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09:34, 25th April 2024 (GMT+0)

Peoples & NPCs.

Posted by NarratorFor group 0
Narrator
GM, 482 posts
Mon 10 Feb 2020
at 06:15
  • msg #1

NPCs

This thread is for the peoples of the Onerverse & important NPCs who have their own character sheets

Directory:
Norfal link to a message in this game
Scord link to a message in this game
VelAnna link to a message in this game

link to a message in this game


Original people groups:
paraphrased from msg #20 at link to a message in another game:
Some info:

-Elfs are patient and mostly travel between worlds the long way or through Portals.
-High Elfs are... just too magical to describe.
-Dwarfs have Terrasub Terrus, and really love the ground they feel they own, so most don't travel too far or fast.
-Trolls are fairly secretive, and live a really long time. They're practically immortal, so they don't mind traveling between worlds the long way.
-Nymphs live mostly in Pskaena, forests and jungles, and mostly eschew technology.
-Giants are too big for easy space travel
-Ngomes go where people go, but tend to avoid tall peoples. Most are in Tomte Gob's Ngome sanctuary Oner.
-Soldiers just go where they're told.
-Fae generally only live 2 to 3 years, and rarely ever even learn how to speak, but regardless of where they're born, they are gathered by the Queen of Fae who protects them all in Fayarillis.
-Priests are usually into spirituality.
-Djini have no ambition and usually guard treasures.
-Leprechauns travel wherever through the Sideways.
-Oni are mysterious.
-Djin grant wishes. If you can find one.
-There are never more than 8 Kami.
-Sangwen go where Humans go.
-So do Wizards.
This message was last edited by the GM at 22:19, Sun 22 Mar 2020.
Narrator
GM, 483 posts
Mon 10 Feb 2020
at 06:20
  • msg #2

All Races

The Angelic races are Angels, Djini, Priest, Fae, King of the Ngomes, Troll, High Elf, Queen of the Fae, High Priest, Djin, Sprites, Kami, Sangwen, Wizard and High Wizard.
The human are Giants, Farmers, Nymphs, Soldier,  Ngome, and Elf, Leprachon, Dwarf, and Oni.

The Four Primorgenero Races: consist of Giants, Farmers, Nymphs, and Angels. The later is not a true race of Humanity, but is included due to intermingling which occurred in the antediluvian era.

Nymph: These are the daughters and sons of Sofi (Nymph) and Seth (Nymph) who replaced Abel (Giant).
Nymphs range from 15" to 5’ though not usually exceeding 3.5’. They generally live 30 years, and have a 3 year gestation period. Due to this fact they reach adult height and maturity at age 3, and remain fertile for about 24 years, and die 3 years after losing fertility. They generally have 7-8 children. Males are born less often (10:1), and generally are very sexually active.

Man: These are the sons and daughters of Kia (Mankind) and Cain (Mankind) who bore the mark.
Men range from 4’ to 11’ though not usually exceeding 6.5’. They generally live 100 years. These are the most versatile of Adam and Eve’s children, and are considered the predominant race of Humans. Men are capable of exhibiting any of the characteristics of any of the other races. Although their potential is limitless, they are not generally predestined, and most are not ambitious or self disciplined enough to become men and women of lore.

Giant: These are the sons and daughters of Anu (Giant) and Abel (Giant) who was killed by Cain (Mankind).
Giants range from 10’ to 30’ tall, although most giants never exceed 15’. They generally live 250 years, and usually die of heart failure. Giants tend to be hunters, fishermen, and trappers. Although they are often seen as bullies, this is more likely due to a few aggressive individuals taking advantage of their physical superiority, than any predisposition or negative energy alignment.

Angel: These are a creation of God. They cannot be born, and do not die, though they can be trapped, banished, and rendered weak. They are a spiritual entity, and rarely manifest physically. Their magus is pure, and their power constant. Their power is generally the determinant of their appearance to those who see.

The Six Secundugenero Races: consist of two divisions of 3 each: the Human and the Angelic. The Human races are Soldier,  Ngome, and Elf; the Angelic races are Djini, Priest, and Fae. The Angelic division descends from Angelic copulation with Humans, which only produced offspring in the 2nd, 3rd, and 4th generations of Human after Adam.

 Ngome: These are the sons and daughters of Tubal (Nymph) son of Seth and Sarai daughter (Mankind) of Kia; or Jend (Nymph) son of Seth and Kadi (Mankind) daughter of Kia; or Gob (Mankind) son of Cain and Een (Nymph) daughter of Sofi.
 Ngomes range from 2.5’ to 6’ though usually not exceeding 3.5’. They generally live 60 years.  Ngomes are notorious inventors and innovators. They rely most heavily on intellect and magus to survive in a world filled with taller people. They tend to live in trees, and have profound respect for the environment.

