Since time immemorial, there has been an infinite amount of worlds. While some were similar, and others vastly different, one thing they had in common is that they were ruled over by Gods and Goddesses of some variety. These higher beings ruled over the lesser beings that called those worlds home, giving them instructions, gifts, and when necessary, punishments. However, most Gods would not be satisfied with just their world and would learn of the other worlds, of the Multiverse.
In time, beings began to travel from one world to another, bringing knowledge and magic with them. The Gods of these different worlds would not always get along, so soon divine battles broke out between worlds. These titanic conflicts would leave whole worlds destroyed, their pantheon of Gods decimated. After the destruction of far too many worlds, a treaty would be signed by the Gods, forbidding their direct involvement in the wars.
Instead, each God or Goddess would pick a Champion, a mortal from their own world. Bestowed a boon known as a Champion’s Blessing, these warriors would swear fealty to their patron God. Alongside other Champions who served Gods in the same alliance, the empowered mortals would traverse the Multiverse, doing the will of their God.
There would exist countless alliances of Gods across all of creation, each one with a different name. However this story focuses on Pax Celestia, a rather smaller alliance of Gods. Following a massive defeat against another alliance that cost it many Champions, the Pax Celestia is attempting to rebuild, recruiting younger Gods and new Champions. But amid this constant battle for dominance, a dark power grows, one stronger than any God alliance.
PLAYER ROLE
Each player will make a character who is a newer Champion to a God. As such you will need to come up with a Champion, patron God, and original world, as this is not fandom based. If players want to collaborate and say that they are from the same world, that would be fine, by I just ask that everyone has their own different patron God or Goddess. As servants of the Pax Celestia, these Champions would be traveling to various worlds at their lord’s command.
Prior to being picked as a Champion, all characters were exceptional mortals, whether they be a wizard, knight, or someone else of skill. They are further enhanced by their God’s Champion’s Blessing. This can be a weapon, armor, other type of item, pet or mount, or even an enchantment. Basically a gift from your patron that will help you stay alive.
As far as player race, I’m open to pretty much anything as long as it’s fantasy themed and not overpowered. I’m also really open on how magic works as each character is literally from another world. I ask that you don’t go overboard with it, and try to maintain sense and some kind of theme.
RULES
This RP is rated PG-13. Please avoid detailed descriptions of gore or sexual situations.
Each player is allowed one character.
No meta-gaming.
All Champions, Gods, and Worlds must be original. This is not a fandom RP.
Please post all finished character sheets in this OOC thread. Once I approve them they can go in the characters tab.
Also any other rules RP Guild has or in effect here.
Link to Character Image
Name: (Please avoid joke names. Other than that, go wild.)
Age: (Keep it reasonable. There would have to be a very good reason for a child to be a Champion.)
Gender: (All gender identities are welcomed here)
Race: (This can be something from mythology, popular fantasy, or your own creation. Please include a few lines describing the race, and how they may be different for the world you’re creating.)
Appearance: (Just a short written description.)
Home World: (Please describe your world and its brief history. I’m expecting a paragraph or two, but if you want to go really in-depth, feel free.)
Patron Deity: (Name the God your character serves. Also include a line or two explaining what they are God of.)
Champion’s Blessing: (What gift did your God bestow on you? Can be an actual item, a pet/mount/companion, or some kind of magical enchantment.)
Inventory: (Please list what else your character keeps on them.)
Magic: (List all magic powers that the character has at the start of the RP. Also include relevant weaknesses)
Skills: (These can be anything from combat, to professional, or even mundane skills like gardening)
Personality: (Could be as simple as a few words related to personality traits, or more expansive if you want)
History: (I’m expecting at least three small paragraphs, but again if you want to define a lot of their back story, feel free.)
Extra/Notes: (A place to put anything else about your character you think we should know)
Before I start on a CS, do you have any particular thoughts on my concept and if it'll work for your purposes?
Looking forward to seeing the CS then. For now though I can provide some more details about my idea.
Basically the planet-sized organism was not originally that, but evolved at some point on this world, and eventually grew to take over the planet entirely. It has the ability to assimilate, adapt, and absorb biological matter, and so over hundreds of years it consumed and replaced every other living thing on its planet, creating a planet-sized meatball with a planet-sized consciousness.
Naturally from there it grew curious about other worlds and expressions of life, and has created mentally-linked ambulatory offspring/offshoots of itself to explore the cosmos and proselytize how great it is to be a meat monster. My Champion would be a special form of one of these missionary puppets, fully independent and with a realized ego, which gives it unique properties compared to the rest of its "species."
@Dead Cruiser Part of what I like about Multiverse RPs is that you can do some zany character choices. I think your idea is both zany, but also wouldn't break the game, so I'll allow it.
All right! Please let me know if I've messed up someplace!
Name: Mihailo Milutinovich
Age: 40 (born June 16th)
Gender: Male
Race: Chrysian (Caucasian human denizens of a Mediterranean landscape just out to sea. Have darker tans than the peoples that live up north. Chrysians are the natives of this idyllic country and have maintained their spot not only through defensive warfare, but also through trade and strong alliances with neighboring countries. Unlike some other countries to the west, they have never colonized anyone.)
Appearance: 6'4'' high, long-limbed but heavily muscled physique thanks to his arduous training. Bald head with thick, black mustache, a large nose, pronounced jaw and brown eyes. Has two small claw scars on his nape.
Home World: Chrysia, a warm, pleasant country that rests neatly on the shores of the sea. Sparsely forested, its landscapes are dominated by savanna-like grasslands. All sorts of animals, from the miniscule least weasel to the giant straight-tusked elephant, can be found here. The people of the capital, Chrysopol, mostly make a living off of fishing and agriculture, with the famous Fields of Gold being nested in the very city, making it the only city in Chrysia with a plantation within the city walls. Consequently, many exotic plants have made their way to the Fields of Gold, and are only cultivated there, making them highly sought-after even to foreign traders. Chrysians worship Bog and celebrate New Year's day. In Chrysian tradition, each family also has a patron saint which they celebrate every year.
Patron Deity: Bog, the one God, creator of the Heavens and Earth and all that is visible and invisible (according to Chrysian theology). He blesses the children of good marriages with Wonders - elemental powers that enable them to fight Demons, werebeasts and other unholy monsters. There are four in total: Fire, Stone, Wind and Water.
Champion’s Blessing: The Wind Wonder - it enables Mihailo to produce gusts of wind and grants him strengthened lung capacity.
Inventory: Full suit of brigandine armor, often wears a sallet for a helmet. His primary weapon is a war-weight composite shortbow. His sidearms include a cut-oriented longsword and a bollock dagger.
Magic: The Wind Wonder - it enables Mihailo to produce gusts of air. These gusts can be used to propel him into intense longjumps that resemble flight, to power a sword strike, to create a wind punch that increases his punch power to superhuman levels, or, most frequently, to increase the speed of his arrows massively. However, the power of the Air Wonder relies heavily on consistent breathing and can be reduced if Mihailo gets winded or is trapped in a stuffy or anoxic space.
Skills: Calisthenics, pankration and pygmachia. Excellent archer, very proficient swordsman. Also a master of all things regarding meat.
Personality: Mihailo's imposing physique is only superseded by his kind heart. He is by nature a gregarious, humorous and sociable man who's always willing to lend a hand to those in need. He has a tendency to talk a lot, which can sidetrack him and make him forgetful of errands. Nevertheless, he always follows through on them. He has a soft spot for youth and looks upon them with no small amount of admiration. His kindness can be exploited to the point of self-sacrifice, but he will not forget someone who's wronged him, even if he does forgive. He also has a tendency to fall into rage when provoked by particularly revolting enemies.
History: Born in a town north of Chrysopol as the first son of Milutin Avramovich, Mihailo was blessed with the Wind Wonder. While it attracted the attention of his loved ones and his fellow villagers, but also to wicked forces looking to snuff out Wondermen such as himself. At the age of 12, he was sent to the Chrysian Church of Wonders to hone his craft and learn how to use it to help people. Alas, when he returned at the age of 18, he'd found that his home had been ravaged by werebeasts, and that his entire family was dead.
Finding only one young girl - then 13-year-old Maja - alive, he nursed her to health, buried his family and spent much of his life with her, going around cities and offering help wherever he could. Despite feeling distraught, bereft and traumatized, he refused to give up faith and continued to practice what the Church Patriarch had taught him - that even evil must end. In doing so, he attracted more Wondermen of different elements, who wanted to hone their craft with him, and together, they travelled the kingdom and hunted down werebeasts in an effort to stop their spread. In these adventures, he also rescued a young straight-tusked elephant, named him Suro and used him as a travelling companion ever since.
