Golem Quest
Golem Quest by Bob |
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Golem Quest is about a newly sapient Soul Grave that names itself Mordre, then goes about building an empire. By Bob.
Character List
The list has been ordered by first appearance/mention.
Friendly
Mordre
(Sapient and Sentient Soul Grave) The primary character of Golem Quest, Mordre is a Soul Grave, a metal golem designed by the now dead Mosmordren Empire to use the souls of the fallen as it's fuel source. Finding itself newly sapient and sentient -- with a soul that is pure unadulterated Chaos, paradoxically while being fixed to a universal stillpoint: timeless, a horrendously Order quality -- upon awakening to the blasted landscape of its former homeland, Mordre has vowed to take revenge on its destroyers, while at the same time crafting an Empire of its own design. As a sapient non-Life Golem, Mordre suffers the stigma of being anathema to nearly every major civilization on Zakrath, an immortal and powerful creation of war given the ability to plan and think for itself without orders. In order to avoid discovery and the subsequent annihilation that would likely follow, Mordre has adopted the personality of a kindly old mage, with a love for cats and maids, who has discovered how to control a golem over long distances. His true nature is now his most closely guarded secret, known only to one individual that he has told other than the Premen, the first allies other than Arkus to accept his nature without trying to outright destroy him for it. The only others, to Mordre's knowledge, that know his secret are Lenryt, and those belonging to the Order of Harmonious Discord.
Arkus
(Human/Male/Mage) A major supporting character, and the first person to know Mordre's secret, Arkus also happens to be the one who originally woke Mordre from his stasis-like slumber. A poor destitute, Arkus grew up around death and poverty (though the location of his homeland is still unclear), an upbringing that instilled in him a firm sense of apathy to death and horror. As such, Arkus finds himself easily adaptable to new occurrences, however distasteful and outright horrible. It also fostered a desire to rise above such a position, and he now seeks to become a true mage, with his ultimate goal being to have the Mortal Coil directly request that he join them. As one of the few to know Mordre's secret, Arkus is functionally his second in command in all endeavors in the Warring States, as he has a surprisingly vast wealth of knowledge of recent events in the core states. Under Mordre's sponsorship, he has also vastly improved in magical skill, reaching a level of power most aspiring mages work at for years in the space of months thanks to the wealth of study materials he has been provided in conjunction with own predisposition to learning. He plays the role of "Mage Mordre's" only apprentice to those who do not know the secret. He currently is generating World energy from around his veins and nerves; a harmony of Chaos and Order exists in his system, the two artfully interwoven in what at first looks a chaotic scrawl but when looked at more deeply reveals hidden complexities, which perhaps might explain the World magic generation.
Lorgk the Blood Knight
(Premen/Male/War Chieftain) First encountered in the Frostback Mountains, Lorgk was the first organic being to block direct hits from Mordre and manage to damage him. As the Leader of the Drazken Clan, Lorgk's motives were to attack the Yetis and reclaim the bronze and ruby mine that had been wrenched from the Drazken's control for 70 years. After Mordre realized that he was being used by the Yetis, he joined forces with Lorgk and the Drazken to help take back the mine. Now, Lorgk has renamed the mine Mordreden, to honor the metal warrior that had aided them and given them a second chance to rebuild and protect what was rightfully theirs. Lorgk is a straight to business type, he doesn't screw around or mince words when he can help it. Lorgk holds Mordre's words in high regard, and even gives him overwhelming control in political or diplomatic issues. After giving over his family sword, True Edge, because it was such an asshole (because it was being overly insistent with forcing Lorgk to rely solely on its own power instead of Lorgk's power, and thus possess him), he now bears Legalloth, the Legacy of Lorgk, formerly Abaeloth's crystal magic-absorbing sword. The sword contains all the souls of Lorgk's ancestors, the bearers of True Edge, and will probably contain his own soul, too, when he dies. He also wears the Slayer's Bastion, formed from his old bone armor and blood vestments bound with Goran bone and Red Steel, a reactively offensive set of durable armor that steals spilled blood to form sanguine armor.
Mingsk
(Premen/Male/Head Shaman) Mingsk is the relatively young, but head shaman of the Drazken clan. He is originally from the clan, but had to campaign against Fekk for his position. He argued that the clan Fekk had come from has not had to battle for two years and Fekk would be a poor leader in the face of battle. When the matter came down to a duel Mingsk defeated Fekk handily. He used his own style of combat magic, a style which is focused on empowering his body, giving him hardened skin, increased muscle, and flexible bones.
Sugro
(Premen/Male/Shaman) Surgo is an elder shaman of the Drazken clan. He was once the head shaman, but his position had been wrested from him by Mingsk.
Kyorto
(Human/Female/Mage/Deceased) Kyorto is a past mage of Mosmordre, now manifesting as a spirit. She is bound to a building in the ruins of Mosmordre, close to where Mordre was found. She is close to being resurrected by Mordre in return for promised service/assistance.
Oggroth the Mountain, the Little Magic Eater
(Premen/Male/Warrior) Oggroth respects power in a warrior and holds Mordre in the highest regard. He wields a large ball-on-chain. He is now a Life Golem created through the Inverted Immortal Genocide: Soul Infusion. To handle the mass of souls within his body, he was modified with the help of Dorgrum, Jojo, Heol, and Mordre to be able to eat anything, be it souls, rocks, mountains, snow, meat, bones, and, likely, politics, to be converted into the building blocks of his body. His innate durability and strength has much increased, so that he can support fighting unarmored and crumple armor and shatter bone with bare-handed strike. Being used by Lorgk as a prestige booster, as a Goran-like underling.
Jojo
(Premen/Male/Shaman) Jojo is a user of the rare SoulDreaming magic. Jojo moves around using invisible magical 'legs' that he creates with SoulDreaming to compensate for his crippled legs.
Fekk
(Premen/Male/Assistant Shaman to Mingsk/Deceased) Fekk comes from the Garott clan, a clan larger than the Drazken. He campaigned to become the head shaman, touting his experience working with large groups of shaman. He practices a style of combat magic in which he infuses cold or heat onto his limbs, making his blows exceptionally dangerous. Fortunately for Mingsk he managed to avoid many of these and defeated Fekk in single combat for the position of head shaman. Fekk was eaten by Goran in the battle between the Drazken and the Gorkin.
Lenryt
(Human(?)/Female(?)/Caged One Like Super-Sized Entity/Grand Elder Mage) She is an enigma shrouded in mystery. She first appeared in the forests outside Duras to meet with Mordre and recover 'The Caged One', a being that was residing within him. She granted Mordre the stabilization of the Chaos that became Immortal Genocide and the ability to do Magnetomancy in exchange for surrendering 'The Caged One'. She has called on Mordre in the past to do favors for her in exchange for granting him a gift of his choice and has indicated that she will continue to do so. Called by Eldghodd as "The Wanderer's mortal guise". Is the first person to kill a Grand Elder mage, and also a child that killed two. Wants to eat souls, so SOMEONE FOR THE LOVE OF EVERYTHING (or a Pristine Soul, if you need something better), FIGURE OUT WHY!
Delro
(Premen/Male/Peace Chieftain) Mordre has only met Delro a few times, and has not had a direct conversation of substantial length to reveal more about him. All Mordre is aware of is that Delro is Logrk's second in command and is more suited to diplomacy rather than straight combat.
Ugrokk the Tall
(Premen/Male/Warrior) Specializes in tactical combat and axes. Lots and lots of axes. Has an armor made by Del Roga which allows him to become invisible by absorbing heat, and then releasing all that heat and light negated in a very painful bright flash. Also has a mechanical arm, The Whispering Grasp, crafted by Toledo Gialgorra and his three youngest daughters, that has and imparts the following qualities: enhances wearer's strength to sufficient levels to be lethal against even experts of combat magic, arm always treated as armored, arm attracts any electric discharge to its form and store the energy for later use without harming the wearer, automated repair functions, five feet of mono-wire stored in the tip of each finger spring loaded for use as garrotes, pressure spikes mounted on the sides of the wrists (Gialgorra constructed spikes that are akin to Jezebel's WASP spikes), 4 modular external hard-points for later installations, a collapsible heat axe that is electrified when held with fractal saw-teeth and self-sharpening metal formatting, palm-mounted electrolaser, redline function (double engine output by tripling wear rates. Redline function electrifies entire arm, including mono-wire), and The Thundering Heart (an electrical and pressure engine powering the arm that can allow the circulation of the blood to continue and the mind to keep firing even after fatal damage to the heart; this also allows Ugrokk to fake his death).
Del Roga
(Human/Male/Blacksmith) His workshop, Del Roga & Sons, located in Hletwa crafted amazing arms and armor using a blood absorbing axe that provides a complete image of the customer as well as a rundown of all their strengths and weaknesses. Now, after Mordre placed such a fascinating order that delayed completing the Steel Fists' order, he was forced to leave his shop after being effectively ruined by the Steel Fists. He is currently working at the Arcanoworks.
Derkin the Machete
(Human/Male/Rogue) Derkin is a former bandit who was captured in the forests near Duras. He now serves Mordre as a military CO.
Ozmand the Hammer
(Human/Male/Heroic Warrior/Deceased) Ozmand was a capable warrior with his trademark hammer. He died while assisting Mordre defeat Verther. He was absorbed into Mordre willingly as a way to keep fighting after death. His soldiers are now commanded by Ozrick.
Olzemeca
(Stone Golem) Olzemeca is a stone golem with a sapience apparently much like Mordre's. He serves Lenryt and was encountered with her in the woods near Duras. He can speak Premen because he picked up the tongue as he wandered their land when, long ago, his creators waged war with the Premen.
Askeladd
(Human/Male/Warrior) He is an agent of the Reavers Of Nibelheim. Initially hired to hunt down a mage, Mordre, and somehow remove him from Duras. Askeladd is known for being unflappable. The group itself is small, expensive, but in high demand for their skill. When fulfilling contracts they prefer to find the easiest path and avoid combat when possible. If forced into it however they are incredibly effective.