Soldier: These are the sons and daughters of  Cana son of Cain (Mankind) and Acha daughter of Anu (Giant); or Ja son of Abel (Giant) and Ka daughter of Kia (Mankind).
Soldiers range from 6’ to 15’ though not usually exceeding 10’. They generally live 350 years, not reaching maturity until about their 100th year. This late maturation tends to eliminate those who are not as naturally skilled with weaponry and survival as others. Both women and men are very capable in battle from a young age. Few of the Soldier race take up skills other than fighting, though many do master certain fields of magus.

Elf: These are the sons and daughters of Vanach son of Abel (Giant) and Sadi daughter of Sofi (Nymph); or Andr son of Abel (Giant) and Esta the daughter of Sofi (Nymph).
Elfs range from 3’ to 12’ though not usually exceeding 8’. They generally live 1000 years. Elfs are well known for their craftsmanship and art and especially their music. No Elf has ever been considered ugly. They are fair skinned, effeminate in appearance, and possess very melodious voices. Due to their similarity in appearance, many commonly mistake them for siblings.
Most musical instruments were originally created by Elfs. Their preoccupation with music is intense. Their ears are as precise as a knife, but they are not pointed physically.

Fae: These are the sons and daughters of an Angel and Sadi (Nymph) daughter of Sofi.
Fae range from .5" to 3” though they usually do not exceeding 2.5" in height. They generally live 2 to 3 years. Fae are mature by 8 months, and have a 3 day pregnancy period, but an indefinite gestation. After the 3 days in their mother’s womb, they are dematerialized and are left in a secluded and magus dense location. After they have absorbed enough background magus energy, they manifest and begin their 2 to 3 year lives. Due to their short lifespan, they do not have time to learn language, and communicate through miming and magus. Their abilities in magus are innate though they can be practiced and improved. Fae are beautiful, gentle, fragile, innocent, and joyous creatures. Due to their magus abilities, especially in the field of image and  magus, they can change form to suit their needs, though they remain mute.

Priest: These are the sons and daughters of an Angel and Jesi (Mankind) daughter of Kia.
Priests range from 5.5’-6.5’. They generally live 550 years, though they age at the same rate as Men, and are infertile by the age of 80. They are focused on the spiritual realm regardless of alignment, and are especially adept at the healing and historical maguses.

Djini: These are the sons and daughters of an Angel and Dji (Giant) daughter of Anu.
Djini range from 30’ to 50’ though not usually exceeding 45’. They generally live about 600 years, and are not mature until their 200th year. The females can only produce up to 5 children, and there is a gestation period of 7 years. Djini have limited ambition, and are often kept by kingdoms as guardians of treasures, or in other servile positions. Their potential magus ability is extremely high.

The Nine Tertingenero Races: consist of 6 of the 10 immortal families and 3 human. The 6 Immortal families are King of the  Ngomes, Troll, High Elf, Queen of the Fae, High Priest, and Djin. The 3 human are Leprachon, Dwarf, and Oni.

Leprachon: These are the sons and daughters of Tamach (Soldier) son of Ja son of Abel and Leilei (Nymph) daughter of Sofi; or Gallel (Elf) son of Andr son of Abel and Een ( Ngome) daughter of Een daughter of Sofi.
Leprachons range from 1’ to 4’. They generally live about 175 years. Little is known about this mysterious race. {{Leprachons are rarely seen by anyone. This is partly because they spend little time on Pskaena, and most of their time in the sideways dimension of their guardians, the Sprites. When a Leprachon is born, its quantum state is aligned with the universe in which it finds itself. This means, that no matter what universe it is born into, it becomes a part of that universe while keeping most of its Oner traits. When a Leprachon enters a universe which is not its home universe, it will slip back into its home universe involuntarily if startled. When the Sprites completed construction and discovery of the sideways universe, they invited the Leprachons who welcomed the life of safety being offered to them. Leprachons are highly resistant to truth-telling.}}

Dwarf: These are the sons and daughters of Torach (Soldier) son of Canach son of Cana son of Cain and Samachami ( Ngome) daughter of Sachi daughter of Sarai daughter of Eve; or Sordach (Elf) son of Vanach son of Abel and Kail (Mankind) daughter of Kia.
Dwarfs range from 4’ to 8’ though not usually exceeding 5.5’. They generally live about 150 years. They spend the majority of their lives in subterranean domiciles and even cities. Their eyes are sensitive to a wider range of the electromagnetic spectrum extending both into ultraviolet and infrared, allowing to see more clearly underground. A common misconception is that they are afraid of magus. In fact, they use the arts of magus profusely and are only hesitant to display their aptitude for fear of cave-ins. Their innate skill is that of Earth Sight (an adaptation to their elemental environment). Their primary mode of financial procurement derives from their magus skills. {{They can sense what is in the earth around them. They feel gold and gems like others might feel that they are going uphill or downhill. They can see structural flaws like we might see something highlighted by ultraviolet light. Most dwarfs now spend their time in the alterealm of Terrasub Terrus, extracting energy and wealth or building infrastructure.}}

Oni: These are the sons and daughters of Kamte ( Ngome) son of Jend son of Seth and Od (Giant) daughter of Anu; or Tzoch (Soldier) son of Canach son of Cana son of Cain and Ellin (Elf) daughter of Sadi daughter of Sofi.
Oni range from 6’ to 25’ though usually not exceeding 12’. They generally live about 700 years. They mature at approximately 70 years. They have superb physical aptitude, and are very resistant to magus attacks. They have a natural talent in imagus and formagus. Contrary to colloquial beliefs, Oni do not have blue or red skin, they simply appear that way from time to time in order to intimidate others.