As the years went by, Mihailo's power grew, and so did the rage of Zirrah, the Lord of the werebeasts. 10 years after the massacre of his family, Mihailo discovered Zirrah's lair and fought him one-to-one. He finished by drawing out the air from his lungs and cutting off his head, which was the only way to kill the monster who destroyed his town. Hailed as a hero, Mihailo was knighted. He married Maja, and as of now, they have two sons and one daughter. The Guild is still active.
Extra/Notes: He rides Suro, the giant straight-tusked elephant (Palaeoloxodon antiquus), into battle. The scars on his head were given to him by a lion cub when he was just 10 years old. The hair started jumbling up and growing in, so he had his head completely shaved. He loves barbecued meat.
Race: Human. Generally considered the Tabula Rasa of the various species inhabiting this Earth, Humans are incredibly hardy creatures that can withstand a variety of climates and biomes, climates and biomes other races could not handle. Humans also have an average potential for magical abilities.
Appearance: Wearing a blazer and short skirt, with stylish boots that go up the calves, twin tail hairs dyed blonde, and painted nails on top of that. Mitsuko is the definition of what a Gyaru would look like, stylish, girly, and generally seen as 'deviant' within normal Japanese society. She's also of average height, at around 169cm's tall, and possessing a slim build for a woman of her age.
Home World: Earth. The blue planet, the homeworld of Humans, Elves, Orcs, and many, many other species. It is a planet with a highly turbulent history. From the first human societies rising from the Savannah's of Africa, this world has been transformed drastically over the thousands of years Humans and other intelligent species have been around. In the year of 2018 though, the world is a place of modern marvels and highly advanced technologies, the Internet has made communications and the sharing of ideas worldwide a breeze, the advent of the modern aeroplane has made worldwide travel nearly trivial, and the various nations of the world, long separated by mountains and oceans, have never had better contact with each other. Currently, the various nations of Earth have been occupied trying to decarbonize and tackle the issue of climate change, a pressing issue that is changing both the magical and natural world everyone lives in.
It has also been many, many years since everyone banded together to defeat the Eldritch abomination that threatened the world in 1989. An event that would be forever known as the Shattering. Mitsuko was born quite some years after the Shattering, not knowing much about what happened outside the fact that the Moon is no longer whole again, and has been torn apart for some time now.
Patron Deity:Amaterasu. The chief deity of Japan, and Mitsuko's mentor for 4 years. The woman is well known among the various deities of Earth as one of the most powerful, imprisoned from 1945 to 1979 due to her involvement in the Imperial Japanese war effort. Amaterasu has made a complete 180 in terms of her morals ever since the dark days of the last war her country ever fought. Focusing her efforts into defeating the Eldritch abomination, and, once that was over, improving Japan's economic and social conditions to make it a nation worth living under.
Champion’s Blessing: If pressed. Mitsuko is capable of sending the full heat and power of the sun in the direction of her enemy. A beam powerful enough to turn even the ground below it straight into Ash, and surely destroy the enemy in it's wake. It will leave Mitsuko extremely exhausted and incapable of fighting anymore though, since all her mana reserves would run out after performing such a spell.
Inventory: - An Iphone with a cute cover and some trinkets of small animals chained into it. - A leather bag containing makeup and a notebook for taking notes. - A kukri in her bag in case she has to resort to hand to hand combat.
Magic: - Sun spells. Mitsuko can channel in heat magic like no other, being the Champion of Amaterasu, Mitsuko is capable of doing sun blasts that can fry an enemy, instant combustion spells, and even blinding an enemy via a blinding spell. The problem with Mitsuko is that all these spells take a ton of mana to cast, and she can do no more than 10 spells at maximum until her mana reserves run out. Mitsuko's recharge rate would ensure she could be back in action after 30 minutes, but in the intervening period. She can only rely on her hand to hand combat skills or weapons if necessary. - Regular defensive spells. Mitsuko can also channel in personal shield spells and localized shield spells (casting a shield only on her arm for example). This takes far less magical power to do, so she relies on these spells far more, the problem with these spells is that, outside of bashing, there is not much use for these spells when you're on the offensive.
Skills: - Sense of Fashion. Mitsuko is a fashionista through and through, she knows what makes someone pop off and what sort of makeup you need to apply in order to make someone look as presentable as possible. - Knowledge of magic. As a champion of Amaterasu, Mitsuko was taught extensively about magic and the various things you can do with it. She has a nearly encyclopedic knowledge about magic and it shows when you're battling her, she may not use a ton of spells, but the spells she uses would be very deadly if they found their mark. - Hand-to-hand combatant. In another life, Mitsuko is a massive delinquent, she grew up in a poor household and fell with the wrong crowd during and after high school. As a result, Mitsuko knows extensively about Karate, knife fighting, and the little tricks and tips you need to know to ensure a fight ends in your favour.
Personality: An incredibly assertive woman. Mitsuko knows what she wants, and how she would get it. The woman has a history of butting heads with authority figures throughout her life, and as a result, Mitsuko has a more standoffish personality if she feels threatened, usually intimidating someone who she knows is a threat. If you are an ally of hers though, then she is someone that fits more into the 'gyaru' stereotype, someone that talks a lot about fashion, the latest trends, and girly things such as taking selfies, good food, and speaking in short form sentences that typifies the gyarus in Tokyo.
As an apprentice to Amaterasu, however. Mitsuko also can be incredibly formal if need be. But she sees this more as a necessary burden she needs to carry to get what she wants.
History: Mitsuko Imada was a nobody. Born in 1995 to Burakumin parents, she spent most of her life under constant hardship. This, coupled with the fact that the city she lived in, Osaka, is famous for its crime, does not help with matters either. Living in an impoverished household in a city famous throughout Japan for its crime rate. Mitsuko grew up very hardened and committed petty crimes as young as 14. This life of hardship did teach her many things though, the gang she was in was famous for its Karate techniques, and Mitsuko was practically a black belt in Karate by the time she graduated high school. It was unfortunately just a couple of months after graduation that the worst occurred. An armed robbery had gone wrong and all of her gang was caught by the police. She spent some time in prison until an opportunity unlike any other presented itself for her.
It was just as Mitsuko and her gang were escaping from the robbery site that Amaterasu happened to stumble upon her little group of crime doers, the deity herself was busy walking the streets of Osaka to enjoy the sights and take her mind off of things for a little while, but the moment she read on the police documentation of her. Her mind was piqued, and she presented Mitsuko, and only Mitsuko, an opportunity to be Amaterasu's champion. She would take Mitsuko under her, teach her magic, and ensure she and her family would have a place to stay and be safe.
The woman is initially very skeptical of her offer, thinking of her as just some scammer and not the ACTUAL Amaterasu, but, seeing no alternative, she quickly accepts her offer and became the Japanese Sun Goddess' apprentice.
It has been 5 years ever since she took the offer, and her life has changed significantly for the better. She's become a lot less aggressive as a human being, has actively brought economic development to her neighborhood in Osaka, and became an all-around better human being. She learned magic, and the ways intelligent beings can manipulate the magical energy present throughout the world to their advantage, she has defeated many magical criminals and ne'er do wells throughout the world, and her position as a Champion of Amaterasu was tested and proven when she fought Susanoo during her 2nd year as her Champion and won.
Humans are not supposed to fight deities and win, and yet here she is. Only 2 years, and defeating the god of thunder and storms. Amaterasu realized the potential Mitsuko has, and decided to maintain her status as Amaterasu's champion.
It is also during these years that Mitsuko changed her style drastically. Dyeing her hair blonde, and changing her wardrobe to become more stylish, the Mitsuko in her twenties would be unrecognizable to the Mitsuko just out of high school, and she thinks that this is for the better. It is also during her time as Amaterasu's champion that this world was contacted by Pax Celestia, and Mitsuko agreed with Amaterasu to go there and act as champions for their world.
Extra/Notes: - She fits the Osaka stereotype to a T. Outgoing (by Japanese standards), talks a lot about money, and even has a very thick Osaka accent to boot. - She is a senior agent under the OMR. But really, she acts more as Amaterasu's champion more than anything, only taking cases when Amaterasu doesn't have any errands for her to do. - Amaterasu's errands for her generally revolve around catching magical criminals or doing straight-up fights in the Japanese countryside against rogue spirits and magical beasts. - The world she's from is pulled from my original setting RP
Name: Tsi Hijum (Alun name, Birthname); Azhdasagath [She who Judges by Fire] (Shadhini name)
Age: 55
Gender: Female
Race:Alun: The Alun are a clan/culture that fit within the race of elves, noted for their comparatively long lifespans relative to humans, and their distinct long ears, fair skin and hair, and lack of significant sexual dimorphism, with both sexes appearing quite "feminine" by human standards. Elves, including the Alun, were once the dominant race in their homeland of Alath, however they were later enslaved en mass by humanity following their migration into continent of Alath. While Humans, Elves, and the various "orc" peoples come from a common ancestor, Humans and Elves have diverged far enough that they can no longer reproduce together (while conversely, Elves and Orcs are still closely related enough that they can produce viable hybrid offspring, and mixed populations are quite common in the border areas between the two races). She still looks quite young by human standards, resembling a 30 or 40 year old human woman in age.