Bjorn
(Human/Male/Berserker) He is a member of the Reavers of Nibelheim. Outside of combat he is a very skittish and cautious man. When in battle he becomes a berserker, fighting unarmed. He rips out throats with his bare hands and leaps twenty feet in a single jump, all the while screaming.
Ozrick
(Human/Male/Warrior) He is the apprentice to the late Ozmand 'the Hammer' and now leads his troops. He is also Ulzrick's older brother.
Sir Keddic Harksburton the 4th The White Lion
(Human/Male/Warrior) Keddic -- whose soul is a giant core of Order, a self-building tower that replicates newly experienced Order, the experience of adventures added, layer by layer -- is the inheritor of the Way of the Harksburton, a fighting style created by his family. Charged with adding to it in some meaningful way before passing it on, he creatd the offensively focused Way of the Harksburton sub-style, Sanguine Kinetic Pugilism, and mastered White Blood, gaining Universal White Blood Competancy. He is able to summon his sword out of his own blood so long as the Proud Lion is close enough to be detected. He has named his blood cloak the Lion's Hide. All members of the Harksburton bear a blood oath against Aurockoth, the God of Blades, a humanoid life golem who has slain several of the Harksburton successors. He is currently traveling with Mordre as a way to ease boredom and improve his technique.
Moss Withermane
(Moss) Moss is a strange creature that subsisted on world motes. It was fed the strange stone that emitted World Magic, and has been growing ever since, now at the size of a very large horse. Not much is known about it's origins, but it has produced several strange seeds that suck up world magic. It acts like Mordre's faithful hound, by his side most of the time.
Ulzrick
(Human/Male/Schizophrenic/Warrior/Apprentice Shaman) Ulzrick shows talents in the planning and strategy side of warfare. He has some magical skill in the area of Will magic and can use very basic Magnetomancy. He is a rare user of SoulDreaming Magic and is Jojo's newest apprentice. Ulzrick has progressed in the realms of SoulDreaming to the point where Jojo cannot even enter Ulzrick's dream, so powerful and mad is he. He is Ozrick's younger brother.
Ellorika
(Human/Female/Former Peasant/Warrior/Leader) She now commands troops for Mordre and serves under Derkin. I'd hit it. Arkus would too. She has been nominated as the tentative commander of a Golem Armor regiment, which is currently being experimented with by Derkin, Arkus, Del Roga, and Jezebel. The regiment is dreamed to be a walking tank division.
Vespinto
(Human/Male/Former Peasant/Warrior) A stealthy fighter who specializes in bladed warfare of all forms. Has an affinity for stealthy operations. He serves under Derkin as a CO for Mordre's troops. He currently wields two Blood swords.
Jezebel
(Human/Female/Inventor) Jezebel came from the Western Islands. She is standoffish and specializes in non-magical weapons of varying forms, especially those designs involving water or electricity. I`d hit it.
Lucrazzia Gialgorra
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. She is has a propensity for invention like her father and is prone to long winded and overly exuberant tangents. Mordre met her at the entrance to her father's home, manning the front desk, after which she led him to her father's arena. She is known to wear several pairs of goggles and many scarves.
Dr. Toledo 'Steel' Gialgorra
(Human/Male/Inventor) Dr. Gialgorra loves SCIENCE!. He invented C.A.N.T.I., a Golem operated by technology rather than magic. He is displeased with the fact that magic is used as a stopgap way to overcome problems when science is perfectly capable of doing the same, if not more. Due to this he blames magic for holding back scientific advances and has issued a challenge to the world to defeat C.A.N.T.I. using any other Golem; he, in his Dapper Adventurer, a suit of armor made for fighting alongside C.A.N.T.I., and C.A.N.T.I. have not lost as of yet and has faced over 800 opponents. He has 4 daughters.
Lord Donwick Dregas
(Human/Male/Noble/Golem Operator) First encountered in the western islands, Lord Dregas was seen as a participant in the contest to defeat Gialgorra's steam golem. His golem Silicanthos performed valiantly against C.A.N.T.I. until it was demolished by Gialgorra's Supreme Voltaic Beam. With no golem, and hard times cast upon his family, Lord Dregas had resigned himself to return home empty handed. That is, until Mordre extended an invitation to the Kyogrock Arcanoworks. After finding a piece of Silicanthos that wasn't vaporized, and claiming a clay golem by the name of Giodiaz that was left behind in a failed assassination attempt, Lord Dregas accepted the offer. Now he works in Mordre's service by managing finances and other diplomatic measures.
Mage Wendelin
(Human/Female/Mage of the Mortal Coil) She is skilled in rune craft and has inscribed her staff and stone golem with a multitude of runes. Met when she was attacked by the operator of the Small Tomb Diozagrath. The golem severed one of her arms, but through quick action she was saved by Mordre, Professor Gialgorra, and Sofiazza Gialgorra. In gratitude she gifted to Mordre several books the Mortal Coil uses to teach its students rune craft.
Sofiazza Gialgorra
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. This one enjoys explosions and firearms. Her arms have been replaced with (deatachable) synthetic prosthesis that give her capabilities far beyond the human norm. Her weapon of choice is a belt-fed 40 millimeter repeat fire gun with a drum canister.
Anastazia Gialgorra
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. She was mentioned as creating advanced medical devices that are used within her father's facility. Her creations managed to save Mage Wendelin's arm after it was severed by Diozagrath.
Gwendelazia Gialgorra
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. She is mentioned as being the eldest of the four. Currently seeking adventure off the island her father owns.
Ellayia
(Human/Female/Rogue) First encountered in a raid on Diomand's warehouses, she had been keeping tabs on Mordre for quite some time, though her intent had not been malicious. A deal was brokered for her services before departing the Western Islands: if she procured information on Weinsho or succeeded in killing and taking his skin, a very handsome sum of money would await her. Her most direct form of travel is through an enchanted item called the Spatial Grapnel, a grappling hook that can attach itself to anything her mind can conceive the grappling hook attaching itself to and swing about from point a to b and so on. Mordre possesses a stone for the purposes of communication to Ellayia.
Magnum Bang The Human Dynamo, Annihilator Of Armies, Smasher Of Sieges, Cracker Of Castles
(Human/Male/Masked Warrior) Magnum Bang -- whose soul is almost pure chaos, creation, explaining how he can 'create' spell calculations, and in general think so swiftly, tying in with his roguish eccentricities -- is a unarmed fighter without comparison and is capable of incredible feats. He has various runes of power tattooed unto his very bones, a scarf pulled from the Dream, and a sash once owned by Desmonte the Butcher, a magic battery that dispenses power in one preset lump at a time. He has sworn to fight only with Curatiomancy. He has a strong battle lust and travels around the country to find conflicts to satisfy himself. He is currently traveling with Mordre because Mordre attracts conflict wherever he goes. It has been revealed that he would like to get to know Collete the Colossus more intimately. Wears a dark red mask called Red Eye of the Dynamo (teasingly called Nagging Wife; its original name was White Sapient Legacy), with gaps over his scalp, mouth, jaw, and nose, eyeholes barely as large as his eyes, adorned with spiral stylized to look like an eye, ends canted and angled, the coiled line a brilliant orange, like fire made cloth.
The Fierce Dragon Lubu The Unparalleled
(Human/Male/Warrior/Dragon) The High Dragon, the Emperor, of the Land of Dragons, he is allegedly the first and only individual in recorded history to master all aspects of Mass Connection, and has mastered the ten most famous arts of the Mass Connection styles. He is ridiculously strong, which is to be expected, since he uses Soul Magic and is most likely a Ledendary Soul, but he is ridiculously powerful even by the standards of everybody around him. Currently fighting to impose his rule upon the rest of the Dragons of his land after he killed the former Emperor and the Emperor's only son and heir, sparking a civil war because of the custom of his peers to test their strength against an emperor that overthrows the previous emperor by force. Really, he just doesn't care.
Carkiano the Blue Knight
(Human/Male/Warrior) Much like Mordre, Carkiano, a Golem Armor operator, leads a force to restore Order in the Azelhaedran State. Trade and talk of future alliances was discussed at length before a storm interrupted and forced the two to go their separate ways. Carkiano employs the use of a Golem Armor entirely composed of Blue Steel; also in his arsenal of resources are the Hounds, Life Golems under Carkiano's direct control that travel and assist where he cannot.
Dame Valiria
(Human/Female/Knight) She is the daughter of Carkiano and sister of Vonjeen. She escorted Mordre to meet with her father, the Blue Knight. Dislikes the overprotective nature of her father and brother alike.
Knight Vonjeen
(Human/Male/Knight) He is the son of Carkiano and brother of Valiria. Mordre briefly interacted with him on the way to the lodgings of the Blue Knight. Vonjeen is the overseer of a mining operation under the Blue Knight. Vonjeen was noted to have some manner of hidden strength, Oggroth observed that Vonjeen's sword did not furrow the ground despite it being much too large for a man of Vonjeen's stature. Whether this phenomenon is caused by pure wrist strength or some means of magical augmentation, is currently unknown.
Reinhardt
(Armor-Suit-Bound Soul/Small Tomb) A Paradox Knight, of the Order of Harmonious Discord, dedicated to keeping the balance of things. He is a dead soul, bound to a suit of armor. He was sent to the Arcanoworks with Kyrchesia to verify that Mordre is not a threat to civilization. He approached the Arcanoworks aggressively, though he backed off once Kyrchesia told him off, and once Mordre presented himself as enough of a non-psychopath for them to hesitate in immediately killing him. He is Eisenhardt's ancestor.
Kyrchesia
(Rainbow-Robo-Unicorn-Bound Soul/Small Tomb) A Paradox Knight, of the Order of Harmonious Discord, dedicated to keeping the balance of things. It is a dead soul, bound to a metallic, chromatic unicorn. It was sent to the Arcanoworks with Reinhardt to verify that Mordre is not a threat to civilization. It is Reinhardt's mount, and the one to reveal that the two are not flesh and blood creatures.