King of the  Ngomes: This is the son of an angel and Tomte ( Ngome) the daughter of Een daughter of Sofi and Gob son of Cain.
There is only one, and his name is Tomte Gob. Tomte is the guardian of all  Ngomes. He has a special affinity for nature, and tends to extend his role as protector to more than just his gnomic subjects. {{The omnistate once decided to kill Tomte. After a 100 year war and over 300 assassination attempts they discovered that even if killed, Tomte would reform from debris of nearly any sort. Upon this discovery, they set about the task of exiling Tomte from Pskaena. They succeeded by trapping him in the alterealm he created with the help of Rexeaufayāel and blocking the gateway.}}

Troll: These are the sons and daughters of an angel and Tinji (Soldier) daughter of Jik daughter of Ka daughter of Kia; or an angel and Toreth (Soldier) daughter of Kalie daughter of Ka daughter of Kia.
Trolls range from 8’ to 12’. Although they are considered to be one of the immortal families, they can die though not of old age {{it has been discovered that Trolls do die between 25000 and 30000 years}}. Trolls are capable of reproduction, but there can be no more than approximately 10000 trolls {{on any given planet}}. Trolls have rough very thick skin, no hair, 3 rows of extremely strong teeth, and require a diet intense in minerals. Many believe that they are made of rock. This is not altogether false, as their tough skin is partly made tough by the high concentration of crystallized minerals, especially calcium and silicon.

High Elf: These are the sons and daughters of an angel and Sacha (Elf) daughter of Sadi daughter of Sofi.
They are identical to Elfs in most respects. They are born naturally, cannot be killed and do not die, although they do leave this plane of existence in a thrilling spectacle. Having reached 28560 (====) they walk off into a secluded area under the stars and leave. A vertically rising shooting star is often observed. Similar to the Trolls, there are never more than a certain number alive at any one time, though that number is not known. The High Elfs rule over the Elfs and are Royalty. They often specialize in archaic and aesthetic magus.

Queen of the Fae: She is the daughter of an angel and a Fae who was daughter of Sadi daughter of Sofi.
Rexeaufayāel is the guardian of all Fae, and the only known Immortal Fae. She can assume any size or shape, though preferring an 8’ spectral woman beyond beauty. She is the only Fae capable of speech. She is in fact the creator of all gateways, and is capable of instantaneous teleportation. She is the designer, discoverer, and guardian of Fayarillis.

High Priest: The 3 High Priests are the sons of an angel and Jami (Priest) daughter of Jesi daughter of Kia.
High Priests cannot die and appear like Mankind. Each High Priest represents one of the 3 Primary Deities, though there are only 2 High Priests remaining. Yishrayāel, the representative who chose IAM has vanished.

Djin: These 30-37 Djin (30 known, 6 or 7 rumored) are the sons and daughters of an angel and Djini who were the daughters of Dji the daughter of Anu.
They are primarily spiritual and spectral, and can therefore be nearly any size and shape. They are often misnamed as Genies by common folk. The Djin are powerful entities, and most are unhappy with their lot in life. When Grandel the Wizest was 732, he enslaved all Djin to humanity until the end of humanity. Since then, whoever finds a Djin must be granted a certain number of wishes which are within that particular Djin’s ability to grant. Upon completion, the Djin is freed from its master to hide from humanity for a time. For this reason, Djin are rarely seen and assumed to be myth.

The Four Quartugenero Races: consist of 3 of the remaining 4 (of 10) immortal families and 1 human. The 3 Immortal families are Sprites, Kami, and Sangwen. The human is Wizard.