The Alun were historically a semi-nomadic people who lived in a transition zone between the deep forests of Alath and the steppe. The ancestors of the Alun arrived via coast as transplants from a forest dwelling population by boat, before arriving in the steppe. By the time of contact with humans, the Alun were an influential culture in the region, living as semi-nomadic horticulturalist and pastoralists, transitioning between forest gardens and foraging in the spring and summer, before leaving to return to the steppe to raise herd animals in the autumn and winter. Having learned the art of ironworking from the Orcish tribes, and with a steady influx of iron from them, the Alun held a position of influence over the less militarily advanced elf tribes. This changed when humans arrived, seeking to settle a newly discovered continent, they came with guns and disease to subjugate and conquer the Elves. The Alun failed to maintain their independence and were subjugated by the humans. Since then, their culture has been one of perpetual slavery.
Appearance: Tsi is approximately 7 feet tall, slightly taller than the average member of her people, in part due to her liberation from chattel slavery at a relatively young age. She has very pale skin, almost translucent to the point that her veins can be seen as blue markings under her skin. Through years of warfare, her body is heavily scarred. Her back is particularly heavily scarred due to being flayed as a punishment in the Slave Revolt. Her eyes are a piercing dark blue, a trait common in cultures such as the Alun who hail from the south of the continent. Reflecting her life among and assimilation into the Shadhin orcs, Tsi wears her hair in the style of a traditional Orcish warrior, and has her face tattooed in the tradition of Shadhin war leaders.
Home World:Atosh: Atosh is a world divided. The center of the world is dominated by a vast desert, with the equator being uncrossable due to the heat of the equator being uncrossable for any living thing. The south of the world is inhabited by three major races: Humans, Elves, and Orcs. What lies across the terminator line is unknown to anyone in the south.
Patron Deity:Uzhdifal - The Orcish god of Law, Kingship, Domination, Vengeance and Blood Feuds. Uzhdifal is not a god worshiped by the Orcish commoner, but a deity of royalty and statesmanship. He is also the patron of vengeance and blood feuds, reflecting their centrality to the Orcish clans and their violent periods of succession. A Pan-Orcish deity, many leaders of clans and hordes claim descent from Uzhdifal. Tsi was inducted into his cult when she was declared King Sanoth's personal retainer. She became a devoted worshiper, working on his behalf to spread the rule of King Sanoth, and to invoke her vengeance upon humans.
Champion’s Blessing:Falling Star: Shortly before of the taking of the human city of Steryx, it was though that the city was untakeable by virtue of it's mighty walls. During the seige of the city, a great meteorite fell from the night sky, striking the city, crumbling its walls and collapsing the encampments that the defending army was staying in, killing a large portion of the city's army. After the battle, Tsi ordered the meteorite to be recovered and brought to her. Upon the discovery that the meteorite was made of iron, Tsi ordered that it be taken to the greatest smith among the orcs, and turned into a weapon. The meteorite was processed into steel, and fashioned into a mighty sword. This sword, now known as the Falling Star, was imbued with the power of the skies, producing strikes that were backed with electric force, as well as the ability to create powerful shockwaves with it's strikes, and to discharge electricity that can strike enemies from a distance with the power of lightning.
Inventory:
Qafunazhdasirath: Derived from the Shadhini words qafun (gunpowder), azhda (fire), and sirath (lance), the qafunazhdasirath is a firearm developed by the Orcish peoples in response to conflict with humans. Humans arrived to Alath with firearms, something that the Orcs quickly adopted for themselves. The Qafunazhdasirath is a an advantage over the earlier lunun (a loanword from the language of the humans), which operated on the basis of a simple matchlock principle. The Qafunazhdasirath makes use of an 8 chambered revolver system and the ability of its user to be magically trained, capable of producing a means of ignition inside the weapon, this removing the need for reloading between shots. The barrels remain unrifled, meaning that the shots are lacking in accuracy, but the quickness between shots makes up for this discrepancy.
Healing Herbs: After years as a war leader, Tsi has become quite familiar with battlefield first aid, and keeps with her basic painkilling herbs and drugs, as well as anticoagulants, bronchodilators, and tranquillizers.
Magic: Tsi has been trained in basic magic by the shamaness of her tribe. She is able to create basic bursts of fire, and able to shield herself with good skill using wards. Using the Falling Star, she is able to create powerful bursts of lighting and electricity, and absorb electric attacks.
Skills: Tsi is known for being extremely charismatic, and has excellent speaking ability, able to rally many to her cause with a few simple words. She has literally command armies and stood against empires. She is extremely skilled at swordsmanship and gunnery. In addition, her presence is quite commanding, being able to render those with weak constitutions to simply cave into her by her presence alone. After a lifetime full of beatings, torture of every conceivable nature, and battlefield combat, she is in possession of an extremely high pain tolerance, and shows great fortitude in the face of danger and death. She does, however, rely on shielding and simply tanking attacks from her enemies. She has been left permanently crippled in her left leg following a gunshot wound in her lower thigh near her knee, leaving her with a distinctive limp, thus rendering superior speed and agility unattainable to her.
Personality: She is best described as cold and stoic. Years of traumatic and brutal fighting has left her emotionally broken and stunted. This also manifests in at times inappropriate and immature outbursts of frustration, often accompanied by acts of extreme cruelty against those who upset her.
History: Tsi was born in the Kingdom of Arrow, to an enslaved family. She was raised by her father, Hijum, her mother having been sold shortly after her birth. Tsi worked initially as a laborer, before she was promoted to become a guard for the villa she worked for. The villa belonged to a local aristocrat, and after a visit, Tsi caught his eye as a particularly impressive slave, being quite taller and bigger than her fellow slaves. At age 16, she was purchased by this governer and assigned to his team of personal bodyguards.
After 5 years in service, she had come to grow in hatred for her new master and all things related to humanity. She and her fellow guards came to the decision to not only kill their master, but to seize his territories and create a free state for the Alun and other elves. The plan went off without much issues. The slaves slaughtered the governor and his family with little mercy, and seized his lands, encouraging all enslaved elves to rise up with them. The rebellion lasted about a week. Before the armies of the Kingdom were able to force the slaves into surrender. It was in this conflict that Tsi recieved the bullet wound to her leg that would leave her with a permanent limp. For their actions, the leaders of the rebellion were killed, while the other lower ranking guards would be made examples of. Tsi and her fellow guards were to be flayed and sent into exile in the steppe. Having been captured, Tsi was flayed on her back and salted, before she and those who survived the flashings were sold off as payments for foreign debts.
Tsi in particular was sold off to an up and comming Orcish warlord named Sanoth. Sanoth was in the king of the Shadhin, a relatively powerful equestrian tribe that had made a name for themselves by their skill at mounted gunnery. A peace treaty had just been reached with Sanoth and he and was given slaves as a part of the agreement.
When she was brought before Sanoth, he was quite impressed with her size, and asked her about her background. Upon hearing of her history as a soldier, and her history and falling out with the Kingdom of Arro, sought to exploit her desire for vengeance. He deemed her a slave-warrior, and assigned her as a commander over a squadron on lower soldiers.
Tsi would prove her worth when Sanoth decided to wage war against a fellow Orc tribe. Tsi observed the disorganization of the Shadhin armies and sought to improve them with tactics she had learned from Arro and her fellow guards, many of whom were former soldiers themselves, to work with them to improve their tactics. In what would otherwise be a costly battle, the forces lead by Tsi prevailed greatly. Throughout the war, the tactics that were taught caused Tsi to be exceptionally successful, and Sanoth was so impressed, that he appointed her to be his personal slave, and to lead his armies. After various conquests of rival Orcish tribes, Sanoth was critically injured and left in a vegetative state, leaving Tsi in full control of all of the armies of the Shadhin.
Feeling the power available to her, Tsi began an invasion of Arro. The fierce Orcish soldiers under her command burned everything in their path, putting anyone or anything that got in their way to the sword. The forces of Tsi tore to pieces what was once the most powerful human empire on the continent. Tsi put every city to ruins, taking their riches and furnishing the capital camp of the Shadhin.
