathema's failed attempts at Mythcrafting, the thing had proven quite difficult to kill and it seemed to have left some lesser offspring behind even after its destruction. Like its forebearer, they're quite difficult to remove.

The Flawless Age - Obscure reference made by the Heredity Station regarding the Heredity Capsule found inside.

Tribes and Factions

The Last People - Last viese who maintain the old ways and tradition from whom Teltanin and Eila hail.

Mistcallers - Unknown - Southern tribe, said to have made a pact with the masters of the lakesh. Eight faerie dragons patrol the borders of the Mistlunds, under orders from Anathema to disrupt the rituals of the ritual.

Jungle Viese - Unknown - Said to be reclusive and insular, living in the northern jungles.

The Council of Mirror - The ruling body of the Last People, the membership of the Council is democratically elected, led by a Chairlady and Vice Chairlady. While the number of seats is not fixed, it was initially seated with seven, not counting the Chairlady
Chairlady - Anathema
Vice Chairlady - Sinsra
Member - Teltanin
Member - Zanzin
Member - Aleiela
Member - Raylah (Abroad with the Army of the Tree)
Member - Maunlek
Member - Ereal (Abroad with the Army of the Tree)


The Ennead - A group of female demigods that treat Anathema as their tenth and most powerful member. With 1-Crown absent, Anathema has been been adopted as their director, and Crown has been re-designated 10-Crown.

2-Wisdom - the second-strongest vix. Aloof and quiet. The only Vix that seems to be in contact with 10-Crown. A scholar.

3-Understanding - the most balanced and humble Vix. She greeted and assisted Anna when she first reincarnated. A scholar.

4-Kindness - One of the warrior Vix. Moderately strong, but skilled with a spear.

5-Discipline - One of the warrior Vix. Moderately strong, but skilled with a sword and shield.

6-Beauty - Leader of the warrior Vix. Moderately strong, but a tactical genius skilled with the bow.

7-Eternity - Third strongest Vix, despite her low rank. Friend with 2-Wisdom AND 5-Discipline, bridging the gap between the warrior and scholar Vix.

8-Splendor - a Vix obssesed with perception, divination, and fashion. Forces the rest of the Vix to where dresses that she designs. The weakest Vix, but very friendly, and frequently associates with the Viese; designs Prosymna's clothes.

9-Foundation - the only male Vix, and of unknown strength; stays entirely out of inter-Vix drama and provides them their weapons, housing, and research materials. Has a crush on Anna and is trying to figure out how to impress her.

10-Crown - the elusive Vix described as being equal in power to Anathema with an immense understanding of the Tree and Deep Magic. Hasn't been seen by anyone but 2-Wisdom since they first hatched. A scholar and warrior.

Unique Creatures and Objects

Dragons - Arthos has several distinct breeds of dragons. When their numbers drop below their stabilized point, new dragons of random breeds will occasionally be born at the dragon hatchery.
Stabilized Dragon Population: 54
Current Population: 54

Faerie Dragons (36) - They had billowing, diaphanous white wings, fringes of pinkish-purple hair down the length of their body, and a powerful muscular tail. The tail ended in a small scythe, coated in a powerful hallucinogenic drug. Much like the reptilian creatures of legends they resembled, they could breathe energy; in their case this would be a brilliant green laser weapon. They were intelligent as well; intelligent enough to understand viese language, though not to speak it, and certainly not to understand more than basic commands. Last but most certainly not least, the only thing greater than their hatred of the Blight was their love for their goddess.
Margaritifer - (Marge) One of the faerie dragons which is the personal pet of Anathema.

Ruby Dragons (6) - Though some hypothetical mutation in a purely-mental long-ago, they had traded the hallucinogenic drugs in their tail-sickles and long-range laser breath for a more powerful (but shorter-ranged) fire breath and far more robust musculature.

Sapphire Dragons (3) - the dragons retained the original coloration of the faerie dragons they were derived from, albeit with a little bit more of a little bit deeper blue. Their forms, on the other hand, were distinct. Sleek and serpentine, with long webbed talons, their dorsal fringe evolved into a prominent fin. Their wings were a little ungainly; they could certainly fly, but not as well as their peers, being instead more optimized for swimming. Underwater they had the ability to breathe a scalding jet of water, though above ground it was merely a middling plume of steam. The sapphire dragons' tail scythe was more of a tail sting, optimized for underwater combat.