Sprites: These are the sons and daughters of an angel and Mikel (Leprachon) daughter of Een daughter of Een daughter of Sofi.
Nothing is known about them. We suspect that they no longer exist. {{Sprites are the guardians of Leprachons. In order to better protect the Leprachons, they constructed and discovered the Sideways dimension, which is a parallel dimension to all Oners and alterealms. Rexeaufayāel gave them a temporary gateway through which the Leprachons escaped, and when all Leprachons left Pskaena, the Sprites destroyed the Pskaenian entrance. This allows one-way travel from the Sideways dimension to Pskaena. However, with no cap to the wormhole used in the gateway, it evolved such that it now opens to all points in the multiverse from the Sideways dimension. Sprites cannot be discovered by any form of magus.}}

Kami: These are the sons and daughters of an angel and Kami (Dwarf) daughter of Samachami daughter of Sachi daughter of Kadi daughter of Kia; or an angel and Kaisadi (Dwarf) daughter of Kail daughter of Kia.
Kami cannot be killed, though they can be shrunk to the size of a single atom. Kami are unique among all humanity, as the only race to reproduce on the Spiritual plane and the only race to consist solely of “inorganic” matter. There are only 8 Kami at any one time. The first 8 Kami were assumed to be nothing more than kidney stones. In a sense, they were. When a Kami is born into the physical plane, it consists of no more than a small pebble. The Kami sleeps in a sort of torpor, and as it sleeps the inorganic material around it is slowly collected around the central Kami-stone and accumulated as body mass. There is no known limit to the size {{one Kami, Sdruka’ab, spent 34054 years (though he experienced more time than that) in Torpor in the midst of an asteroid belt, and grew to the size of an entire solar system.}} though most Kami remain no more than 4’ tall. When two Kami decide to mate, they intertwine all of their matter and collapse, leaving the physical plane. They depart onto the Spiritual plane and commence the process. The result of the process is that the two Kami die as their spirits and souls leave this plane altogether, being replaced by two new Kami spirits and souls who then enter a pebble on the physical plane retaining all of the memories of their parents.

Sangwen: These are the descendants of the twins Sangue who were the twin daughters of an angel and Elloch (Oni) daughter of Ellin(Elf) daughter of Sadi(Nymph) daughter of Sofi(Nymph) and Gwen who is the son of an angel and Uid (Oni) daughter of Id (Oni) daughter of Ellin(Elf) daughter of Sadi(Nymph) daughter of Sofi(Nymph) also Uid was the daughter of Ud(Oni) son of Kamte( Ngome) son of Jend(Nymph) son of Seth(Nymph).
Sangwen are unique among humanity, as the only race to be able to reproduce by changing someone of another race into a Sangwen. They are powerful wielders of magus, especially Formagus and Imagus. They are very difficult to kill as they can regenerate very quickly. The more ancient and powerful they are, the less likely they are to die. Sangue and Gwen, who are the first, cannot die. Sangwen blood seems to be congealed magus power, and is sought after viciously by those who disregard Sangwen life in favor of their own power.
Sangwen have a strong draw to blood magus, and often consume the blood of others. The desire for the consumption of blood is physiological, but can be overcome.
The following was provided during an information exchange:
The process of changing someone into a Sangwen is not easy, and requires much sacrifice and care. First, the potential sire must have an established connection with the one to be sired. The connection must be a strong bond involving love of some kind. Although a few hours of intense conversation have been known to be enough to allow the process to work, most cases have required longstanding relationships and most importantly a profound sense of trust. If the process is begun without this relational bond, the blood will not recognize the new body, and will treat it like a disease or a tumor, almost instantly killing the unfortunate drinker.
The sire must first drain as much blood as is possible from the body. This is best performed with the body hanging upside down. But with care, enough blood can be drained from a prone body. The reason for this is that when the sire’s blood is being swallowed, if it encounters too much non-Sangwen blood, it will treat the whole body like a disease, and poison it rather than convert it even though it recognizes the body.
When the body is as drained as possible, the sire must then begin to feed the body via the mouth his or her own blood (not from the stomach, and preferably from a vein). Be careful not to give more than 2 liters. During this phase, the Sangwen blood is microphaging through the body and forming a thick vein which leads to the heart directly from the lining of the stomach. From this point on, any blood which enters the convert’s stomach, will pass via the esophagus-like vein to the heart, and be converted to Sangwen blood. There is a flap over this vein in the stomach, which closes in the presence of non-blood materials such as water or food, also allowing the stomach to fill with digestive acids.
During the feeding the convert will show signs of life and cough. AS SOON AS the cough occurs, stop the feeding, and give the convert time to rest. If too much Sangwen blood finds its way into the lungs, the convert will internally bleed to death through the lungs. Any death during this process is unrecoverable.
After a few moments of rest, the convert should stop coughing and be ready to ingest more blood. The convert will need to consume at least as much blood as was drained, and will probably be hungry for more. If the convert does not receive enough Sangwen blood, the convert will not be capable of feeding from non-Sangwen sources, and will die from shock if not fed often enough. Such partial-converts are rarely created on purpose, but are known as Ngelts. Ngelts keep their memories, but become completely devoted to their sire, and unable or unwilling to deny their sire’s will. If the full convert is not fully satisfied, he or she will live, but must feed soon.
You will know that a convert has had enough Sangwen blood to feed on for conversion to occur, when their eyes dilate, and they convulse with a seizure. At this phase, the Sangwen blood is modifying the brain of the convert, in order to ensure survival. The seizure is a side-effect of this modification. Memory and normal brain functions will not remain, and some genetic memory will assert itself on the convert’s consciousness. The convert develops complete amnesia. Some memories return from time to time, but consecutively with genetic memory such that differentiation between personal memories and bloodline memories is nearly impossible. Complete memories of the convert’s life before conversion are not usually recovered for over 1000 years. All magus knowledge and abilities are lost at conversion. All of the convert’s will to power is refocused onto ensuring bloodline security. The convert is left childlike and innocent, requiring the sire to care for and teach the convert.