Dolg
(Premen/Male/Shaman) Dolg was a Shaman who joined the Drazken during their merger with a smaller tribe. He was taken off the task of constructing a magical binding to cage Khordu and Dorgrum to teach Lorgk Combat Magic. With his aid Lorgk began his journey to become a Shaman, first focusing on magically increasing Lorgk's speed and swiftness.
Dorgrum
(Deep Spawn) Dorgrum embodies the concept of HUNGER, and his form revolves around FACES and EATING. One of the two individualized Deep Spawn that attacked the Drazken Clan. Currently serving as representative between Eldghodd and Mordre (and, by extension, the Drazken Clan).
Khordu
(Deep Spawn) Khordu embodies the concept of RENDING, and his form revolves around FANGS and EDGES. One of the two individualized Deep Spawn that attacked the Drazken Clan.
Eldghodd
(Deep Spawn) Eldghodd, one of the Scientiomancers, the masters of the Deep Spawn, is the System Administrator for the region surrounding the Drazken Clan mine (presumably the Frostback Mountains region). Eldghodd's form seems to heavily incorporate shadows and malice.
Fersh
(Premen/Female/Maker/The Wounded Healer) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. Despite having her legs chewed off and blinded, she managed to heal himself and possesses great power over healing - but she herself is crippled, almost worse then a Soul Dreamer, as she can never heal her own wounds and has no powers to replace them. Mate to Lukgo.
Lukgo
(Premen/Male/Warrior) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. A nasty blow to the head during the battle left this young warrior vulnerable, afflicted with blinding pain when struck by even light blows; this ruined his chances at ever being the great warrior he'd always envisioned himself as. He strives to perfect all those warrior's skills which do not involve direct fighting, such as tactics, scouting, and tracking, so that he might continually prove himself valuable to the clan in spite of his limitations.
Nanal
(Premen/Male/Shaman/Deceased) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. Always fascinated with the power of blood magicks more than the others, he used his power to try and destroy the Deep Spawn, but lost an arm for his trouble. Having been conscious while losing large amounts of their own blood, Nanal had time to think and feel on the blood magicks he wielded. Eventually, he gained such mastery over Blood that he could form an arm sculpted from blood. Nanal was devoured by Goran in the battle against the Gorkin clan.
Heol
(Premen/Female/Shaman) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. During the Great Spell that opened the cavern, Heol was the shaman that held the magic together. The backlash from the spell releasing the Deep Spawn from the mine and the spear of a backstabbing Yeti left her broken and her soul disjointed from her body. Weak, too weak to be noticed save to those sensitive to disembodied souls (like Mordre), she needs to build her power, relearn magic of every sort, and will then become a being of pure magic - but until then, she is a ghost upon the ice.
Oz The Breaker, Left Handed God of the Fist
(Human/Male/Warrior/Living Legend) Oz is a master of several styles of Mass Connection, the creator of Ghosthand style, his left arm is made of Lorxotite and palladium, his right forearm is completely made of Blood Iron. His only family is dead. Can use Soulfire, though it is not quite as potent and long-lasting as Mordre's variant, being only fueled by the energy of one soul. He has finally gained a student in Jade Soul Monk Elite Bagrom, and has started his school in the capital.
Bagrom
(Human/Male/Warrior) Bagrom is a practitioner of the Jade Soul Style of Mass Connection, but, because he refused to comply with his master's orders to use only what he is taught, never to experiment with the style, he cannot master the style and learn to use the greatest techniques the Jade Soul Style has to offer. Thus, he sought out Oz to teach him, because the style Oz created and mastered will likely sync well with Bagrom's way of fighting, and was accepted as Oz's first student after Oz chopped off his right arm at the elbow..
Korgotyo the Chained
(Rageglut/Male/Warrior) Korgotyo is a practitioner of the Chaining Calamity Style, and is likely a Master of the style, since he was teaching students of the style at Waltora. He is very old, living from before Shangod (the High Dragon before Lubu) was High Dragon.
Senth
(Human/Male/Mage) Senth is a child mercenary from Trollingwood, though he lives and fights in the Land of Dragons. Apparently, he likes to drug his opponents. He is a user of Tractomancy (and skilled enough to instantaneously teleport his brain's electric signals to other parts of his body) and some form of Mass Connection that allows him to affect his/another's mass and center of weight to wherever Senth wants. Oddly, by Keddic's estimation, his soul seems to be all souls, at one point or another. Which is massively weird and prevents the status of Senth's soul from being known since, by soul senses, he is a completely different person from moment to moment. Keddic met him while participating in the Grab Bag section of the Gainer Tournament, where Senth STOLE Old Bessie, the bastard. He is currently working for Mordre.
Ancestral Dragon Jaegrezweistrik The Radical AxeGod
(Armor-(or Axe-)Bound Soul/Small Tomb/Dragon) Jaegrezweistrik is an Ancestral Tomb, a Paradox Knight of the Order of Harmonious Discord, and a Dragon (the only Ancestral Tomb to hold that title for three hundred years [two hundred of those years as Dragon, but the difference doesn't matter]) dwelling within the Land of Dragons. The suit of armor he may be bound to (the other candidate is his axe) is an excessively colorful blue-base suit; which matches with his giant ever-shifting axe he talks and produces music from in excessively attention-getting oriented speech patterns, which is entirely Word Magic.
Our Deep Spawn
These are the fifty Deep Spawn that Eldghodd gave us. Not all Deep Spawn eggs have been hatched, which is dangerous, as the eggs will gain too much chaos, though that will only happen in a manner of seasons, not days or hours. Since Mordre's soul recovers exponentially, fully recovering in a cycle after hatching nine Deep Spawn, Mordre can hatch all his Deep Spawn in two months; as one season is four months, Mordre has a lot of time to hatch his eggs before decay sets in. Mordre can sacrifice eggs to forcibly evolve, improve, and restart Deep Spawns' existances, which could result in new abilities for the Deep Spawn. All Deep Spawn know all languages that Mordre knows.
Unless stated otherwise, all Deep Spawn are assumed to be a perfect balance of Order and Chaos, their souls in two distinct parts, for the chaotic now, and the ordered forever.
The general restrictions currently are: bound to Mordre, bound to truth, bound not to speak of Mordre's nature to those who do not know of it, bound to not start violent confrontations unless in the defense of their own existence/that of designated allies' or under Mordre's specific command.
Nihilino
(Deep Spawn) Nihilino embodies NOTHINGNESS, form of EXISTENCE and EMPTINESS. A twelve foot tall and completely featureless humanoid shape with a hole that opens into oblivion where it's face would be. A cloak writhes free from gashes that sprout on it's body, and leather as black as sin tightly bind about the form, as excess nothingness floats behind the figure, a cape and wings alike, from moment to moment. Nihilino has Order dominating, forming two-thirds of his soul. Nihilino's abilities are: erasure of others' existences by touching them (they slowly fade from existence), and render those who gaze into the maddening hole in his blank face soulless, their souls rent to nothing, entropy his very existence. Nihilino is bound to do no harm to allies by means of his gaze or inadvertent touch, though it will only dull his friendly fire as much as possible, not outright banish it. Nihilino's spawn are simple orbs of shadow, consuming what they touch, like omni-dimentional pits that swallow all, without fear of growing full.
Mothbern
(Deep Spawn) Mothbern embodies the Concept of DESSICATION, its form revolves around DUST and BONES. A ten foot tall archetype of an organic deathknight, merely a skeleton, its bones alien, spurs, spikes and fangs naught seen on any living thing traverse it's surface, and upon its body, chitinous armor worked into depictions of wailing beings of all sorts, seeking reprieve from their own frailty, the images in question constantly shifting, displaying the quintessence of mortality, of knowing an end comes. A sword shimmers into existence in it's hand, a blade that looks vaguely reminiscent of True Edge if swollen to immense proportions, a dark, pitted metal that seems only partly there. Mothbern has Chaos dominating, change and time happening far too fast. Mothbern damns his foes to death by degrees, sapping youth and vitality with his strikes. His spawn are dessicated corpses with freakish strength, capable of tearing bodies limb from limb.
Sadronm
(Deep Spawn) Sadronm embodies the concept of LEADERSHIP (STRATEGY), and its form revolves around MAGNIFICENCE and INSPIRATION. A vaguely amphibious, vaguely reptilian precursor slaved to humanoid shaping with a staff of carved bone, throbbing as clumps of ochre goo slips and slides about the staff, vibrating as the air flows by, clutched in the hands of this eleven foot tall fresh existence. Sadronm usually does not fight directly, but directs his spawn, tangled masses of snapping serpents with fangs dripping with venom, and other spawn if leave is given, to fight optimally.
Phohn
(Deep Spawn) Phohn embodies the concept of COMMUNICATION, its form revolves around WIRES and SOUND. A mass of wires with a humanoid upper body and an unraveling lower body, eventually fading into a haze that spreads about the ground for feet around it, towering some fourteen feet high. Capable of hearing words spoken/thoughts "spoken" within (general range unknown, though he could communicate with Arkus at the Arcanoworks while being within the Land of Dragons after having touched Arkus' mind), translating them, and projecting the translated words into a target's head. Main usage: telephone service.
Zelgoto
(Deep Spawn) Zelgoto embodies STRENGTH, in the form of STONE and STEEL. A being one would almost take for a Stone Golem, if the stone did not heave with breaths, if it did not emanate a clear sapience. Nearly the size of Mordre, Zelgoto has a Resilient form, with mountain peaks-turned spikes jutting from its form. Zelgoto is the strongest of Mordre's Deep Spawn, in a purely physical sense, and second in durability. Zelgoto's spawn take the form of hunching beings with stone teeth and horns emerging from beneath heavy pelts of hair.
Vandgurd
(Deep Spawn) Vandgurd embodies the concept of PROTECTION, its form revolves around METAL and IMPENETRABILITY. A massive being with arms dwarfing even Mordre's siege arm, with skin pitted and dully gleaming as if wrought of a baleful metal. Its horrendously top-heavy body is some eleven feet above the ground, minus its neckless head atop its shoulders. Vandgurd is the most durable of Mordre's Deep Spawn, and the second in strength, and the most capable physically. Vandgurd's spawn take the form of heavyset life-size dolls of metal.