Emerald Dragons (5) - Where ruby dragons had bulk, flame, and pride, emeralds had bone, bad breath, and slouch. Their faces were gaunt, almost skull-like, and their scales were uneven and riddled with moss. But despite their skeletal look they were just as strong, and ten times as vicious. Despite lacking a breath weapon their claws and scales were symbiotic shards of bioglass, and they possessed a freakish regeneration that more than offset their relative fragility. Emerald dragons lacked the flash of their cousins but they fought harder to make up for it, and could do so for longer.

Topaz Dragons (4) - They were copper-colored with spots of red and green patinas on their scales. They had a similar sort of build as sapphire dragons, sleek and thin, but had two main differences. Firstly, they were the first dragon breed that didn't have wings. Instead (and secondly of all) they had powerful extra-long front claws. Lastly they had a bizarre, overdeveloped noses encircled by eight extremely sensitive tendrils that allowed them to "feel" through solid ground. Yes, her newly minted topaz dragons were designed for burrowing!

God-Touched Clothier (1) - A talented tailor Viese of the Last People who has had their skills heightened by Anathema bringing them to new heights.

God-Touched Jeweler - A talented jeweler Viese of the Last People who has had their skills heightened by Anathema bringing them to new heights.

God-Touched Painter - A viese who was blessed from afar by Anathema and who has gained greater vision and steadier hands.

God-Touched Bio-Glass Grower (5) - Viese who have been instructed by Anathema in the unique art of growing bio-glass.

God-Touched Mages (13)- Those first viese Anathema instructed outside the witches hut who showed potential for magic.

Radiant Dawn - The staff that Anathema was born with, topped with a mirror on one end and a bladed edge at the other. This once mundane weapon was imbued with Essence and elevated to an artifact, one whose power as to deflect magical attacks. Energy thus deflected is stored within the artifact, its sole purpose being to battle the Mist. As a peripheral effect, the mirror reflects those who have been affected by the Blight.
Artifact
Trait: Redirect magical attacks.

Sunstone - Gem infused with light as though it were a miniature sun.

Mad-Catching Net - A net made up of graphite and metal rather than cloth, extra strong. Anathema had in mind catching Blight-beasts when she made it.

Specimen Jars - Each was a translucent shade of blue as was appropriate as the containers were made up of sapphire rather than glass. Being of divine origin, they also had the ability to reshape to accommodate contents that had no business fitting inside.

Timmy Timebird - It looked rather like a tropical bird colored blue, red, yellow, but mostly turquoise. It flapped like a bird and moved like a bird. But its movements were janky and artificial, and one could see the articulation gaps in its hollow painted-metal skin. Much of its torso was taken up by a large clock face, which had half a dozen smaller clocks and dials showing time in other realms based on the experiences of her other instances. The mechanical clock-toucan hovered surprisingly quietly for its seemingly haphazard construction, mostly just serving to keep its creator alert with its quiet ticking noise.

Fidget the Handyman - The earthen creature that emerged from the ground bore a very strong resemblance. Except instead of legs, it had arms. And on each arm, it had oversized hands. Hands it used to compulsively rearrange things until its obsessions were satisfied; it never slept, never rested, all it did was tidy, build, and maintain!

Heredity Capsule - A polyhedron composed of polished mirror glass. Per the automaton of the Heredity Station, it was a seed of sorts intended to gestate a quantum being and realm with the intent of continuing work on something called the Flawless Age.

Scrying Eyes - Big, mechanical eyes made of brass and glass and iron, whose perceptions were mirrored onto two silvered surfaces that they had been brought into existence with.

Heroes, Seconds and Heirs

Teltanin - One winged Viese who is the first one for Anathema to meet in Arthos. He is also one of the champions of the Last People famed for his bravery.
Trait: Unknown

Laelana (Deceased)- A champion of the Last People, famed for her quick mind. She perished when Anathema was consumed by a bout of madness.

Sinsra - A champion of the Last People, talented in several areas.
Trait: Bears and affinity for dragons.

Eila - A small, outspoken viese child. She was one of the first to greet Anathema upon the goddess arrival and was not shy about asking probing questions or making blunt observations. Anathema blessed her to be a hero shortly before the Battle of Noor
Trait: Beloved by Arthos

Xanalen - Refugee of the Mistcaller tribe. Currently residing in a secluded cave with a faerie dragon. She was cleansed of the Blight in one of the Ravaged Lands healing pools, her scales gaining wild pigments. She was also blessed by Anathema and elevated to a hero.
Trait: Unknown

Prosymna - the first pop star of the Viese! She's a uniter of peoples and extremely popular.

Dangers of the Realm

Lakesh - Bi-pedal cat man referred to as the viese as an invasive species. By the word of the child Eila, they arrived some time ago and began eating and terrorizing viese ever since.