Regarding the anatomy of Sangwen:
The brain of a Sangwen has a mini-heart whose primary function is to store blood in case of decapitation.
The tongue of a Sangwen has razor sharp scales down the center which efficiently puncture and slice skin, leaving behind a wound similar in appearance to a jagged knife-wound.
The stomach of a Sangwen has an esophagus like vein to transport blood to the heart.
All available room in the body cavity and in the lymphatic system is used as excessive blood storage.
Sired Sangwen do not have functioning sperm or eggs, as the blood kills them. However, born Sangwen can sexually reproduce.
The blood of all Sangwen is highly magical, and as such responds to conscious thought rapidly. It is believed that the blood has a low level consciousness of its own. The immune response of all Sangwen is completely carried out by the blood. Foreign bodies are discovered and assimilated or destroyed very rapidly. As soon as one cell of blood discovers a method of disabling a foreign body, it communicates with all other cells, and all cells are then capable of the same disabling skills or techniques. If the body requires a substance not currently available, the blood will transmute to the required substance. In order to transmute into another form of cell for such purposes as healing, the blood goes through the intermediary stage of stem cell. Each morphing requires energy.
The typical Sangwen does not obtain the chemical energy through digestion, but rather obtains it through direct matter to energy transformation of blood cells (usually via production of ATP). As such, waste production is minimal, and the need for blood consumption is dependent upon energy expenditure. Some Sangwen have learned how to eat, and do produce waste, but do not need to consume blood. Although Sangwen on an exclusive blood diet can heal their bodies, unless they regularly consume regular foods, they are incapable of gaining muscle mass beyond their current state.

Regarding the extermination of Sangwen, and the uses of their blood:
Contrary to popular thought, the sun does not harm Sangwen any more than anyone else. To kill a Sangwen, you must destroy the brain. However, the brain can heal with the use of blood. The surest way to kill the Sangwen is to remove, and burn the head. Be wary of the mouth, however, as even the severed head of a Sangwen can retain consciousness and blood-thirst.
If you merely remove the head, the body will die, but the head will stop its blood loss and live on. If it retains any consciousness, it will seek sources of blood to feed on. If the mouth comes in contact with any blood source, it will automatically clench and absorb. At this point, newly obtained blood is transported to the head-heart and converted there. Any part of the head that is damaged will use blood to heal. You can drain a Sangwen head of all blood by damaging it over and over, until it can no longer heal. If the head remains without blood for 5 minutes, the brain dies, and cannot recover. However, if it senses that it may soon be depleted of all blood, it may microphage any tissue in contact with its blood, converting it into more blood. Therefore, do not assume that a severed head is in fact dead, unless you can confirm that the brain is destroyed. If you remove the brain, and eliminate the blood from the brain, the Sangwen is dead. If you destroy only a part of the brain, but do not remove the blood, the brain might heal and the Sangwen survive.
This is why the best way to kill the Sangwen is to burn the severed head completely. The most economically sound way is to remove the brain, and burn it. The quickest and surest way is to introduce malhemotin (explained later) into the Sangwen’s bloodstream.
Sangwen blood is highly sought after for various reasons. There are two kinds of Sangwen blood, both useful in their own right, and these two kinds can be mixed in various ways to produce very valuable substances.
The two kinds of blood are good blood, and bad blood. Good blood is blood which was given freely, bad blood is blood which was taken against the will of the Sangwen.
Good blood blesses, and brings out the good traits in anything it contacts.
Bad blood curses, and brings out the bad traits in anything it contacts.
Although neither can be consumed orally without lethal results, good blood can be smoked or absorbed through the skin in order to induce harmless non-addictive euphoria.
Bad blood transmutes into poison immediately upon contact with living flesh (although it will not absorb through skin). Only other Sangwen can safely consume good blood. Bad blood gives them no benefit for consuming, and can lead to temporary illness.
A reliable litmus test to determine the nature of unidentified blood is to put one drop into a glass filled with water. Good blood will turn the water into red wine, whereas bad blood will turn the water into a bitter yellow poison.
If you mix bad blood with good blood, the two congeal and crystallize into a substance similar in appearance to garnet stones and called magite. The crystals are neither good blood nor bad blood. The crystals are pure magus power, and can be used in enumerable ways. This substance is extremely valuable.
If you mix good blood from one source with good blood from another source, the blood will transmute into a consumable, nutritious, sense enhancing, non-addictive, euphoric drug known as bonhemotin.
If you mix bad blood from one source with bad blood from another source, all of the blood will transmute into a black Sangwen poison known as malhemotin which can be used for killing Sangwen, or as an injected or smoked recreational drug. The effects of malhemotin on all races except Sangwen, are: euphoria, sense enhancement, strength enhancement, magus enhancement, mild hallucinations (actually a side effect of the sense and magus enhancements, not really hallucinations at all), and extreme addiction. If an addict cannot obtain more malhemotin, their body will signal strong need of the drug within 90 days. After 300 days without malhemotin, their body will cease to function. There is no known cure, though a few have been known to survive {an enlightenment experience will cure the individual}. The addiction can be managed with minimal dosages (1ppm in 1cc injection every 90 days) for the rest of their life.