Aggocrag
(Deep Spawn) Aggocrag embodies the concept of GUTSY EARTH, its form revolves around MOUNTAINS and RED HOT ROCKSLIDE. A figure some thirteen feet tall, mountain and magma conjoined, fury radiating from its every fiber. Crystals hewn from the heart of the Frostback Mountain cover its form. The third toughest and strongest, in terms of durability and physical strength, of Mordre's Deep Spawn. Aggocrag makes up for this by being able to exude magma at will.
Burduko
(Deep Spawn) Burduko embodies the concept of SPEED, in the form of TRANSPORT and CONVEYANCE. A thin form some eleven feet tall, it's body like alabaster tortoiseshell and adorned with a prolific number of vents, obscuring smoke emitting from each one in turn, as if the whole being was some humanoid pipe organ. It can only transport to areas it has already been to and to locations identical to areas it has been to. Burduko can only teleport itself, its spawn, and Mordre safely, barring outside aid or the identical locations method. The intervention of Lenryt, who created a steel box at each of the following locations, has allowed transportation to: Mordreden, the Arcanoworks, a cave some distance from the port on Gialgorra's Island, the entrance to Kyorto's tower, and a room in (one of?) Lubu's palatial residence. Apparently, when Burduko is conjoined together with Velada, they can protect an area from spacial and temporal shenanigans. Burduko's spawn takes the form of masses of cloth and blurred air, wrapped and coiled about until the trapped wind looks like fluttering mummies.
Velada
(Deep Spawn) Velada embodies the concept of CHRONOLOGICAL STABILITY in the form of GEARS and CONTINUITY. A cloud of red fliers swarming about a metallic hive in a vaguely humanoid shape, always shifting and buzzing, the beats to their wings seeming to almost make a pervading backbeat of an ever ticking clock. Velada serves as a temporal anchor, undoing any aberrations in the flow of time. Velada's spawn are monstrous mechanical bees.
Murhyihal
(Deep Spawn) Murhyihal embodies the concept of RESTORATION, in the form of TOOLS (For repairing metals) and CRYSTALS (For healing fleshbits). A being growing as a mass of crystal and metal in a vaguely humanoid shape, it is able to give up its own body to replenish others, spines on its metallic portions allowing incredible manipulation, to aid in construction as well. Its voice is like a saw on metal. The crystals dotting its form, similar to the type forged when Mordre inverts Soulfire, hold within them the potential to revert, to unharm, restoring injuries by sacrificing their existence. Murhyihal can supply proto-metal that takes on the characteristics of metal around it, rather than specific types of metal. It can fully restore five Deep Spawn before running out of materials for further healing, and needing half a cycle to recover (or one Deep Spawn's worth of healing per day). The regeneration provided by Murhyihal requires a compliant recipient (i.e. healing cannot be administered on the fly, time must be put aside for it), and allows even magically sustained wounds that would otherwise pierce regeneration to be combated. Murhyihal's spawn look like nothing more than giant leeches, only able to grant passive regeneration to their (living, at least partially organic) host. The regeneration is as a normal spawn of equivalent quality possesses, and cannot stack.
Akeakam
(Deep Spawn) Akeakam embodies the concept of STRENGTHENING, his form revolving around OIL and NEEDLES. A being not to fight, but to make others fight more ably. He is a towering mass of shifting needles festooning a transparent membrane holding thousands of gallons of some perilously shadowed fluid, an oil so dark it eats the light around it flows all about, radiating a power one can scarce fathom. Akeakam's personal enhancement is multi-tiered, imbuing a passive Combat Magic that steals magic from foes on contact to add to one's own mana pool. This stolen mana is then directly converted to direct body amplification, in the form of body hardening, and improved reaction time. Akeakam's spawn are simple sacks and a single needle, a brilliant red elixir the cargo they carry, granting a strength equivalent to conventional spawn, i.e. rend mundane metal, rip bodies apart, though still inferior to Deep Spawn, which can be stacked with other spawn of Akeakam or other methods of strength enhancement; all twenty on a single person can potentially make a normal human stronger than Vandgurd or Zelgoto. The spawn hold enough energy to provide a ten minute boost before needing at least an hour to regenerate fluids, while Akeakam regenerates more slowly but has a much larger reservoir.
Nidhogg
(Deep Spawn) Nidhogg embodies the concept of BEASTS, manifesting as WRATH and STRENGTH. Nidhogg is a Beast Parasite, inhabiting and drawing power from a non-souled body and its existence, warping the shell around them, and changes forms by slaying and consuming what new form is desired as host. Nidhogg gains power through the experiences of these bodies, and can bring that potency with it to new vessels (e.g. an older Nidhogg potentially can elicit similar potency as a dragon from a cat). Nidhogg cannot articulate words in any way, so bound into dominating animalistic and primal essences, though comprehends verbal orders or via Phohn. Nidhogg fully brings the Deep Spawn augmentations, regenerative and direct bolstering alike, and methods of consuming power through feasting into its host, and removes the need to eat from its host. The form, abilities, and number of Nidhogg's spawn are partly dependent on Nidhogg's current host. Currently, Nidhogg's host is a fairly young female dragon from the Land of Dragons, and has the following: significantly stronger physically and enormously more powerful magically, regeneration unscaled at the rate of its smaller brethren, thirty eight significantly stronger than normal wyvern like spawn, innate ability to feast on magic bolstered to twice its original strength, and Combat Aeromancy and Gravimancy of which the methods in which these can be applied has been expanded by Nidhogg (much more nimble, partly extended innate magic into the realm of the Arcane, now able to reach up to fifty feet from its body).
Dompaggio
(Deep Spawn) Dompaggio embodies the concept of INQUIRY, its form revolves around ESPIONAGE and STEALTH. A pile of jet black clothes, the stitching and tailoring style always shifting, a masked face with a monocle ringed in eyes the only accent visible beneath its tophat of smoke, a gloved hand, and a voice too normal, rich, calming, indulgent, the voice of a storyteller one longs to listen to.
Known 'enemies'
Yeti Elders
(Yeti/Shaman/Deceased) Mordre's first real enemies. They attempted to trick him into helping them defeat the Premen Drakzen Clan, from whom they'd stolen a valuable ruby mine. Mordre saw through their ruse and helped the Premen retake their mines.
Goran The Magic Eater
(Premen/Male/Warrior/Mage/Deceased) Goran was the leader of the Gorkin Clan who in turn lead many Premen clans with an iron fist. He was known to have survived hundreds of years past the normal lifespan of a Premen, made nonmortal by the binding of the concept of Hunger, ala the Deep Spawn, fittingly because he was the student of Dorgrum. His skin is completely immune to magic and his mouth actually consumes it. He was a small-time Combat Phonomancy practitioner and basic Arcane Gravimancy user (that was powered by a rather potent existence, so by some other standards, he was a rather big-time mage), picked up and refined over the centuries. Now thankfully dead, and soul eaten by Mordre.
The Caged One
(Super-Sized entity/Soul of Zakrath(?)) Mordre has encountered two identified fragments of the Caged One. One was the entity that first possessed Arkus in the Frostback Mountains, then possessed Mordre, and finally taken by Lenyrt to be given back to the Deep Spawn (probably. At least, it matches with what information we have...). The next was Lorgk's family sword, True Edge, who attempted to possess Lorgk and turn him into its puppet to commit genocide to the Deep Spawn, and threatened to unmake Mordre (when Mordre touched the sword, True Edge screamed at Mordre and burned his metal fingers). Both are Grade-A possessing assholes. Presumably, all such fragments, and the whole, are Grade-A assholes. As per information given by Eldghodd, the Caged One is caged by the System, which had to be modified because, instead of most, it developed a life after having a soul (most develop a soul after having a life), it is a timeless one, it desires freedom, and it can warp the world around it if the the System does not siphon off excess energy.
Core Beings
(Sanguine and Ethereal Excretions and Runoff of The World) Also called World Nightmares by the Premen, along with many other titles from other civilizations. Beings that are a threat and an inevitability of the System, these entities are formed when pressure is shunted from the System. Despite, or because of, their nation destroying power, these beings cannot support themselves without a house, a vessel to host them, leading to them burning their existence. Mordre has met two (maybe) Core Beings: Timmy, the talking!Core Being in the cellar of the barn in the northern field of Trekel, and the Core Being in the Land of Dragons that was summoned into a host. Both are Bad News, as the Trekel Core Being had tapped into a deep running Leyline to gain power and is draining the color from the world around it (which is highly ominous), and the LoD Core Being couldn't even be hurt until Mordre destroyed its damage-nullifier with Immortal Genocide's anti-magic field.
Verther The Bandit King
(Human/Male/Magnetomancer/Deceased) Verther was Eisenhardt's apprentice. Ran an army of bandits with the (assumed) purpose of attacking Del Roga for the information stored in his magical axe.
Dulu The Golemslayer, Golemslain and Golemforged
(Half-Premen/Male/Small Tomb/Golemnslayer) Dulu was bound to Weinsho's service by threats and some form of magic, also DUUUUUUULUUUUUUUUUUUUUUU!!!!!!! Dulu is Mordre's most worthy foe, having been noted to be exceptionally powerful and perceptive for a mortal. Dulu prefers to approach problems and diplomacy honestly and head-on, finding tricks and deceit to be distasteful. Naturally, this put him at odds with his one-time employer, who had put him into a Small Tomb as both punishment and insurance against his further defeat. All three soul magic spells binding him have been removed; one by Jojo, the second was partially removed with the help of Mordre and Jojo, and the third along with the remnants of the second were removed by Eldghodd. Currently traveling with Mordre in the Land of Dragons, for unknown reasons.