Following the destruction of Arro, Tsi ruled as as a defacto queen in the regency of Sanoth for 5 years before his death, and backed his eldest son. This was contested by Sanoths younger son, who arranged for Tsi to be killed. During her prayer to the God Uzhdifal, she was shot in the back of the head.
While this would normally be the end of her story. However, at the last second, she was miraculously saved by the god Uzhdifal. She was offered the chance to become his champion, however, much like her life, she would act as his slave, and work though him. She is, however, believed by the Orcs to be dead.
Extra/Notes: given her history, Tsi has an intense dislike and distrust of humans, and fondness and respect for orcs.
Race: Moon Elf. The elves of Elvira are divided into 2 subspecies: The Sun Elves are a peaceful and friendly folk of the land, are exclusively male, usually tanned to dark skin because they spend most of the days farming outside during daytime and tradition has it that their name starts with a “Z”, for they are the second-born of the Creator.
The Moon Elves are vigilants and protectors of the realm, exclusively female, their skin complexity ranges from pale to light blue, as their waking hours are spent during night time and as the firstborn of their Creator, the Moon Elves have a tradition of adopting names that ends with an “a”.
Appearance Illistrianna is an elf of otherworldly beauty, by elven standards. She is the pride of the Moon Elves, as it is said she might be blessed by Lunara herself to become her avatar. Mirroring the fabled description of the goddess, Illistrianna bears an alluring slender silhouette of ivory-white skin, long silvery locks of hair, cold-blue eyes that seem to pierce the darkness
Home World: Elvira. Homeland of the elves, it is surrounded by towering mountains and the ocean, creating a natural barrier against the outside world only accessible through the air. To add another layer of protection, giant trees surround the realm at the mountains’ foot and the ocean’s shore. It was told these trees were planted by the oldest of the elves to secure the land from prying eyes. Past the treacherous mountains and the dense forests, true beauty awaits at the center of these lands. Verdant plains and glistening lakes make for most of the realm.
While humans conceptualize that polar opposites are keen to confront each other, the Elves rather think that opposites are two sides of a coin, forming a whole and bringing balance to the natural order of things. Only by understanding this concept can a society thrive to its fullest. Elvira is populated by two kingdoms: Solaris and Lunaris.
The concept of those two kingdoms dates as far back as to the creation of the Elves. A single higher power gave birth to two children, one born of gold and the other born of silver. The Elves are descendants of those children, never mixing with each other but acknowledging they are of the same divine lineage, and thus vow to look after each other even through their differences.
Solaris is the Sun Kingdom, populated mostly by the Sun Elves and a handful of Moon Elves. The kingdom stands at the very heart of Elvira, surrounded by plains and a lake. The people live their life in peace, farming the fertile lands all day and enjoying themselves in festivities during the evening. On the other hand, Lunaris has taken upon the mantle of protectors. Moon Elves live in the forests surrounding Elvira’s borders, ever vigilant to potential threats that manage to reach the realm. Rare are the Sun Elves in this kingdom.
While the servants of the moon are patrolling the lands and keeping it safe, the Sun Elves offer generous tributes to their nightly brethren to help and show appreciation. One could say that despite their peaceful life, a Sun Elf toiling the land has just as much fervor than a Moon Elf fighting, producing enough food for two families.
Patron Deity: Lunara. She is the firstborn of Elvira’s Creator, Empyrean. Born of silver light, she embodies the moon. Lunara reigns over the moonlight and the night. As the elder sister, the dogma followed by all Moon Elves is to fight at all costs to protect your kin, fight to honor your family and friends. Her light shines the strongest when guiding those who are lost in the darkness, for despite being harsh and seemingly cold, she is the wisest and most benevolent.
Champion’s Blessing: Sanctuary. A staff made of the purest white wood. One of Lunaris’ most sacred relics, Sanctuary is said to have been the vestige of the first tree from which the Moon Elves were first born, which now serves as an anchor to Lunara’s will to protect her children. It has been kept on a pedestal, in the heart of the capital’s castle since the dawn of elven civilization. By the will of Lunara, the staff is now in Illistrianna’s hands to guide her into her journey away from home.
Sanctuary is just as its name implies. Its powers put to shame any and all manner of magical protection. It creates a small barrier around the holder, shielding those within the barrier from anything outside it. However, those within are also cut off from the outside world, unable to hear or see anything outside. Sanctuary is meant to be a place where the chosen ones need a safe haven to rest, heal and prepare where it otherwise would be impossible.
Inventory: Illistrianna doesn’t have much on her person. She holds dear a symbol of her goddess Lunara, a journal and a sword both given to her by her sisters. She also carries an assortment of fresh fruits from the royal gardens, her personal medicine pouch and spare healing potions.
Magic: As the High Priestess of Lunara, Illistrianna has been blessed with outstanding divine powers. Her specialties are healing powers and supportive magic to aid warriors in their battles. Her magic is often characterized by a glow of silver moonlight surrounding her.
While Illistrianna’s magic can seem limitless, the strength of her magic is tied directly to her goddess. The strength and amount of magic she can use is proportionate to how close she is to Lunara. The further she strays into the darkness, the weaker her magic becomes. If she asks too much, she has to compensate by using her own life force, which has its own limit otherwise she could very well end up ending her own life by trying to cast too much magic.
Skills: Illistrianna has no actual skills of note. The only thing she has is uncanny charisma and wisdom, making her a natural diplomat, negotiator and leader.
Personality: As mentioned previously, Illistrianna is a charismatic and wise leader. Her upbringing caused her to look cold on the outside. Calm and collected, she rarely talks without an actual purpose, her words well-chosen. Despite her appearance, she is kind and looks out for the well-being of those under her care. Illistrianna is very religious, her decisions guided by the dogma of Lunara’s teachings.
History: Illistrianna was born of triplets, each coming to this world with great expectations as they would each become the Heralds of Lunaris. Being born with physical traits that were thought to be some sort of reincarnation to the goddess Lunara, Illistrianna was raised to become the next leader of the Moon Elves. Most of her youth consisted of being holed up in an ivory tower, learning to become a proper monarch and leader to her future people, while her two sisters grew out to become a warrior and a wandering scholar.
Hundreds of years passed and she effectively came at an age to become the successor to the crown. However, feeling that she was not born alone and that her privileges were meant to be shared with her kin, she shattered the old order and re-established a new Moon Order, from which the leading members would be a Council of Elders and the Ruling Council formed by the three sisters. While Rosearia would lead Lunaris’ defenses and Annastaria would oversee the Magic Council, Illistrianna would act as the face of the Council and would announce the decrees and become the head of diplomacy towards outside forces.
On top of being the leading face of the Moon Elves, Illistrianna would restructure the religion of her people according to the voice and dreams that guided her throughout her life. She evolved from being a simple devout to High Priestess in a short amount of time. The fading moon religion was rekindled thanks to her efforts, and Lunara’s blessings have never been stronger than before, which led to the belief that Illistrianna truly was meant to be the goddess’ avatar.
Name: Jot Age: 19 Gender: Male (Varies) Race: Half-Demon (Half-Celestial) Appearance: This young man reminds you of a menacing bat. He has beady blood-red eyes. His thick, straight, black hair with worn in a style that reminds you of a helmet. He is short and has a boyish build. His skin is light-colored. He has long-fingered hands and cloven feet like a goat, with bat-like ears and two very short horns growing out of his temple. While humanoid, his non-human ancestry gives him a strangely attractive appearance.
Home World: Gilea. A blue green world of oceans, continents, and many islands, populated by a wide range of fantasy races.
Although technically Jot was born in the Underworld, a harsh and barren demonic plane. The spinning of Gilea draws much of the magic from the Underworld , only to radiate it to the Celestial plane. The pale energized clouds allow the gods to create incredible palaces. Celestials are known to sometimes slip down to the Underworld to beat up whichever demon they find.
Demons are always striving to get to the material world of Gilea, as they can tap into the world's magic to great effect having struggled so long with so little. Many try to disguise themselves, but sometimes a celestrial will alert one of their champions so they can watch and enjoy the chase.
Patron Deity: Lord Jester, the trickster. (A.K.A. The Old Wolf; The Fallen Lord.)
-This guy puts you in mind of a witty comedian. He has deep-set violet eyes that are like two windows on the evening sky. His luxurious, straight, salt and pepper hair is medium-length and is worn in an utilitarian, severe style. He is tall and has a wiry build. His skin is cream-colored. He has a large nose and wide feet. His wardrobe is complicated, with a lot of greys and blacks.