Wizard: We are the sons and daughters of Frhach (Leprachon) son of Gallel son of Andr son of Abel and Toreth (Soldier) daughter of Kalie daughter of Ka daughter of Kia; or Whardach (Dwarf) son of Sordach son of Vanach son of Abel and Iz (Elf) daughter of Esta daughter of Sofi; or Frn (Oni) son of Kamte son of Jend son of Seth and Dho ( Ngome) daughter of Sarai daughter of Eve.
We are the most similar to Adam, having near equal blood parts from all non-angelic races. We tend to live 1281 (777) years, and are identical in appearance to Mankind, and so we blend into their society and culture. We have often manipulated governments to our agendas. There are 3 primary Guilds to which most Wizards belong, being the Benemagus Guild, Malamagus Guild, and the Humagus Guild. Extensive information can be found in our Archives which are of course extremely guarded, and inaccessible to any outside of the Guild.

The Diapentegenero Race: consists of the remaining immortal family: High Wizards.

High Wizards: There are 5 known High Wizards, and one seems to have ceased to exist as being incompatible with reality (much debate over this issue has been expressed), but having been born out of mathematical necessity. {{This is not in fact the case, the 6th High Wizard lives. It is simply that no one who learns his field can reveal its existence.}}
The names of the 6 High Wizards are Morphus, Persona, Hawkica, Naturo, Imagus, and Theophili.
Morphus is the son of an angel and Fria (Wizard) daughter of Dho daughter of Sarai daughter of Eve.
Persona is the daughter of Gib ( Ngome) daughter of Een daughter of Sofi and a Djin.
Hawkica is the daughter of an angel and Izeen (Wizard) daughter of Iz daughter of Esta daughter of Sofi.
Naturo is the son of Eto (Soldier) son of Tihich son of Cana son of Cain and Eti (Fae) of the daughters of Sadi daughter of Sofi.
Imagus is the son of an angel and Freth (Wizard) daughter of Toreth daughter of Kalie daughter of Ka daughter of Kia.
Theophili is the daughter of Enoch (Priest) son of an angel and Kinocha daughter of Nichi daughter of Kia and Nessa (High Elf) daughter of Sacha daughter of Esta daughter of Sofi.
Each High Wizard (except of course for Theophili) adopted a particular field of magus. Our Guild has never made official contact with any High Wizard. From time to time, they reveal themselves to individuals, and those individuals tend to become Masters of Magus with many secrets and previously unknown talents. More information is hungrily sought, and should the reader happen to be aware of any information, they are encouraged to contact their local Humagus Guild immediately.
{{High Wizards are forbidden to interfere directly with more than one member of humanity at a time, and cannot be seen or detected by more than their chosen one. Theophili did in fact identify with the legendary sixth field, and she has occasionally contacted humanity through one individual at a time.
Theophili (f) Omnimagus
Hawkica (f) Unimagus
Persona (f) Verimagus
Morphus (m) Formagus
Naturo (m) Kenimagus
Imagus (m) Imagus

}}
This message was last edited by the GM at 22:21, Sun 22 Mar 2020.
Narrator
GM, 484 posts
Mon 10 Feb 2020
at 06:29
  • msg #3

Scord

Scord
Male
6'1"
200 lb
37

Worn:
Clothes:
Jeans, t-shirt, suit, socks, underwear, sunglasses, shoes, boots,
Accessories:
black leather belt with steal buckle, titanium wedding ring, copper bracelet, cross necklace, vial of holy water, vial of holy oil, holy salt, blessed red brick dust made with bricks from the wreck of the Agnes G. Donahue in 1913, chaos crystal rings
Assorted:
pencils, pocket knife, wallet w/ cards, $440, homemade lockpick, wallet ninja, $4.40 in coins, keys, iPod, iPhone, water bottle with water, flint & steel, carbon filter straws

Scord was born in rural America - an orange shaped apple, but lived in rural Canada - an apple shaped orange. Scord was playing on his laptop when it blew up, spraying gold fluid on him and electrocuting him. He woke up in another world. Every time he died since then, he woke in a different world. He has learned a few new forms of magic since then.