Weinsho
(Human(?)/Archmage) Weinsho is Mordre's current archenemy. He is a mage that has apparently gained some measure of competency with Soul Magic and along with Eisenhardt wishes to take Del Roga's axe and use it to find information on one of his customers. He has holdings in the Azelhaedran State, among them several captured research outposts. After Dulu's death, he summoned away the soul and bound it into a Small Tomb, one designed specifically to play against Mordre's weaknesses. In combat he prefers the odds always be stacked in his favor, such as when he placed several of his mage apprentices, golems, and Dulu to take out a caravan Keddic was manning for Mordre. Unlike Eisenhardt, he believes in taking multiple apprentices at a time, several of them in fact made off his some of his papers and summoned a Core Being in the fields near Trekel. His ultimate goals seem to be acquiring power, enough to in fact make him a ruler. Eisenhardt believes he would be a visionary, but lacks the means to actually get a seat of such power.
Lord Barcho
(Human/Male/Wannabe/Deceased) A mage who had taken control of one of the abandoned research outposts in The Azelhaedran State. After a clever ploy, Mordre had him and his men surrendered within his own base and learned he was in fact no mage at all. In terms of skill he was less competent than Arkus at the time and he had only managed to figure out how to recreate the hand-cannons by piecing together the notes and testing them over the course of two years. Mordre ultimately snapped his spine and ate his soul, earning him not much more than he would from a normal soul.
Balboa
(Human/Male/Magical Item User/Deceased) Balboa worked for Weinsho. He slaughtered every man woman and child in Berluut.
Daobo The Bloody
(Human/Male/Mage/Deceased) Daobo was a Blood mage and student of Weinsho. His soul gave Mordre minor competency with blood magic.
The Metal Titan Eisenhardt
(Human/Male/Mage/Master Magnetomancer/Master Geomancer) Eisenhardt is allied with Weinsho. He approached the Arcanoworks in search of Mage Mordre, and fought Mordre, seeking to kill Mordre in retaliation for the death of his apprentice, Verther. The first round ended in a standstill from Eisenhardt's perspective; he currently waits at the Arcanoworks after being tricked into leaving. He has a Blood Iron armor, though he doesn't use it until he can pull up a Leyline close enough to the surface to replace the magical stamina he loses by turning the Blood Iron into armor. He is a descendant of Reinhardt.
Cyfus Oteldt
(Human/Male/Pirate) He is the current owner of The Shell of Gavrock, former member of the port guard. Payed Gialgorra to repair the Shell's engine, disappeared shortly after. Resurfaced as a pirate, uses the Shell of Gavrock to terrorize and plunder merchant ships in the waters of the western islands. Gialgorra encourages us to search for him and end his criminal career, a venture we will no doubt be pursuing in the future.
Aurockoth, The God Of Blades, The Reaper Made Flesh, The Living Sword, The Soul Grave Slayer
(Life Golem) The Castiliathen Empire feared the Soul Graves, and so with the help of the world's other nations they decided to create a Life Golem specifically designed to combat them. Aurockoth was originally a man from the Cazterria house, a rival warrior house to the Harksburtons. He was nominated to act as the base for the golem. They fused his soul one hundred and ninety three times with souls of other beings. Somehow Aurockoth survived the process and became what some would call an avatar of war and power. He has not only slain three scions of the Harksburton line, but had stolen accolades that belonged to the family. He is also responsible for the destruction of three of the six demolished Soul Graves, two of which he did without any aid. After the war he disappeared, but is known to go wherever there is a good fight to be had. Recent information tells us that he is somewhere within The Azelhaedran State, whether this is due to Keddic's presence or his own lust for battle is unknown. It is worthy to note he is a warrior feared by nearly all others: Dulu notes that the only ones he imagines that could best him in direct confrontation is Jak Stryfe The Golemslayer.
Abaeloth The All Consuming
(Human/Male/Warrior/Deceased) One leader of The Disciples of Domintus. He battled using a style that ate away at his very soul, but allowed him to absorb nearly all attacks. His personal philosophy revolved around the survival of the fittest and even bowed to his enemies upon his death. In his possession was a sword made of the crystal that holds World Magic within the ground and keeps it from spilling out onto the planet. The blade was taken as a spoils of war and is noted for it's magic neutralizing qualities.
Scarred Yeti
(Yeti/Shaman) The one to cement the YETI GENOCIDE objective, a yeti who had tricked Keddic into receiving a floating rune believed to be a simple communication spell. He then used his magic to make them believe he was securely tied up while they took him into Mordreden. After that he caused the clan's fortifications to disappear and led hundreds of Yeti to attack the village while he attempted to unleash the beasts from within the mines. Used the Goran fight to hinder Mordre, by empowering the avalanche above what it should have been, forcibly demanifesting the spawn, stealing Mordre's Soul Soldiers to replace its arm, and firing spells at Mordre. His name is Trollzaru. He is the?/an? elder shaman of a vast collective. Currently trying to use Goran's arm to quickly leapfrog to Goran's scale and evolution, and steal some vestige of Goran's magical reserves, through a method of Soul manipulation and crafting to make himself the Yeti equivalent of Goran.
The Other
(?) A being of great power that had attached itself to Mordre's form and has recently taken it over by force when our Soul Furnace was exposed and paralyzed Mordre, before being repelled. Happily, this entity repaired all the damage Goran caused, and made some modifications to our form; though, the spreading web of cracks throughout our form during the possession were ominous. He, titled the Master of Sorrow, was a Lengendary Soul Mage in life. It has been revealed that he takes control of Mordre's form when Mordre has Blood Magic activated and when Mordre's Soul Furnace is damaged.
Jeeba Hechlor
(Human/Male/Warrior) One leader of The Disciples of Domintus, with all the associated flaws (general insanity and violence obsession) and strengths (really fucking powerful). He, the current Head of the Hechlor family according to Keddic's knowledge, and like all of his line, thinks all other houses other his own and the royal house as lesser; which might be somewhat correct as his house is the premier in alchemical augumentations. His body is ridiculously durable, skin giving as easily as teak, wounds repairing themselves in minutes (except when he is using Soul Magic), and inexhaustable stamina ever powering his monstrous strength (Oz reports that when he met Jeeba, Jeeba had three hearts and a backup mind); Keddic believes him to be the most physically strongest warrior in Castiliathen. He also pratices Soul Magic, powering a death field, and other techniques that allow him to unravel cells (the lance of blood Keddic launched was destroyed, though plasma only could absorb the energy), and his eyes allow him to see any and all moving objects, and only moving objects, in an omnidirectional format. He likes to use consumables, using a DragonSpark and a RageSphere in his fight with Keddic. If the battle seems to be not going his way, and unlikely to go his way in the near-future, he sends his soul away to safety and leaves his mindless body to slow/hinder/cripple his opponents.
To Be Determined
Collete the Colossus
(Human(?)/Female/Warrior) Mentioned by Bang as being one of the strongest warriors he's ever faced. She is supposed to be ludicrously durable and resilient, standing against Bang's vicious hits without taking much damage.
Samuel 'Sam' Vimes
(Human/Male/Mercenary Captain) A retired soldier turned career watchman, he currently is the head of a freelance security force. He personifies stubborn determination, is a expert of Blood Combat Magic and a master of blood rage. A good friend of Del Rogo and a friend of the people. His platoon includes life golems that may be sapient. Currently in the service of the Azelhaedran State. He had been investigating Kyogrock Arcanoworks and the recent activities of Mordre (and his nature, be it sapient Soul Grave or eccentric mage) before being called away.
ALEXANDER ARMSTRONG
(Human/Male/War Mage) An eccentric war mage from a long line of mages in service to the Azelhaedran State, he is an expert at morphic magic (the reshaping of matter on contact) and close combat. He is the commander of the Armstrong Armada.
Jak Stryfe the Golemslayer
(Human/Male/Warrior) The self-proclaimed king of golem hunting and slaying, he bears custom-fit Lortoxite armor runed to absorb thermal and kinetic energy, storing it in hexagonal diamonds embedded in his armor, which can then be converted into energy discharges, and a pair of swords, one forged of Lortoxite the same as his armor, allegedly possessed by the spirit of a great beast, a potent soul that ravages his foes, and the other the one-time blade of the emperor of the Mosmordren Empire, a Necronostrium sword that can writhe and shift it's shape for unnatural attack angles and striking at distant foes. He also has a Small Tomb servant, as large as a dog, lightning fast and festooned with wings of blades and rending claws. He is a natural magic sensor, a particularly talented one, so illusion magic is all but useless against him, and has the appropriate paperwork in every nation to employ Blood magic as he sees fit. Dulu suspects him to have learned of Soul magic as well, as after happening upon the Caemlo Repository, he vanished for several months, to return with new and devastating skills, not the least of which being able to craft some sort of faux-golems from his own blood and crystal from the earth, effectively able to make his own armies on the spot.
Captain Falcon
(Human(?)/Male/Mercenary) The only independently contracted mercenary force fighting in the Azelhaedran state at the behest of the State operating without any assistance or support, this singular fighter is renowned for being a one man army, and for having perfected brutal, one hit kill techniques able to smite anything he can touch. Known for being able to jump on air as if it were a solid, weight bearing surface without issue, achieving a pseudo-flight, and being completely impervious to fire of all known sorts. Captain Falcon is also said to be supremely fast, though there have been no direct observations to support this claim as of yet, unlike his pseudo-flight and fire immunity.
Mordre's abilities
Languages Known: Common, Premen, Yeti, Mornostic, Land Of Dragons Low tongue, Land Of Dragons High tongue. Mordre has also displayed strong abilities in mimicry and throwing his 'voice'.
Can continue to operate indefinitely, as long as 12 base souls are available, with a -1 soul for every month of activity. In addition, Mordre must consume a minimum of five pounds of metal a day.
Soulfire: At the cost of three souls, creates a penultimate fire, able to burn stone, water, metal, anything but a Soul Grave can be reduced to ash by this conflagration. However, there is a limit to how long the flames will persist, and as the souls used to fuel them are used up, the flames will dissipate. Approx. lifespan of flames: 30 seconds
[ A little more information on Pristine Souls, and proto-souls]
Pristine Souls: Mordre has the apparently unique ability to generate and use these Pristine Souls, which are souls wiped clean of identity and personality in Mordre's Soul Furnace. Any action Mordre takes can have a Pristine soul used on it. Pristine Souls are highly situational, but always beneficial when used. There is a standing offer of a 5 PS award if someone were to figure out why Mordre generates PSs.