-The Wolf, black and gray fur with cream highlights, as tall as a two-story building. His howl can bring wolves from miles around.
-Nature deity of the Oscana mountain people, until they were invaded by the Bregon Empire. Their gods took him and the others, draining their powers and then banishing them to the Underworld to suffer. Each of them gave what little power they had left to Lord Jester on their death beds so he might gain revenge for them.
-And when the Bregon Empire fell and their gods were cast into the Underworld, they found the Old Wolf waiting for them.
-Lord Jester cannot leave the Underworld unless a spot is prepared for him as part of a summoning.
Champion’s Blessing: Inventory: An iron amulet of The Old Wolf's head. Magic: Storage magic - Jot has a pocket universe, currently with the capacity of a large sack, that he can summon. He uses a satchel to disguise it. Elemental magic - the ability to command the earth, wind, fire, and water. Conversion - he can drain the heat from a fire or those around him to replenish his magic. Handy if someone tries to burn him at the stake. Immunity to cold iron - thanks to his Celestial side, iron doesn't affect hm. Skills: Personality: (Could be as simple as a few words related to personality traits, or more expansive if you want) History: (I’m expecting at least three small paragraphs, but again if you want to define a lot of their back story, feel free.)
Extra/Notes: (A place to put anything else about your character you think we should know)
Original concept was he's a shapechanger, but I decided that was too much. He'll need to disguise himself on many worlds, I'm sure.
Oh man. Tsi is going to have a field day with Mitsuko. I can already feel the rage in her.
My whole idea behind Tsi was basically "What if Tamerlane worshiped Molag Bal?", so the idea of her interacting with a Japanese gyaru is hilarious and I can't wait to see it.
That said, I could see some unlikely bonding between them given both of them basically come from the dregs of their respective societies and were born as nobodies
Suddenly emerges from the brush, drops CS, slithers away and refuses to elaborate
Name: Cynthia Schovajsa
Age: 56
Gender: Female
Race: Reptilian—a long-lived race of demihumans created using the stolen DNA of apex human specimens, and the DNA of their hyper-intelligent extraterrestrial invaders, whose name the demihumans are forced to share. For some, being created by "lizard people" rather than gods is enough reason for prejudice, but with forked tongues, inhumanly sharp eyes, and fangs and claws tough as iron, few humans or even near-human races consider them as friends, relegating them to the company of other beings humans collectively call "monsters." Female reptilians also carry a potent venom that can be used both to kill and to dull pain, making them preferred as soldiers.
Appearance: A rather severe-looking woman of Amazonian height—about 6'10'' (208 cm) when perched on her toes. With a razor-sharp glare and flowing white hair that is longer than most humans are tall, she certainly catches the eye, but is not what most would call beautiful, despite her lack of facial scars. She is a bonafide soldier, preferring war paint to makeup, commanding with intimidation over grace. Still, unlike many of her brethren, she is human enough that, with her clawed arms and feet hidden behind a cape or table, one could almost forget she is a reptilian—until she opens her mouth. For this reason, she is shy with her words, and frequently (and literally) bites her tongue to keep it in check when speaking. Focusing both eyes on the person speaking to her is also a work in progress.
Home World: Cynthia's homeworld of Dominus suffers greatly under its patron god, whom it is named after. The scar-shaped wastelands that mark the front lines of its eternally raging wars can be seen more easily from space than its remaining civilizations—but this was not always so. In times past, when the gods were allowed to wage war freely with each other, Dominus was a thriving global civilization of Spartan-tier warriors with enviable technological means—a truly unassailable fortress of a planet during its golden age.
Then, everything changed. Unable to satisfy his lust for war in this new world order, Dominus turned the denizens of his own world against one another. With his own people dragging each other down in constant civil war, they were overrun by the now-superior reptilians—but Dominus cared little, as long as war continued. Caught in the middle, the newly-hatched hybrids were pressed into service in the war as soon as they were able—and employed by both sides of the conflict, as many eggs were stolen from the reptilians during various rebel incursions. The resulting child soldiers on both sides would eventually band together in the Great Revolt, ultimately choosing humanity over their cold, uncaring parents, who reminded them only of war.
But the promise of an end to conflict proved ephemeral, as the humans held no real place in their hearts for these hybrids, referring to them all with the familiar epithet of "reptilian." The hybrids were driven underground in Traitorous Crusades, fleeing to caves hidden in the mountains of the desert, while the humans migrated ever northward, to where their cold-blooded enemies could not easily reach. The conflict continues; for a spell it may pause, but on and on the war rages, and changes, but does not stop.
Patron Deity: Dominus, god of war. Loathed by nearly all his people, he remains a valued member of Pax Celestia, his reputation among other gods upheld by his long, gilded history of accomplishments... recent events notwithstanding, of course. He is notorious for producing strong Champions and "motivating" them to set out on the most dangerous of missions, laying claim to many victories when other Champions lacked the courage to fight without one of his at their side. They are known to be highly skilled warriors, but it is also well known that his Champions are virtually worked to death and never reach old age. Cynthia, though relatively young for her race, is the oldest Champion Dominus has ever had, and many of her people are gossiping about it, with hushed jokes about her impending "retirement." Sadly, it seems few among the gods are wont to criticize his methods, effective as they are.
His sword, Nefas Dominis, can bend space and command gravity, crushing anything. The armor he wears was forged from the bones of a god of fortresses, whose name has been lost to the history books of mortals. Its wearer cannot be harmed except by weapons made using a process known only to the gods themselves—and even with such a weapon, the armor remains highly effective.
Champion’s Blessing: What else to expect from a god of war but a sword? Named Ninkigal, it grants its wielder power over the earth, and increases one's strength the closer they are to death. The meaning of such a gift seems obvious to all who know Dominus well: "By all means, bury your enemies, but while you're at it, bury yourself too." Like all weapons gifted by Dominus, it is unnaturally durable, but by no means indestructible—mirroring their wielders. Both the mysterious ivory-colored metal and decorative sapphire are said to have been taken from the core of a destroyed planet. When its power is called upon, the jewel emits a sound that, while inaudible to humans, induces an emotional state best described as "impending doom."
Only Champions may use the sword, with all other mortals attempting to wield its true power doomed to be swiftly petrified, their limbs crumbling to dust under its sheer weight. While it's widely considered "bad luck" for Champions to trade their god-given gifts around, any Champion strong enough to lift Ninkigal may technically use it. Only Cynthia may draw upon its powers merely by possessing it, however; others must swing the sword to achieve any desired effect, making controlled use of its powers rather difficult for anyone else.
Inventory: Accustomed to long marches across deserts, up mountains, through rainforest and tundra, Cynthia travels light. Aside from her fancy new sword, her trusty survival knife, flint and steel, a canteen, some old bandages and a compass/pocketwatch round out her kit. Most of her body is covered in scales already, so her armor is light, consisting mostly of leather and just two steel vambraces for deflecting attacks. The inside of her breastplate is lined with magic gemstones that can generate heat, giving just enough cold resistance to not expire from merely walking through snow.
Magic: Magic is Cynthia's biggest weakness, as without her Champion's Blessing, she has none—and no experience using magic without it. Fortunately for her, it turns out that hurling big rocks at her enemies is pretty intuitive, as is building defensive walls in a pinch. Unfortunately, her inexperience is not the only thing holding her back in the magic department; cold-blooded reptilians are especially susceptible to ice attacks, and their keen eyes, accustomed to living underground and hunting at night, do not appreciate bright flashes.
On her homeworld of Dominus, mana works in a very similar way to muscle; the "use it or lose it" rule applies to one's mana pool, making Cynthia's fairly low. Additionally, mana builds up quickly over the course of battle, but gradually ebbs away afterwards, like adrenaline. With the exception of cataclysmically destructive spells, it will generally build up faster than it is consumed, allowing mid-tier spells to be used with impunity, but larger attacks will be late to the party, if they get used at all. Any magic user who can steal mana or bottleneck its flow can cripple Cynthia's deceptive magical capabilities almost instantly, causing her to prefer the sword.
Ninkigal itself almost exclusively commands the earth element. With it, anything from the smallest grain of sand to the tallest mountain can be moved, given enough time to produce the mana for it. The elemental spells give her a lot of control over the field, vastly increasing her options, lending her both offensive and defensive support when needed—as long as she is outdoors. She still has a lot of options indoors, but most of them are bad. Except one: Salt the Earth is a purification spell that can eradicate most basic curses and toxins, including her own venom. The raw physical and magical power of Ninkigal's wielder is also increased, in a function that correlates both to blood loss and adrenaline, the nature of which Cynthia neither understands nor attempts to rely upon.