** ***Paladin {9/10}
** ***Chaos/Order Mage {8/9}
***Psionics {7/8}
Omnimagus [3/3]

Other items:
100 yards tin foil, Smudging stick, water-proof backpack, extra lighters, boxes of matches, solar charger, soldering rod, collapsible fishing rod, fishing line, hooks and lures, hammer backed utility hatchet, small tent, water filtration, iodine (for water purification, and disinfection), 5 emergency thermal sheets, 50' rope, small metal pan, shovel head, bullroarer, laptop, 10 64GB micro USB sticks, 3 changes of clothes, hiking boots, rubber boots, raincoat, sweater, picture of wife,

Omnimagus Holy Armband (10, +2d) +10 dice size, +2 dice, recover magus and spiritual energy faster
*Order onyx / Chaos Heavenstone 'glasses' (9) +9 to dice size
**Order/Chaos crystal cross (9) +9 to dice size
Fiveaxe Chaos weapon (5) +5 to dice size
Chaos crystal knife (9) +9 to dice size
$1000+ value compound bow (3) +3 to dice size
50 arrows
50 chaos crystal arrows (9) +9 to dice size
*Psionics selenite 3rd eye crown (4) +4 to dice size

Urine powered Moped

Magehammer's Backpack - The item you are choosing to pull out has to be of a reasonable size to fit inside a reasonable backpack, and it must be within a weight limit that you could reasonably carry it. So you can't say "I pull out my 5600 pound 10 foot long sledgehammer.
backpack with assorted survival and toolkit items
bag of assorted imperishable trade goods
bag of assorted seeds
bag of assorted psychoactive plants & fungi
bag of assorted religious accoutrements
bag of assorted non-lethal crowd controlling items

Holy items:
Bottle of holy water, bottle of holy oil, 1 kg holy salt, .9 kg blessed red brick dust made with bricks from the wreck of the Agnes G. Donahue in 1913, cross & figurine of Jesus made from olive wood from Jerusalem, NIV Bible, NRSV Bible, the Message, Paintball World Bible, journals

Chaos items:
5 lbs unworked Crystal
Aztec chaos crystal sword
small chaos crystal blade
25 chaos crystal arrowheads
2 chaos crystal Spearheads
10 chaos crystal Rings
Chaos crystal cross
Chaos crystal
This message was last edited by the GM at 02:52, Mon 23 Mar 2020.
Narrator
GM, 624 posts
Sat 7 Mar 2020
at 21:43
  • msg #4

Norfal

Norfal
666 years old, willingly indentured to Salphron for the next 1000 years


****** Necromancer Soothsayer Healer Priest {23/23}
Items:
Fossil Tooth set (2) increase user's Dice sides by # of enchanted fossil teeth in set for necromancy

Igor's meep morp - contemplation of this unusual carving gives an assistant sudden insight and newfound ability to serve their master in ways they couldn't a few moments before contemplating the carving
This message was last edited by the GM at 15:44, Mon 16 Mar 2020.
Narrator
GM, 685 posts
Sun 22 Mar 2020
at 22:20
  • msg #5

BVelanna

BVelAnna

Physical description:
Beautiful human woman, and

V's left thigh
A's right shin
A's waist
Combination of V's and A's internal organs.
V's flat Troll-skin right bosom with filigree metal prosthetic
A's big left bosom
V's left forearm and hand
A's right arm
Combination of V's and A's face and head
All other parts are Magem-Engineering hybrids



Velerie Ghem was a Troll of the Gem tribe. Her family had a long history of Magem manipulation, and she was trained to become a skilled artisan in Magem Crafting at a young age. She was often able to reshape the magical crystals simply by focusing on them. She worked with her childhood sweetheart, Annabelle, to create their first joint invention: VelAnna gloves. These gloves enhanced one's ability to craft Magem and to Engineer as well.

Annabelle (unbeknownst to her) is a Sangwen and a twin, and has very powerful curses over her preventing her from linking with her twin naturally. Her mother was a twin, and her grandmother's twin is Yani who wants VelAnna dead.

Annabelle was raised by her uncle, a jewelry trader who lived on the Gem tribe's island. But Anna's parents were spies and assassins. Anna inherited their martial aptitude, and their creative engineering. Unbeknownst to her uncle, she studied with her mother's ninjutsu teacher as well as with the local school of engineering. Together with her childhood sweetheart, Velerie, she created their first joint invention: VelAnna gloves. These gloves enhanced one's ability to craft Magem and to Engineer as well.

As they grew, they both became involved in various intrigues, but none so deadly as the Vendetta.

Without divulging too many details, they crossed the wrong person, and wound up being chased by Assassins. Over time, both became so injured, that they had to fuse into one body in order to remain alive.

For a time, VelAnna was hunted by a Sangwen named Yani - her great aunt.