-Examples of usage:
- -Soulfire: would greatly increase size and spread of flames, and cause the flames to burn hotly enough that Soul Graves could start to melt and soften within the inferno produced.
- -Fighting: could be used to drastically boost general performance for a few seconds, or be applied to a singular attack to radically multiply its potency.
- -Eating metal: would be able to consume worked Lortoxite for a short time (only long enough to eat a couple hundred pounds at most per Pristine Soul used), could be used to allow a consumed metal to permeate your body much more thoroughly than normal (eat 300 pounds of something, whole body can be converted: first Pristine Soul provides 100-fold increase, additional Pristine Souls increase that by a factor of ten (e.g. 2nd PS gives 1000X increase, 3rd PS gives 10000X increase))
- -Gaining competencies: 1 Pristine Soul can be used to spontaneously generate basic golem crafting; 2 to spontaneously gain Soul Magic
Magic
Mordre, as a Soul Grave, is blessed with the combined magical stamina of every soul in his furnace (which discounts hero and mage souls). This means that Mordre is able to recover expended energy much faster than all but the most powerful of magic users. This is true for all Soul Graves, with the rate of their magical energy recover being proportionate to how many souls they possess. Note that all fields of magic listed under Will can also be used with every other fuel source Mordre is capable of using. Also, with our Soul Nexuses (Left Hand and Body), we can now learn Combat Magic from the souls we consume, with more style options opening up as we form more Soul Nexuses. Currently, we can learn almost all forms of the Winding Way.
WORLD:
(minor mages): Comprehension of how to tap Leylines for World magic, but otherwise no capability to draw ambient World magic.
WILL:
Magnetomancy (gift of Lenryt, Verther's soul): Mordre is universally capable at any form of Magnetomancy, and is limited only by the magical potency he possesses. Currently the equivalent of an experienced and competent Magnetomancer.
Geomancy (Souls of Domintus Geomancer magi): Able to replicate the earth gliding technique that Silicanthos used.
Pyromancy (Souls of Domintus Pyromancer magi): Allows us control over existing flames, giving us power over the direction, velocity, and intensity of the flames. With enough amplification, Inferno Golems can melt straight through metal prisons with relative ease.
Kinitemancy (Souls of Gorkin Shamans): Allows redirection of force vectors and creation of new ones at will with sufficient magic behind it.
Ignimancy (Souls of Gorkin Shamans): Allows the building of electrical charges to create positive or negative bolts of energy (charge-up required to use).
BLOOD:
(Daobo The Bloody + Gorkin Shamans): Mordre has a heightened affinity with blood of all kinds, providing a bonus to manipulating Blood Iron (that being the iron in blood cells). Mordre is able to fully manipulate the Blood Iron in his form, cause the Blood Iron to flow (which currently requires intense concentration, i.e. Mordre switches Will Magic for Blood), and use Blood as a magic source while the Blood Iron flows.
SOUL:
(Yeti Shamans + 2 Pristine Souls): Mordre, through the application of two Pristine Souls, forced the few Yeti Soul Mages to give up their secrets of Soul Magic, meager as they are, to him, gaining the ability to use Soul Magic bound to the Soul Grave's ability to sense souls. This allows Mordre to: passively sense the Chaos and Order of souls, speak with the Heroic Souls within Mordre's form when intensely focused, manipulate the Chaos/Order balancing of a Soul whom is unresisting, alter the Chaos/Order balance of compliant consumed Hero Souls.
Combat Magic
To use Combat magic, both the Body - Heart and Left Hand Soul Nexus must be devoted to magic. So no IG or speed/consuming bonuses.
Mass Connection
Jade Soul Style
Jade Fist:
-Signature move of the Jade Soul style, a direct gathering of Soul energy around the fist by means of expanding the soul itself to encompass more area than it normally would. This causes supernatural impact, compounding the fact it is used on a Siege Fist.
-The Soul field can somewhat ablate and negate magical defenses, in proportion to Mordre's own soul. Considering that it is ultimately slaved to the Soul Grave furnace containing several thousand souls, it can pierce considerable amounts of magic.
Ethereal Strike:
-A projection of energy, a replica of one's hand that is emitted as a projectile impact, possessing some of the Jade Fist's piercing ability, but little of its kick. The fact it can be used in rapid succession opens the options to which it can be applied.
-The projection has a range directly related to the originating source of energy, Mordre's Soul Furnace, and as such can reach ranges normally not considered feasible for the move, some several hundred feet before half the energy has dissipated, and more than a thousand before it completely decays.
Warding Palm:
-A gathering of energy for hardening, rendering the hand far more durable, if much less flexible while active.
-While under the effect of Warding Palm, any magical attack that strikes the palm can be unraveled, most of its energy breaking up before even reaching Mordre's hardened hand.
Rending Grasp:
-A move reserved only for approved students, it has the built in condition that to work, the practitioner's hand must be in contact with the foe's body for one full second before the ability can be triggered.
-Once the condition has been met, the move allows for far amplified armor piercing to Jade Fist, in all areas in direct contact with the hand. If all magical protection is pierced, excess energy goes towards weakening the material being touched, allowing an omniruinous attack.
Heroic Souls
Merrack The Swift (Body - Heart): Grants Mordre the NIMBLE NITRO Ability.
Thomro the Strong (1/2) (Left Arm): Formerly fueled the growth of spectral spikes along Mordre's siege fist, capable of bypassing conventional armor. Now provides ACCELERATOR ability.
- -The other half of Thomro's soul is in the Small Tomb protecting the main entrance to the duke's palace in the ruins of Trodar.
The Fang Taker (Left Arm): Provides the SPECTRAL GORGING ANIMA ability.
Ozmand the Hammer (Anti-Golem Cannon): Creates a ghostly hammerblow followup to any Anti-Golem Cannon shot.
Luo of the Winding Path (Right Arm): Converts the Sable Executioner from the claw base-form into a trio of bladed ribbons.
Keen Eyed Balboa the Butcher (Body - Shoulder Guns): Enables the vacuum-field bubbles in which Mordre's shots travel after firing.
Jade Soul Monk x4 (John, Paul, George and Ringo) (Left Arm): Spread out throughout Mordre's Left Arm, using the Body - Heart and Left Hand Soul Nexus as magical focus points to simulate the Jade Soul Style moves above.
Lumingo the Blademaster (Body - Spell Matrices): Grants Mordre considerable default skill with all manner of bladed weaponry.
Yogoko the Time Thief (Left Arm): Grants Mordre the CHRONAL BANDITRY ability.
Bagata the Inverter (Left Arm): Grants Mordre the INVERTER ability.
Abaeloth the All Consuming (Body - Heart): Grants Mordre the HANDS OF HUNGER ability.
Zagrath the Unseen (Eyes): Allows Mordre to passively pierce through any visual illusion not powered by Soul Magic, and with Zagrath's willing cooperation, upgrade the Amaranthine Annihilator to Level 3.
Goran the Magic Eater (Body - Heart): Grants Mordre the FEASTING VESTMENTS ability.
Conventional Armaments
Siege Fist (Left hand): Of prodigious size it is designed to smash through walls and doors, three feet across at the knuckles. The Immortal Genocide is set in this fist.
Sable Executioner (Right Hand) (HS: Luo of the Winding Path): Three Black Steel ribbons, each some twenty feet long, that take the place of Mordre's right forearm and hand. The ribbons are lined with fine saw teeth, and are subtly edged, with great cutting power. Each individual ribbon can be manipulated independently, and all three ribbons can be wrapped about to form a saw-toothed lance of coiled Black Steel ribbon some seven feet long (with upper arm included, total reach in this state is 13 feet, and uncoiled each ribbon has a range of 25 feet). When so wound, if the point of this coiled lance is placed against an object and forcefully unwound, it can act as a drill until such time it finishes uncoiling (3 seconds maximum, with shorter duration uncoiling having more intense drilling take place). Wounds caused by it have a high chance of infection, are prone to higher amounts of bleeding, and heal more slowly. The Black Steel ribbons are able to saw through hardened targets with sufficient force.
-Sable Sanguine Steel Slicer: By coating the Sable Executioner with magically charged blood, and using the Inverter to invert the Executioner's nature of magic-rejection to allow the blood to soak into the Sable Executioner, Mordre unlocks a new form of Sable Executioner. The Slicer scoffs at normalcy, growing larger and smaller in turn, a myriad of outlines and shapings warring as if it tries to be dozens of things at once, its color the color of blood, an undulating scarlet. Can overcome even Goran's impressive non-magically protected physical defense with ease. The Slicer requires active Blood Magic, Blood Iron flow active in the Sable Executioner, and some form of magically charged blood to trigger Sable Sanguine Steel Slicer state.
Anti-Vanguard Blade Launcher (Right Shoulder Mount) (HS: Balboa The Butcher): Carries up to six large, fanged circular blades that can be launched individually. Each blade is capable of cleaving through armor far more effectively than the standard Anti-Infantry rounds. Further, Magnetomancy can be used to control their flight path. Blades create a vacuum field around themselves, and suffer no loss of speed to air friction. Each blade takes 1 hour to regenerate, with multiple able to regenerate simultaneously (10 minutes to regenerate with Magnetomancy fully focused on the act). Range 600 ft (Control via Magnetomancy), 2500 ft (no control) After the possession by the Other, the six disks that were in the launcher during the possession now have a more wilder, irregular set of teeth on their edge, with stark and feral runes. The blades can spin open into a large saw ring when rotating, and gain a severely amplified magnetic field in that hole. That allows Mordre to use the blades not only as saws, but as magnet-shields. If the saws were to be combined, single file, with the cannon, SUPERRAILSHOT can be achieved.