Skills: Cynthia is well-versed in all things "battlefield survival," including navigation, bushcraft, first aid, CQC, and the use of many weapons, including various forms of swordplay—but only the most primitive of firearms. She is a skilled runner and climber, courtesy of her reptilian claws, and a nigh-unrivaled hunter thanks to her keen reptilian eyes and smell, which can track prey for miles. Once caught, Cynthia's prey is not safe from her stomach, either; she has an iron constitution and can eat almost anything, as long as it contains a less-than-average amount of poison. She's quite hardy in general—even if she loses an arm, it'll grow back in no more than about 20 years. Or 20 hours, if there's a particularly dedicated, magically-trained healer in the house. That might save some time.
Though she is also a competent swimmer, she can only realistically do so in warmer climates. For her, what humans would consider a mild wind chill combined with soaked clothes can be debilitating—frigid waters, a near-guaranteed death sentence. Her venomous bite can be used both to make painkillers for her allies and to quickly paralyze and subdue an unsuspecting opponent. A stealthy ambush is usually required for the latter, as the venomous fangs reside toward the back end of her mouth, requiring a "full bite" for any appreciable effect. The inside of her left forearm is pockmarked with scars from self-bites to abuse the painkilling effect.
Though she possesses many of the skills that typify nobility, few are inclined to respond well to diplomacy when terms are given by a reptilian, especially one whose voice is reminiscent of a goblin with smoker's lung—no matter how well-chosen her words may be (and as quiet as she is, they most assuredly are). For this reason, she's better off playing the role of an advisor than a negotiator, unless the situation demands the use of intimidation, in which she excels. In fact, she excels so much at intimidation that most human-domesticated animals are terrified at the mere sight of her, relegating equestrianism to the confines of her more childish fantasies. Cats, however, while skittish around most humans, are almost magnetically attracted to the lower tones of her gruff accent. Figure that one out.
Personality: Cynthia could be said to have the personality of an igloo. Though she is cold, both outside and in, she aims to be the stablest of all warriors, ever unflappable, slow to anger, and just warmer than the cruelty of man, of the world, and of the war. Under her wing, the weak become strong, and the dull become sharp, while she keeps the worst of the storm at bay. She will come to the aid of others, but will not hold her tongue during the lecture afterwards. Though a divisive figure back home, she is well respected and trusted by her soldiers, and many among them think of her as family but would dare not say it.
Despite her pedigree as a soldier, she is still also a princess (but spare your ears the lecture and don't call her that). Better known by her informal title, Dominessa (War Queen), she is notorious for pushing unending "menial" tasks on her underlings, both to keep the youngest away from the front lines and to spare herself the embarrassment of attempting to competently wield a sewing needle or frying pan in front of others. Many see her as a closed-off person, and keep a modest distance. Place her in the company of orcs and give her some liquor, though, and the gallows humor, war stories and philosophical ramblings come out. That's right: despite her gruff and cold exterior, some semblance of the hyper-intelligence of the ancient reptilians resides within. It's a little-known fact amongst her inner circle that she has, in fact, written two books under an assumed name. She is very secretive about this.
History: When the humans betrayed their temporary hybrid allies, Cynthia's grandmother was their leader, and the hatred and distrust of humans has remained a signature aspect of the family—until now. Unlike her siblings, Cynthia did not grow to hate humans, which has baffled all and offended many. Some called for action against her, but her results in the war spoke for themselves and could not simply be explained away or written off as the falsely attributed accomplishments of others. Cynthia was ruthlessly efficient, but not cruel; her heart full of pride and drive, and not hatred or desperation. The wisdom to rule over her people is reflected in her actions and attitude toward the war, and the soldiers have taken notice. As such, she keeps a healthy distance from the courts, preferring sharpened steel over dull politics.
Unfortunately, her attempts to gain power from the front lines, away from the prying eyes of politicians, did not go unnoticed by Dominus. She holds little admiration for Dominus, as do most, but doesn't have much choice in her appointment as a Champion. Her appointment is just one of several conditions necessary for a very promising accord between multiple non-human factions, an accord which could force the humans to acknowledge the demihuman races' right to exist. Further complicating matters, most of Cynthia's siblings, the go-to alternative choices for a Champion, are more reptilian than human, and Cynthia the reverse—more human than reptilian—a fact that ensures Dominus' choice causes maximum political chaos, and solidifies his offer as one that Cynthia cannot easily refuse.
For the sake of the war back home, then, she decided that it was best to leave on this mission that she, personally, couldn't care less about—if only because she doesn't yet know the details. However, there is little hope that she was chosen as Champion for any other reason than to remove her from Dominus' chessboard. Though descriptions of her attitudes toward humans range from "practical" to "neutral" to "milquetoast," all agree that she is a potential troublemaker, and to cast one's lot with her is to stand directly against the status quo. Many in the family are jeering and wishing her a "happy retirement," and few are praying for her safety—but Cynthia chooses to give only the latter voices space in her mind, as she tries to focus on the struggles in front of her.
Let me know if anything went sideways. Came in late and wrote this in a semi-hurry to get in this while it's still open.
Edit: Added more details about Dominus and Ninkigal. Cynthia also got a bit more personality, with extra strengths and weaknesses.
Appearance: Draven appears to be a young man with black hair and green eyes. He is 5'8 and a half, and slender bodied.
Home World: The world of Oearn is a world deeply steeped in magic. There are great rivers running through most of the countries, even the deserts, and the Great Rivers are a good means of transportation. Also, there are quite large inland seas, but no oceans like the Atlantic and Pacific. The world is said to be influenced by the dreams of Earth, a weird realm where magic is weak. In Oearn, there is a counterpart to most of the cultures on Earth, but also entirely different and bizarre countries. Draven is from the "British Isles' called Albion in this realm. His country is the most influential for magic across the world.
Patron Deity: The Omniscient, god of Knowledge, Wisdom and Enlightenment. Conceptually the most powerful god of magic there is. At least, according to Draven. The Omniscient, just so you know, is a giant tortoise.
Champion’s Blessing: Draven has a magical replica of all his spells that he can conjure into material being at will. The Tome of Draven allows him to learn all spells that effect him, good or bad.
Inventory: Magic Reagents and a magical wand that allows him to cast minor spells in areas where magic is dead.
Magic: d20pfsrd.com/magic/spell-lists-and-do… All 0-6th level wizard/sorcerer spells. In addition, Draven has The Sight, meaning it is impossible to deceive him through magical illusions, and he can see the moral alignment of anyone. Whether they are good, evil, or something else.
Skills: Greek and Celtic martial arts, medicine, alchemy, astronomy, chemistry, history, engineering, physics, biology, mathematics and philosophy, swordsmanship, and archery, not to mention explosives.
Personality: He is benevolent over all but very detached, which can lead to evil deeds. He is obsessively studying both magic and science.
History: Draven was born hundreds of years ago, becoming an Archmage and brilliant scientist. Devoted to knowledge, scientific, magical and otherwise, he obsessively learned from the words of The Omniscient, through dreams, the written word and the oral stories of the Turtle's Chosen believers.
He fell in love with a woman, Aria, but his total obsession with his work and pursuit of knowledge led to her leaving him. As a result, he could think of nothing to do but push even harder into the pursuit of learning. This created much of his psychological strain.
Draven is a powerful wizard and scientist that is obssessed with knowledge. Hundreds of years ago he was a wizard who was granted a boon from The Omniscient - to become All Knowing. Draven was briefly Omniscient for a few seconds, and the result was him becoming permanently insane. He attempted to conquer and enslave the world "For their own good." The adventurers and heroes who took him down had pity on him as he begged for death and he was sealed in a magical prison dimension.
Extra/Notes: (A place to put anything else about your character you think we should know)
Age: While created by Genesis only recently, Evolution Zero inherited its eons of accumulated knowledge and genetic data.
Gender: Any or none, Evolution Zero is capable of asexual reproduction or self-cloning. They understand the concept of sexual dimorphism, but have yet to grasp the intricacies of societal gender roles.
Race: Genesis, a.k.a. The Crimson, The Red Herald, The Hunger, The World of Flesh
Research has failed to produce a consistent definition of the Genesis life-form (and its offspring such as Evolution Zero), ranging from a psionic virus to a living cancer. In essence, it is a biological entity capable of assimilating other living things to gain their knowledge and physical adaptations, and then copying and replicating this stolen genetic code to enhance its own abilities. These beings are capable of rewriting genetic code on a molecular level, and can replicate themselves endlessly as long as they have access to necessary raw materials and calories. Individual cells possess rudimentary awareness and intelligence, but as more cells are assimilated into the mass of the greater organism, its strength and intelligence multiply exponentially. The net result is a genetic shapeshifter, capable of stealing the knowledge and powers of other forms of life, manipulating biology to its will, and accumulating entire worlds of information and biodiversity within its bio-matrix.