The Ennead - A group of nine demigods called Vix that are of questionable loyalty to Anathema herself despite being loyal to Arthos, instead regarding her as one of their number, designation 1-Kingship. Their goals are unclear, and they only loosely operate as a group.

Nyxies - Void-Touched Viese. While motivated to protect Anathema, they can be callous and uncaring in their use of powerful Deep Magic combined with their innate understanding of particle physics.

Myths

Vic Viper - One of the last works of Waelwick the Mythmaker, Ana fashioned the creatures shape and gave it the parameters: Obey the current god of Arthos, Anathema. Protect viese and do them no harm. Protect itself.

Vitality: **
Instincts: -
Magic: -
Loyalty: *
Strength: *
Finesse: *****
Abilities: ** Energy Weapons

Flare Witch - A glowing green figure composed of emerald fire and whose body is made up of charred shards that lend it a rather feminine form.
Leeda
Debra (+1 Vitality to Leeda)

Statistics (700-soul myth):
Vitality *: Relatively short-lived and unlikely to take many hits from the few things that can actually harm them.
Instincts *: While not idiots by any stretch of the term, it is best a flare witch unit be led by a competent strategist rather than left to their own devices.
Loyalty **: Unafraid to show initiative. They were designed for one thing, and by Anna they're gonna do it.
Strength -: Being incorporeal, a flare witch has no ability to exert physical pressure.
Finesse **: A flare witch is both fast and maneuverable in the air, capable of maneuvers impossible for winged flight.
Emerald Flame **: Composed of the same energies that infuse Sun-and-Moon, a flare witch's very touch is anathema to the Blight. A flare witch often uses her emerald flame as a wall, preventing the Blight from reinforcing key objectives, but is also capable of a devastating close-range flamethrower-like attack. Because the Emerald Flame does not harm living things, a flare witch is unconcerned with friendly fire. They are not immune to the corrupting influence of the Blight but the Emerald Flame protects them from the worst of it... at least as long as their stamina holds out.
Incorporeal **: A flare witch has no physical form and is nearly impervious to many common methods of attack as a result.

Glimmerglade - A glimmerglade is a symbiotic vine based off of Arthos' snap-flowers. Like most plants a glimmerglade always starts off life as a seed; in this case the seed is the size of Anna's fist and resembles a pinecone fossilized in white, glistening amber. When activated with a pulse of divinity or magical intent the seed cracks, releasing a seedling vine that rapidly grows to maturity over the span of about ten seconds. It entwines itself with a host organism, usually a tree, protecting and reinforcing it against attack. Unlike the snap-flower, a glimmerglade vine makes no attempt to camouflage itself. It bears the same sparkling, woody appearance as a bioglass plant, covered with sizable bundles of naturally sharp bioglass spines. Not any mere plant, the glimmerglade vine is able to distinguish between friend and foe and launch its spines hard enough to pierce steel plate.

Statistics:
Vitality ****: Extremely tough, and confer a portion of this strength to whatever they grow on.
Instincts -: While it can possess loyalty, it is still just a plant.
Magic -: A magical plant, but not that magical.
Loyalty **: It is unknown how it can tell the difference between an attack and just someone trying to get it out of the way but, whatever the mechanism is, it never attacks viese.
Strength -: Given a few years a glimmerglade vine can force its way through hardened armor plate, but on mortal timescales it may as well not move at all.
Finesse -: See above.
Bioglass Barrage **: The only means of offense or defense a glimmerglade has is its ability to launch bioglass shards with incredible force and surprisingly high accuracy. Within typical archery distances, these spines can even pierce metal armor.

Clarity - A sapphire dragon large enough for Anathema to ride and with feathery wings.

Statistics
Vitality **
Instincts *
Magic **
Loyalty **
Strength **
Finesse **
Blight Immunity **

Earthroil Walker - Resembling a six-meter-tall pitcher plant that walks on four grasshopper legs, this predatory plant is at once both imposing and strange-looking. It wanders the Ravaged Lands, searching out creatures of Blight. When it finds one it ingrains itself in the soil and attacks with its vines, attempting to grapple its prey. Captured blight creatures are thrown into its pitcher, where Emerald Energy-infused acid slowly but painfully dissolves its profane influence to nothing.
Lesser Walker - 600 soul lesser kin (1 Less Strength and Vitality)

Stats (800 soul myth):
Vitality ***: It heals quickly and can take quite a beating, though much of its endurance comes simply from its size.
Instincts *: Though not sapient, it has a degree of tactical cunning that enhances its hunting ability.
Magic -: Nope.
Loyalty *: It does its job and little else.
Strength ***: Its sinewy vines are capable of crushing almost anything, from bone to trees to rock.
Finesse *: Rather slow and clumsy on land.
Seeking Roots **: Its vines and roots can burrow through the ground at a frightening speed, seeking out tunnels and anything moving. It can feel motion through the ground as well as most creatures see with their eyes.
This message was last edited by the GM at 07:05, Tue 22 Jan 2019.
The Empress
GM, 346 posts
Hopeless Romantic
Tue 15 Jan 2019
at 01:05
  • msg #2

RP-T ANATHEMA: Arthos, the Age of Perfection

Through the mist, there was a world like Arthos, but it was pure white - covered in snow.