Anti-Golem Cannon (Left Shoulder Mount) (HS: Ozmand The Hammer, Balboa The Butcher): An enlarged and elongated cannon with heavy rifling, that fires a massive, spiral etched spike, designed to punch through even large masses of metal. Each shot has incredible piercing power, and anything the shell punches through will be struck by a ghostly hammerblow, able to crush stone and break bones. Further, the shell creates a potent vacuum about itself, and is able to maintain maximum velocity until impact. The round is larger and more complex than normal, and takes three hours rather than one to regenerate (4-5 minutes with dedicated blood-based Magnetomancy use provided sufficient metal). Further, the cannon itself takes up extra room, the massive cylinder of the cannon protruding both to the front and rear of the golem’s shoulder. Range 30ft+ (The cannon's maximum range is now only limited by what Mordre can perceive and direct it to target.)
(?) (Head/Neck): (I'm not quite sure this section is the correct section for the... modifications to go, but it seemed the best place to put them in...) After Goran took a bite out of our neck, and exposed our Soul Furnace, an Other took control over Mordre's Soul Grave. It repaired the damage, by simply making the neck non-existent. Where the neck was, there is now a set of fangs, flat and tipped with tiny saw-teeth, surrounding a hole, from which slowly exudes a deluge of Soulfire that drifts and swirls around Mordre's visage. This modification detached Mordre's head from his neck (allowing Mordre to see in all directions, though not at once) and gave the head a wider set of teeth, ending with fangs. What precisely are the effects of these modifications are currently unknown.
Titanic Spike: A massive spike formed by condensing and melding Blood Iron and other metals together with Magnetomancy.
-COMBO MOVE: Titanic Spike [Boosted] + Ozmand's Hammerlance: After firing the Titanic Spike (with Magic Amplifier Boosted Magnetomancy), all six rounds of the Anti-Golem Cannon are fired at the Spike, velocities modified so that all rounds will impact simultaneously. This move helps in overcoming the target's defense, as even if they could stop the Spike, it is an altogether different matter stopping the Spike and six Anti-Golem rounds backed up with Ozmand's soul. This combo can even pierce through Goran's impressive physical defense, utterly destroying the arm he tried to block it with.
Magical Equipment
Can eat other Soul Graves (or their body parts) so that any enchantments on that Soul Grave will migrate to Mordre. Requires runes of Chaos to be inscribed on the body part beforehand so as to forcibly mutate the enchantments to match with Mordre's spell matrices.
A Soul Nexus, one of the methods for a Soul Grave to evolve, form in a place where souls of similar natures gather. (Souls with very similar natures, like Thomro and Fang-Taker, more easily form a Soul Nexus; though, so long as enough Heroic Souls are concentrated into a body part, a Soul Nexus will form.) What makes it so potent is that as each soul is added, every single other soul, in whatever form it can be used, grows stronger from the addition, including the new soul. As the amount of souls in the Soul Nexus grows, it can cause the applications of souls within it to grow stronger, to evolve. Further, if no ability in the Soul Nexus is active at a given time, it can be used as a secondary source of spells, allowing for more complex casting.
Please note that Kyorto can show us how to link Soul Nexuses together to achieve each others' effects in tandem (e.g. if Mordre were to ever form a Soul Nexus in his eyes, we can link that Soul Nexus and our Body - Heart Soul Nexus so that the rubies emit the HANDS OF HUNGER, even when they are out and about).
Soul Nexus, Left Hand:
-ACCELERATOR: When activated, anything that comes into contact with Mordre's hand will, upon losing contact, have it's velocity greatly amplified in whatever direction Mordre wishes. This can lead to thrown objects achieving incredible speeds, as well as other potential applications such as deflecting slow-moving attacks.
-SPECTRAL GORGING ANIMA: When activated, a ghostly skull of gigantic proportions will manifest through Mordre's hand, and phases through inorganic matter while annihilating living tissue with spectral fangs. Can venture up to three feet from Mordre's hand. Can be stopped by certain large-scale runes, so is best used on smaller fleshy targets. During the possession by the Other, the Spectral Gorging Anima was used (maybe. Mordre detected the vestiges of the Spectral Gorging Anima in the attacks...) as an expanding field that harmed only flesh. It is unknown how this was achieved.
-INVERTER: When activated, any magic (not including the Soul Nexus itself of the souls comprising it) anchored in Mordre's Left hand or in direct contact with it can have its function inverted. The end result of this depends on what is inverted. Built largely as a combination based ability.
-CHRONAL BANDITRY: When activated, anything Mordre's hand is touching can have it's sense of time/anchoring in time be leached, to the extent that it slows down, both in action and, if capable of thought, its speed of thought. The time stolen is 'added' to Mordre, giving a hastening effect. The ability is short-lived once contact with whatever time is being stolen from is lost.
Soul Nexus, Body - Heart:
-NIMBLE NITRO: Mordre gains both personal maneuverability, and flat speed. Without any Magnetomantic enhancement, Mordre, with Nimble Nitro active, can now reach some 65 miles per hour, and with sufficient traction shift on a dime. WITH Magnetomancy on, wear on joints accelerates, such that prolonged use requires increased amounts of magic to be diverted to repair. With both Soul Nexus and the default casting all bent on this, Will could push speed to 150 miles per hour, and make Mordre one of the fastest things of his scale and weight. If Blood Magnetomancy is likewise maximally directed toward self amplification, the metal itself will start to buckle, as Mordre starts to become a genuine speed demon, both in flat mobility and rapidity of movements. In this form, impact damage is MUCH worse do to extra strain on body, so hits that normally wouldn't phase Mordre are damaging, in exchange to some of the greatest speeds of direct body movement achievable, limited only by the strength of your Blootz Steel. But the more Blood magic is turned to Magnetomancy on oneself, the more Mordre's Blood Iron will synchronize, making form more enhanced when controlled by Mordre.
-FEASTING VESTMENTS: Body directly consumes the raw magic of nearly all spells on contact, unless overwhelming in nature, converting the energy into a temporary pool to draw upon for further personal spell boosting. If not used, this pool will drain away like the Immortal Genocide's pool.
-HANDS OF HUNGER: Body emits grasping hands of shadow, range one foot, from all parts of the body. Any corporeal material it comes into contact with will be eroded and unmade while in contact. Think Physical eating, to match against Magic eating, for what form does. Keep in mind emits from feet too, so either have some magical platform to stand on, or be prepared for some shifting footing.
Immortal Genocide (w/ 2 Pristine Souls):
-Default Function: Upon activation, draws ambient heat, ambient magic and assorted other forms of energy.
-Primary Function: When a charge has successfully been stored in the IG, any melee attack will, assuming the target survives the brunt kinetic trauma the blow conventionally brings, have part of it's own energy (soul, heat, life, etc) be converted by the stored energy into the magical equivalent of explosives. So the amount of charge affects the amount of energy converted into internal explosive force.
-Secondary Function: When energy has been successfully collected from the environment via the default function and the absorption process halted, the stored energy can be used to power a burst of magical annulment, rendering spell-casters caught in it's grasp unable to cast temporarily and ending any active magics it touches. The size of the burst is proportional to the amount of energy absorbed during use of the default function.
-Tertiary Function: The default function can be re-purposed to absorb unbound souls, and start fusing them together into chimeric masses. Each mass usually requires ten ambient souls to be fully formed, and each mass will require a soul from Mordre's personal reserves to properly bind them. At this point, however many masses are created and bound can then manifest as Soul Soldiers, spectral warriors bound to Mordre's will. They require general orders on what to do, but otherwise can handle the specifics of general orders themselves (order them to attack enemies, they won't need to be told how to attack them.). Soul Soldiers vanish after approximately ten minutes.
-COMBINED ABILITY: Immortal Genocide Tertiary Function + Soulfire: Inferno Golem: At the cost of 40 souls from Mordre's reserves, a short lived construct of Soulfire can be created. Capable of flight, blinding to the naked eye and able to incinerate or melt conventional materials with relative ease, the Inferno Golem is a modified Soul Soldier. Among the key differences besides power, Inferno Golem must consume themselves to provide themselves power, and constantly diminish in potency as they take actions (and even by existing). Depending on the amount of activity they endure, they can last anywhere from 30 seconds to 5 minutes. Inferno Golems must also be more intensively controlled to be effective, so the more simultaneously active, the less precise each will be under Mordre's handling.
-COMBINED ABILITY: Immortal Genocide Default Function + Inverter: Soul Infusion: A significant number (63 were used to heal Oggroth) of souls are infused into the target, swiftly healing all injuries and granting them increased power. A side effect is that the souls remain in the target, causing the one healed to have strange dreams, involving the souls' lives and how they ended, and fusing together into one mass of soul, eventually overtaking the body. This essentially turns them into a sapient Life Golem.
-COMBINED ABILITY: Immortal Genocide Secondary Function + Inverter: Magic Amplifier: A large amount of souls (256 were used to empower our Pryomancy during the first fight against Eisenhardt, Bob has stated that a minimum of a hundred souls, fluctuating based on the complexity of spell, are needed) are consumed to give an act of magic much greater power than usual.
Amaranthine Annihilator (w/ 3 Pristine Souls and Zagrath's willing cooperation): Our ruby eyes that were once the AGELESS EYES OF WINTER of a Yeti Clan. Runed by Arkus over the period of several weeks. Passively builds a charge by drawing power from Mordre's body movement; Zagrath contributes power as well. All collected charge is then stored, until such point the Amaranthine Annihilator is activated. At this juncture, all charge is expended, creating a beam with strength in proportion to the amount of charge gathered. After sufficient charge has built (the equivalent of three days nonstop marching), the resultant laser will slowly acquire a duration increase, becoming a sustained beam that follows Mordre's line of sight for as long as it last. The beam rapidly pushes massive amounts of heat out of whatever it impacts, with such force and speed that sufficient power can cause those nearby to be burned or even outright incinerated. Conversely, the target becomes frozen so swiftly it explodes, showering the nearby vicinity in razor sharp shards. A charge of four hours spent traveling or otherwise engaging in significant action will provide a sufficient charge to be lethal to all but the largest (or sufficiently magically warded) targets at up to 500 meters. Beyond that, the beam's intensity will slowly degrade with distance, and lethality cannot be assured. With Zagrath's willing cooperation, and his ability to fly, the Amaranthine Annihilators can now independently leave Mordre's form, allowing targets completely out of Mordre's line of sight to be hit and from many more locations (I'm between your legs, staring straight up at the sky...), and each eye can be fired independently of the other eye.