Appearance: As a powerful shapeshifter, Evolution Zero's physical form is highly malleable and prone to rapid adaptation to circumstances. However, it has a "default" form it assumes when interacting with intelligent life on behalf of Genesis: that of a generally humanoid organism with a simple and efficient bodyplan. Four fingered hands, prehensile feet and tail, and a face with smooth, uncomplicated features. Its body is smooth and almost featureless, aside from the sweeping curves of its musculature, and its skin is a silvery metallic substance, making it appear to be made from liquid metal.
Home World: The "planet" of Genesis is an anomaly in space, unique among all known universes. While it was originally a normal planet, seemingly the entire geology has been overtaken by the Genesis organism, which has accumulated the equivalent mass of multiple Earth-sized planets within its bio-matrix. As a planet-like cosmic organism, Genesis has features of a living thing, a geologically active planet, and an advanced technological superstructure. The "crust" of Genesis is covered in a rock-like dermis and huge forests of metallic "trees" collecting cosmic energy, while its internal structure beneath the surface resembles a living body, only titanic. Oceans of acid dissolve raw materials into usable nutrients, and huge, bestial leukocytes patrol the surface and interior of Genesis for intruders and infections. Deeper into the core of Genesis things become increasingly strange, as familiar flesh and bone give way to more exotic forms of anatomy, such as the "blue matter" that is assumed to form the cerebral core of Genesis.
Patron Deity: As a living entity, Genesis is ancient and unfathomable. It possesses the collective scientific knowledge and genetic legacy of its home universe, plundered from the stars. The thoughts and feelings of a being whose brain is effectively the size of a planet are practically incomprehensible to less monumental forms of life, but its motivations and interests are less mysterious. The subjects most interesting to Genesis are itself, and the multiverse that it now finds itself a part of. Based on the the attitudes of its "missionaries," Genesis mostly wishes to continue its own evolution along new avenues being presented by its awakening to the greater multiverse, but through more peaceful means like empathy and cooperation, all for the purpose of spreading the unity of its flesh.
Champion’s Blessing:Ego Sum: What separates Evolution Zero from the legions of Red Heralds that preceded them is that Zero is a true individual, not merely an extrusion of Genesis. Zero possesses a fully-realized consciousness and individual identity, and while capable of linking their mind back to Genesis, they retain their own thoughts, feelings, and desires. Rather than being a colony of cells and biomass split off from the greater whole, Evolution Zero is a true offspring, a new iteration of the Genesis organism, meant to improve on and surpass it, the next step in its evolution.
Inventory: Zero doesn't wear clothes, nor possess pockets in which to hold things. Material possessions are basically meaningless to them. They can reshape its own biological matter into simple tools if necessary.
Magic: One of the most unexpected results of Evolution Zero possessing a realized ego is that they can use magic far more effectively than the original Genesis organism. However, their expression of mystical power is primarily limited to the psionic adaptations stored within their bio-matrix, and other expressions of biomancy, such as bio-lightning and flesh shaping.
Skills: While Zero possesses many skills and talents stored in the deep memory of their bio-matrix, but is most interested in the ineffable qualia of new experiences, and as such tends not to rely on these assimilated memories.
Personality: Surprisingly childlike for such an advanced organism, Evolution Zero is primarily possessed by its drives to learn, explore, and adapt. Designed to be the ideal explorer and ambassador, Zero hopes to build friendly and mutually beneficial relations with other universes and their inhabitants, while still retaining their innate compulsion to add to their own biological distinctiveness and adapt to any and all environments. Even with infinite horizons to explore, Zero finds themself most curious about their own existence, and the nature of their relationship to Genesis, which is their home, their creator-god, and their parent all at once.
History: While the origins of the Genesis organism are unknown to all but itself, it is assumed that it somehow evolved on the world that it eventually subsumed, eventually incorporating all living things and later all possible digestible matter into its bio-matrix. Once it had become the sole, dominant organism on the world it conquered, it began its conquest of the stars. Over untold eons, Genesis spread its tendrils through its universe of origin, stripping it bare of life and incorporating all of their advancements of biology and technology into itself. At first a grueling process carried out by offshoot "missionary" organisms that could only travel long distances very slowly in hibernation, the eventual incorporation of psionics into Genesis' matrix greatly expedited the process.
Left alone in a dead universe where it remained as the sole form of life, Genesis then transitioned to the next stage of its unprecedented life cycle. Left with nothing but its own existence to contemplate with its celestial intelligence, it was eventually able to use its psionic power to learn of the existence of the multiverse and other gods, from whence its evolution could continue. It has made tentative contact with other gods, finding them to the be the closest equivalent entities to itself that it had discovered thus far. As such, it has tried to integrate itself into their multiversal society, going so far as to create a unique offspring, Evolution Zero, to serve as its champion and avatar.
Extra/Notes: Besides Zero, Genesis has also released billions of Red Heralds into the multiverse to carry on its path of evolution.
Okay, here is a very rough concept, I need to go to sleep but I wanted to save it first.
Name: Shin'za Ze'Hav
Age: 24
Gender: Male
Race: Veilborn, very similar to humans with the key difference of their skin being much more susceptible to the negative effects of the sun making them cover as much of their body as possible with cloth. As a result, their culture has been heavily skewed towards literal posturing and bold words to make up for the lack of facial tells. They typically have a graceful and proportionate physique, often with a slightly more delicate bone structure, their eyes are known for their vibrancy and intensity.
Appearance:
Under his cloth, he appears as a very tanned man with brown hair and red eyes, he stands at 5'9
Home World: Carnagoria, a ruthless place where might makes right, drown in conflict and violence, a planet where war has been measured, calculated, and exploited to be shared equally among all its inhabitants, weakness is pitied but the choice to remain weak is scorned, however, there is fairness inherent to the system, hate is not an emotion that many locals have for conflict is as natural to them as it is to breathe. That's not to say it is a bad place to live, peace is granted at regular designated intervals and the people are kind and generous during said times as it is impossible to deal intentional harm unto others. The biggest reason why the system works in the first place is that the God worshipped on this planet imposed a rule when he bested all other deities who lay claim to it "Death is not granted, it is earned", death is unable to claim those who died struggling, it is only during times of peace that death is rampant and is the reason why the people look forwards to times of conflict. Those who perish fighting for their survival will reawaken on the next time of peace without a single wound on their bodies and they always claim that during that time they were feasting and celebrating in their God's domain, watching those still alive fight.
Patron Deity: Havokor, the god of Conflict and Struggle. Despite being metaphysically connected to the concept of "Struggle" one doesn't think that when they met him, fashioned on the style of clothing of the Veilborn he prefers to be merry and happy, there is no necessity for hate or conquest. Just the honest feeling of desiring something hard enough to fight for it.
Champion’s Blessing: Cimson Ribbonflame Armguards -This blessing from his God manifests as an item, a pair of Armguards that allow Shin'za to produce red ribbons from his wrists and shins, this ribbon isn't actually blood nor cloth but rather something akin to dense air which makes it behave like cloth but without weight, very resistant to tearing but not towards cutting. -These ribbons can be exploded and cause burning damage with a flex from the user (usually a pulling movement), the radius and force of the explosion grows with the distance it has from Shin'za. -This ability's greatest weakness is the fact that if a ribbon is cut the separated part will instantly lose all its properties and vanish from existence.
Inventory: A normal sword and some spare clothes.
Magic: Cloth control: A simple spell used to mend clothes, Shin'za learned it to make his ribbons have extra flourish when he waved them. The cloth is not particularly fast and it can't strike with any real force.
Skills: -Martial arts: It is no mistake to say that every citizen of Carnagoria possesses at least some passing knowledge of martial arts, even if most of them are self-taught. -Ribbon dancing: Shin'za biggest passion and the skill that allowed him to be noticed by his God. He is good at it and has trained most of his life using it. -Basic weapon usage: Similar to martial arts is not uncommon for those of Carnagoria to just grab whatever they find on the battlefield to keep fighting.
Personality: Dramatic and egocentric are words that apply to Shin'za, speaking in an exaggerated manner and with very expressive movements he tries to form connections with others as it is custom for his planet, it is difficult to anger him and almost impossible to make him hate someone.
History: Life has been pleasant for Shin'za since the day he was born, sure being forced by the teachers to fight his fellow students by the age of 8 was a bother as it was being given a dagger and shoved to the battlefield by the age of 12, but despite those small hiccups he still lived a happy life, all thanks to his guilty pleasure.