Velerie was wearing the VelAnna gloves that she and Annabelle created, and was using them to experiment with Magem crystals, when she suddenly discovered that she could bend the fabric of spacetime! She knew what Portals felt like, and she had a fairly descent understanding of their geometry, so she tried to shape the warping that the crystal was causing into a Portal.

Without warning, the newly forming Portal exploded, lacerating Velerie in many places. Being a Troll, she healed quickly, so she went right back at it soon after. Over time, she managed to create a fully functioning Portal - and she went through to a brand new world.

Over time, she continued to develop her Portal Creator skills, but soon she was discovered. A group of men approached her, threatened her and told her never to use these skills again. She was tired of having her creations taken away from her, so she refused. When they pressed her, and told her that others who had refused were no longer around to refuse anything, she created and jumped through a Portal, closing it behind her.

It wasn't long before she discovered what the men meant. An Assassin had been hired to kill her. She was practicing creating Portals, when one exploded. She thought that she had been alone, but to her surprise, she heard a yelp. She turned to see who had made the noise, but didn't notice anyone. Aflae could see that someone was in fact there, standing only a few feet away, but her eyes just refused to focus on the person.

But it was at this moment that Velerie's Troll heritage kicked in. She knew she was in danger, and that she had to leave immediately. So without hesitation, she opened a Portal, jumped through, and closed it behind her.

She emerged in a strange world, where the entire sky was covered by a metallic ceiling. She soon met an even stranger man, who told her that she had a curse on her, and removed it for her. This was the same man who VelAnna had taken Kantoku to. This was Miyaki.

Once the Curse was removed, and a Blessing placed on her, Velerie could remember her assailant, and knew what to look out for. Miyaki told her that if she ever managed to kill one, she should take it to him immediately.

Once while Velerie was walking the streets of Nexus, she spied an Assassin stalking a man. This Assassin appeared to be a Goatfolk girl toddler. The Assassin snuck up behind him, bit him on the neck, and drained him of his blood. The Assassin did this in broad daylight, and no one reacted until she was finished with the man, and had left the area. At that point, people started saying that they saw the man feint and clutch his heart as if he had a heart-attack.

After a time, Velerie met Synthia and joined the crew. Through her cooperation with Synthia, Sprocket and Arbanna, Velerie was able to come to an arrangement with the Portal company, and the contract was removed.

It wasn't long after this that she spied another Assassin, this one appeared to be a human baby. There was another Assassin who appeared to be an adult woman nearby. The woman killed a homeless man, and helped the 'baby' to drink his blood. They left the man laying on the street still bleeding. Velerie couldn't stand it any longer. Gathering all of her strength she attacked the pair.

After an intense battle, the two Assassins were dead. She couldn't carry the adult, so she grabbed the 'baby' and Portaled over to Miyaki.

Miyaki drained the blood from the body, and stored it in a few vials, then he proceeded to burn the body completely. He added one drop of the blood to a glass of water, and it turned green. He handed Velerie back most of the vials and told her that she had obtained Bad Blood. She could combine it with nearly anything to make it an intense poison. But if she managed to combine it with Good Blood, she would get a very valuable substance known as Magustone, for which he would pay generously.

She left, but the adult Assassin who is in fact a Sangwen named Yani, survived. Yani pursued VelAnna to kill her, but when her girlfriend Aflae interfered and took Yani to Sangwen court with the help of her friend Eldrich, Yani was forced to leave VelAnna, who is her great grand niece, alone.

VelAnna has recovered from the effects of the Leviathan's Lance curse, and has met her sister, BelAnna, who was Clanless, but is now with VelAnna as BVelAnna. They spent 1000 years together in a second, sharing all their thoughts and dreams until they are one.


Hooks:
Socially awkward
OCD

Clichés:
* *** *** ***Renaisance Sangwen {10/10} +7 sides, +7 dice
  Unimagus
    Dim9, Ene7, Cha7, Tim8, Voi8, Ord8
  Formagus
    Tec8, Cos8, Nat6, Blo9, Lif7 Dea6
  Verimagus
    Con5, Min9, Sou3, Lov9, Emo8, Spi9
  Kenimagus
    Smo6, Fir6, Ear7, Ice5, Wat8, Air9
  Imagus
    Dar8, Cle9, Sha8, Lig7, Sol6, Ref7

Nerd for Portals & books {7/7}
2 Lucky Shot (6/6)

Inventory

Mech Warrior  (20/20) - Shard laser; Hardened Sheild; Enhanced arms; Enhanced Torch

Inventory:
Gauntlet of Brim (6/6) - Shardsmith & Portal Creation
Shard left arm (4/4) - Battle, Shardsmith & Portal Creation
Mechanical right arm (4/4) - strength and precision
Hybrid legs (7/7) - fly, swim, speed
Shard eyes (7/7) - perception
Shard Katana & Shurikens (7/7) - battle
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