It was bitterly cold, and there was nothing living around. The jungles were dead. The homes of the Viese were just hillocks now.

Turning around, though, the shore was gone.

And all she saw - curiously - was an exact mirror-reflection of the initial vista.

It was like she was the mirror between two worlds.

Sticking out of the ground was something new, though, and the only thing that wasn't yet covered in snow - a rock just like the one you'd seen before among in the River Styx, but the symbol was different, with the inner triangle pointing up this time.

The rock was in the mirror version of the world behind her, too. But there, it had the triangle pointing downward like before.
This message was last edited by the GM at 01:06, Tue 15 Jan 2019.
Anathema Viese
Reflections, 17 posts
Tue 15 Jan 2019
at 01:26
  • msg #3

RP-T ANATHEMA: Arthos, the Age of Perfection

At times, Anna wondered how other gods perceived the world around them. At any given time the goddess of reflections could be peering out at reality through the distorted images of dozens of alternate selves, all of them her and at the time time not. She considered herself fairly intimate with unusual perspectives as a result.

It didn't take long for the understanding to come that she was once again instanced... but where, and how? Surely this frost-bitten hellscape was not her Arthos, despite whatever superficial similarities it may have possessed.

Was this a trial? A transition? An accident? Something else entirely?

Anna wasn't going to find out by sitting still. She extended her reflective senses, riding the optic chains up and out in all directions up to the limit of her resolution.
The Empress
GM, 347 posts
Hopeless Romantic
Tue 15 Jan 2019
at 01:39
  • msg #4

RP-T ANATHEMA: Arthos, the Age of Perfection

As you scaled the optic chains, your feeling of being intensified far beyond anything natural. Something was watching you, and with enough vantage points, you gradually saw that there was an almost entirely invisible Anathema-shaped figure just behind where you were standing.

You weren't in a mirror world - you weren't anywhere.

Gazing out from reflection after reflection, you saw perfectly fine, but - what you saw was emptiness, with small sparks of light.

The rocks were real, though, and there was a 'floor' that was black, but not the same black as the darkness.

It appeared your ability worked on even the illusion of reflectivity, and that the illusion of Arthos was being drawn from your memory and twisted.

"Very clever, me," said the invisible figure which became visible - it was a mirror of you, missing the other foot. Its voice matched yours. "Welcome to the afterlife. At least, our afterlife."
Anathema Viese
Reflections, 18 posts
Tue 15 Jan 2019
at 05:58
  • msg #5

RP-T ANATHEMA: Arthos, the Age of Perfection

There were a lot of things Anna imagined that the afterlife could have looked like. While one of the more exotic potential images she had envisioned, this was not unanticipated. The hidden entity wearing her visage and her smile wasn't expected, however. Anna measured her response to the mystery being.

"It's kind of a shithole," was her observation. "You couldn't put a chocolate fountain in here, it'd freeze up immediately, and I can't find an endless closet full of petticoats anywhere!"

Maybe she was being too irreverent? In truth she was nervous and uncomfortable and fighting not to show it.

Anna approached her doppelganger, trudging through the snow and scattering sparkling ice crystals in all directions as she did. "Okay for real though, this is the big mystery? I suppose this place serves as some sort of twisted backdrop for us to face and come to grips with our mistakes in life before we move on to higher spiritual fare? I'd rather just skip that if it's all the same to you. No one is better qualified to quantify my qualities than me and you... aren't. Who are you?"

In dying, and in so spectacular a manner at that, Anna had decided not to let herself be bothered any longer by all the things left unfinished. A big cause of stress in her past life was never having the time to do all that she desired. The decision was a recent one though and her natural impatience was shining through. If her theory of how time flowed across the world tree was correct, every second she was down here was decades up in the branches, up in that little prismatic sphere she called Arthos. The real one, not this snow globe. With any luck, her viese had taken her Deep Magic and begun spreading throughout Taeltresin to aid in the tree's healing process. She wanted to watch!

But she also wanted to know the mysteries beyond death!

She wanted all of the things aaaaaa!

Heh... still just a babe.
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