Dancing with the ribbons his grandmother made for him.
One may wonder, why it is that his dancing passion was considered something he should keep hidden? After all, there are many people who dance as well, even entire schools dedicated to sword dancing or martial dancing, but the answer was simple, he just loved a dancing style that was peaceful -ribbon dancing- so much that he chose to hide during war times just to practice his dancing alone. Such a take was almost sacrilegious for his people, to not partake in conflict when offered was anathema to their way of life. When he was discovered by his people he knew that they wouldn't understand his dedication to his chosen path, that they would take him to some facility to be re-educated or just locked in a prison until he perished. He couldn't accept that so he did the same thing the very thing he tried to avoid, he fought, even after his right hand was cut, even after his left eye stopped working, even when he couldn't even recognize who was he fighting anymore, he kept going until someone did the unthinkable.
They set his ribbons on fire.
Whether by spell or with a torch someone had set fire to his most precious possession, and he had to let go of them as the handles became too hot to grab. At that moment he was presented with a choice, surrendering on the condition that his ribbons were saved or keep fighting what was sure to be a lost fight anyway. The smart choice would have been to surrender, to be rehabilitated by his people while being allowed to dance in times of peace, or even to learn a more martially inclined dancing style. He didn't, instead, he tied his burning ribbons to his wrists and lept into the fray once more.
To this day he has been unable of getting a clear answer from his God for why was he there, was it amusement or interest that had grabbed his attention, perhaps he sensed the conflict that was brewing and wanted to check it out, or was it just a case of focusing in the right place at the right time. Whatever the case the answer was the same, the God saw the pitiful mortal struggle to go against the system he had established, to confront the world to satisfy his own selfish desires... and he felt giddy for it. The manifested Armguards went unnoticed by everyone in the fight until the moment the ribbons exploded and then started reforming.
The new accessory abilities complemented his own style well enough to shift the rhythm of battle in his favor until he was the last man standing amid an army of corpses of his friends and acquaintances before succumbing to his own injuries. The next time he woke up during a time of peace he immediately noticed them and was informed that his struggle and determination had earned him the recognition of their God as well as the title of Champion. Giving him the freedom to choose he so desired but chaining him to his God's household.
Extra/Notes: -Has a sweet tooth and a younger brother. -He still has burn scars on his wrists. -The Ze'Hav part of his name is the addition that marks him as part of his God's household
I think he comes from a similar world as Cynthia Schovajsa but with vastly different treatment from their Deities, her God is definitely more callous
A G E 80 Years Old (Appears around 25 in human years)
G E N D E R Female
R A C E Soothsayer / Sorceress
Sybil has been called many things, but in short, she is a humanoid being who wields mystical power through spells, rituals, herbalism, and visions.
A P P E A R A N C E Sybil is a very small woman in stature, standing at a whopping 5'2". What immediately sticks out to people who see her are her mismatched golden brown and icy blue eyes which contrast against her long brunette hair and pale skin. Most days Sybil is seen wearing flowing robes and priestess-like garb adorned with the jewelry she has either collected or been given over time.
H O M E W O R L D Etherea Etherea is made up of several continents which are ruled over by powerful kingdoms who have never gotten along with one another and often fight over territories and vastly different cultural beliefs. For the last 60 years, however, the world has been fairly quiet in terms of war due to the actions of Sybil when she was a young sorceress just learning the consequences of her actions. The "peace" over the land is mostly due to a kingdom called Valoria seemingly always being one step ahead of any other kingdoms plans and thus they have steadily been growing their military force every year.
Throughout most of the world, especially in Valoria, magic practice is banned due to its volatility and could land you a death sentence if you are caught. The human race is majority here and most kingdoms in Etherea look down upon other the races. There are a few smaller kingdoms who have other races as their majority population and generally fight back against humans, but the humans heavily outweigh them in total across the world.
The kingdoms all have their own version of religion and names for the gods, but they all are very similar themes in what each god rules over. The way they show their devotion for each god varies from kingdom to kingdom.
P A T R O N D E I T Y
The Goddess of life, death, and time. Cetia is arguably the most important of the gods recognized in Etherea and is often refereed to as "The Creator". She is the keeper of knowledge, the one who wills you into life and guides you through death. Time is fluid to her and she knows the past, present, and future at any given time.
To ask for Cetia's assistance is not taken lightly and people will often only attend her temples in very desperate times. Cetia is not known for being vindictive, but she is not a warm being either. She is depicted as calm and emotionless, only speaking in short words, and making judgements as she sees fit. Cetia gave the gift of life to all those on Etherea so asking for anything more from her is considered a slight against her without a substantial show of devotion - or sacrifice.
C H A M P I O N ' S B L E S S I N G
Knowing that Sybil was not much of a fighter in hand to hand combat, Cetia granted her with a ring of invisibility. As the name suggests, the ring grants Sybil the ability to make herself and anyone who is touching her invisible for a period of time.
I N V E N T O R Y ✧Small leather satchel ✧Inside the satchel is an assortment of herbs, flowers, and edible items that she could forage that day ✧Small vials of elixirs depending on what she was able to make from foraging ✧A small dagger strapped to the inside of her thigh, though she has only ever used it while foraging
M A G I C Sybil's use of magic is mostly channeled through spell work in which she uses foraged items to conjure. Stronger spells will typically need her to hold a ritual, which can vary greatly in what the ritual requires depending on the goal of the spell. She has memorized a multitude of different types of spells over her years, but this type of magic is minor in her skillset.
Where she excels is in her visions of the future, past or present. For the most part these visions come to her in dreams, though they have been known to take her over during the day if they are particularly vivid or if she meditates. In her dreams she is lucid and typically can travel through the astral realm from person to person, especially if she has previously done a binding spell on that person. Sybil also has a strong sense of intuition and can typically tell when people are trying to deceive her - she can often predict what their true intentions are.
Sybil's weakness lies in combat - she has never been formally trained in anything of the sort and is much too tiny and frail to win in such a battle. That, and people in general. Sybil is unskilled in the art of charisma and finds herself uncomfortable around others after years of isolation.
S K I L L S ✧Cooking ✧Gardening ✧Alchemy ✧Herbalism ✧Astral Travel ✧Intuition
P E R S O N A L I T Y ✧Shy (At first) ✧Soft-spoken ✧Nurturing ✧Confident ✧Curious ✧Empathetic
H I S O T R Y Sybil was born and raised in the kingdom of Valoria by a single mother, never knowing who her father was. Although magic is banned, Sybil showed an exceptional talent in it when she was young and her mother fostered that interest in secrecy. When Sybil was 20 years old she began having catastrophic visions that showed the eventual fall of Valoria and the deaths of many innocent people. Sybil decided that she could not keep this a secret despite her mothers objections due to the danger of revealing her magic. Sybil took this information directly to the royal family of Valoria, risking both her and her mothers lives. The King at the time did not believe her and instead threw her back on the street, threatening to take her life if she should continue to utter blasphemous things and speak of her "magic visions". Sybil knew at that time that her visions were not to be ignored and took to the streets to warn everyone she could of the impending doom. At first people did not believe her, but eventually her predictions began to come true and the civilians began to take notice. They were skeptical of her but could not ignore that what she said was coming true. Soon, the King of Valoria was assassinated - just as Sybil had predicted. The Prince, now King, began taking Sybil's warnings seriously although he still thought the use of magic was wrong and he could not be seen by his kingdom conspiring with a witch. In the interest of saving his own life and saving face amongst his civilians, the new King kidnapped both Sybil and her mother. He threatened her mothers life in an effort to leverage Sybil's skills for his benefit, and it worked. Sybil was taken to a temple high in the mountains of Valoria, away from the citizens and her mother, and ordered to act as special council to the new King and his kin. In return, Sybil's mother would be allowed to live in the castle as a servant and Sybil could live her life alone in the mountains unbothered except when called upon by the King. If she should refuse him for any reason, her mother would die.
By this time the word was out about Sybil and people were already searching for the girl who had predicted the kings death. Sybil lived alone in her temple for nearly 5 decades, only seeing the royal guard when they came to ask something of her or bring the king to her in secret. Finally, 10 years ago, the King allowed her to have a couple assistants on the temple grounds with her to study under her and help her with anything she may need. Although it seemed nice on the surface, Sybil knew that the King was really just making sure other people knew of Sybil's practices in case something were to ever happen to her.
It took many years for the regular population to find her, but today many know of her location and those desperate enough will make the trek through the treacherous mountains to ask her for guidance, spells, or elixirs. Sybil has made peace with her life in the mountains and has dedicated her temple to Cestia, only finding an escape within her dreams.