-COMBINED ABILITY: Amaranthine Annihilator + Inverter: Emerald Eradicator: Emerald Eradicator works much the same as Amaranthine Annihilator, save that it draws massive amounts of heat into whatever it impacts, instead of out. This ability is currently unavailable, as Bagata's soul is in Mordre left arm, instead of his eyes. It is likely we could regain use of the ability by holding one of the eyes and inverting it as it is fired, though this theory has not been tested.
-CHAINED ATTACK: Amaranthine Annihilator + Infernal Lance: By using Pyromancy to compress the heat and fire that spreads from wherever Amaranthine Annihilator hits into a spear of fire, a second devastating beam is created.
Edge of Oblivion: A space-locked and time-locked sword. Please note that all information on the Edge of Oblivion is suspect until we have determined all the effects the modifications Jioga has made to it.
-COMBINED ABILITY: Inverter + Edge of Oblivion: Cataclysmic Chaos Cleave: Transforms the sword into a swiftly growing, chaotically moving blade of unstoppable force, yet the protective enchantments are disabled and thus the sword is easily manipulated via Magnetomancy, and is damaged when being used in this way. Without repairs, this can be done two, maybe three times before the sword breaks. Repairs will be difficult; however, with the help of Velada, Burduko, and Murhyihal, if some time is set aside for the three to concentrate on the repair, the sword may well be as good as new after their care. With Blood-fueled Magnetomancy, Mordre can also repair the sword, though the process will take days or weeks.
-COMBINED ABILITY: Chronal Banditry + Edge of Oblivion: Temporal Lock Mordre: Steals the timelock from the Edge of Oblivion, resulting in complete stasis and thus invincibility for Mordre's body. However, Mordre is rendered unable to move its body during this. The sword becomes vulnerable to physical attack at this point, yet is still somewhat resilient due to the spacial lock still in place.
Still assembling information
Races/Creatures
Human: Basic humans. Highly common with many different Nations, Governments and the like.
Froggock: A frog-like race. (?)
Yeti: A tricky race that dwells in the north, known to have shamans and warriors of high caliber. Mordre has plans for their extinction.
Premen: Strong Human-like race that dwells mainly in the north, operating in clans. Has warriors, makers, and shamans.
Morgren: Life Golems. They have formed a strange, perpetually warring set of Clans since the fall of the empire of their masters, and now fight both each other and everyone they find, pillaging and raiding as they go, only submitting to those they deem stronger.
Ragegluts: A specialized species of Life Golem, effectively the Land of Dragon's version of the Mosmordren Morgren. They are forged by binding the emotion of rage to the soul itself, while filling the body with a plethora of Blood magically divorced of ownership, along with several beasts. The end result is a powerful, hulking creature, whose strength fluctuates in correlation with how much rage they have. Highly resilient to Blood Magic.
Deep Spawn: A race of entirely soul-based beings, whose corporeal form does not matter for the continuance of their existence. Seems to be that the 'rulers' of Deep Spawn are those that once were other (mortal) beings, that lost their mortal existence after a long while spent as souls without fleshy and mortal bodies. All the others apparently are hatched from eggs the originals made with massive amounts of Soul and general magic energy. (The hatching requires raw magical input (Names, concepts, forms, etc.) and a piece of the soul of the one hatching them.) Deep Spawn are all bound to something, be it truth, duty, another Deep Spawn (usually an Administrator), etc. They appear to be remembered by the surface as the 'faceless abominations' referred to in Zakrath's equivalents of "Damn you to Hell!" (e.g. "Go find a cave somewhere, go underground, and get yourself killed and eaten by faceless abominations!) The ones Mordre met seemed to be entirely dedicated to the maintenance of the Caged One's prison.
Core Beings: Highly powerful magic beings comprised of the world's energy. Usually wreck major havock when released upon the surface world, until they run out of energy and dissipate.
Dragons: Winged serpentine creatures with considerable amounts of proto-souls native to the Land of Dragons. They live in the True mountain-ranges. They are able to utilize Combat Aeromancy and Gravimancy, gaining competency and Arcane reach with age. Older, larger dragons display more evidence of thought and planning than normal in their ilk. Dragons can learn to click teeth together to create a spark for igniting their acid spit, which is potent on its own, and their gigantic bodies are decptively quick, their flesh able to enhance eaters' vitality, their Blood Iron (and carbon from their bones) grants hardness to alloys containing the Blood Iron. The main danger from them is their lunging, long-necked bite, and their enormous gaping maw containing never-ending fangs.
World Information and History
This Quest takes place on a world called Zakrath. Throughout this planet there are Leylines of magical energy flowing which help shape the world. The Leylines lose strength the nearer they are to the sea, as they do not exist IN the sea (as far as I can tell for now). So any islands not close enough to the main continents of land are without Leyline power.
There also exists a phenomenon called The Wall, the eternal storm wall that marks the end of the known world. Once one goes too far out from any landmass, there's just never-ending, all-breaking super-storms raging without end, leagues tall eternal hurricanes and tidal cataclysms. Mages have tried opening paths in it before, but nothing has worked yet.
Currency exchange:
Diamonds (by the carat) are worth 110 Marks.
Emeralds (by the carat) are worth 80 Marks.
Rubies (by the carat) are worth 50 Marks.
Sapphires (by the carat) are worth 30 Marks.
1 Mark (gold coin) is worth 100 Rounds (Silver coin)
1 Round is worth 100 Bits (Copper coin) (Smallest denomination)
In the Land of Dragons:
Lo are worth 1000 Dobu.
Dobu are worth ~(1/14),(1/15) of a Mark.
Calender
In Zakrath, the year is sixteen months long, three weeks a month, ten days a week. Weeks are called a cycle.
The months are:
1 Dormivin (Winter)
2 Mors (Winter)
3 Mellitius (Spring)
4 Perennius (Spring)
5 Praeclarum (Spring)
6 Libiturnius (Spring)
7 Malanius (Summer)
8 Inferius (Summer)
9 Vescere (Summer)
10 Centum (Summer)
11 Astra (Fall)
12 Vigintum (Fall)
13 Enuberum (Fall)
14 Noctum (Fall)
15 Quindecimber (Winter)
16 Sedecimber (Winter)
The days are:
Zakday, Morday, Atenday, Washiday, Corday, Lorthday, Castiday, Enduday, Rathday, Randinday.
Important Organizations
Mosmordre Empire: Mordre's "birthplace", now destroyed. The lands once known as this empire are now known as The Cursed Lands, because the curse used to destroy it corrupted the land itself. The Curse broke open the Leylines of the Empire, unleashing an incredible amount of energy that killed and mutated every living being in the Empire. Even now, there is a miasma that persists, tainting everybody that enters the Lands. The Mosmordren Empire was an oligarchy, with anyone able to elevate themselves into the ruling class by demonstrating sufficient magical skill to become mages, at the cost of having to serve the born nobles despite their gained prestige. Society was caste system, with aforementioned ability to get placed into 'mage' roll available to all caste levels. Yes to slaves and forced labor, as well as serf caste. Since it was a caste system, mindset roughly of: bottom caste: "Life is shit, but if I don't do as told, I die." mid castes: "The empire provides, I must return the favor." Mage: "The empire is wonderful, but it needs my help to exist, and it is my duty to give it." ruling caste: "The empire is shaped to serve my whims, but cannot persist if I do not bend my whims to the betterment of the Empire." There was nationalism as well as racism and speciesism, Mosmordren citizens viewed themselves as superior to others, this extended to the caste system. The Empire started the war, they wanted land and resources, and sought to take it from the 'lesser' nations. Prior to war, Mosmordren Empire was feared for past displays of strength, but had otherwise not pursued unified war, building the hostilities that led to Castiliathen being able to get so many allies. No one allied with the Empire, that's why it's said EVERYONE was against it during the final war before it's fall. The war lasted for three decades, but was not 'everyone against empire' until the last eight years.
Castiliathen Empire: Castiliathen is the largest stable nation, famed for it orderly cities, harsh laws and high quality of life for the non-slave castes. Their system is founded on a large life-golem slave and indentured servitude means of production. They are famous for possessing The Founders, the world's largest stone golem powerfully warded, that guards their capital. This is Keddic's, and his line's, homeland; Aurockoth was created by this nation. Castiliathen was the nation that led the coalition that destroyed the Mosmordren Empire. They have claimed a Soul Grave as spoils of war.
Drazken Clan: Premen clan in the northern mountains, operates a large ruby/bronze mine. Allied with Mordre due to his actions in reclaiming their mines. They currently are based in Mordreden, the large stronghold of the Drazken Clan, called the Icy Bastion becuase of the massive walls surrounding the stronghold, enchanted to be immune to both the magic of the Premen and Yetis. Due to Lenyrt's work in compacting the ice and snow, along with the bodies and souls of those killed in Goran's battle with Mordre and the Drazken and the maigc of the Yetis and Lenryt, and some opportunistic magic by Mingsk and the Drazken shamans, the Wall feeds into, and is linked to, the ice surrounding the stronghold. What this precisely means is not known, nor if the above information is correct, as Mordre has only suspicions.
Gorkin Clan: Once lead by Goran, a powerful Premen leader. Goran controlled eleven clans besides his own Gorkin Clan, all subservient to the Gorkin Clan. He controlled them with the strength of the Gorkin Clan, which under his leadership had grown to hold more than five thousand warriors, all who followed Goran's will without question. However, fully half of his clan was devoted to policing and taxing the clans he had conquered, forcing them to labor for him and his clan so that they as warriors one and all need not.
The Mortal Coil: An international Wizard society that hoards knowledge like mad, and out of necessity grew to become a chain of exclusive magic colleges to continue funding the research of graduates. Ruling body are the seven (now six, after Lenryt killed one of them) Grand Elder Mages, a position with no term limit, with new members selected whether by political maneuvering, or by demonstrating enough skill to best an existing Grand Elder mage in combat.
Land of Dragons: A nation made of millions over a massive region, with a culture that promotes the acquisition of strength, whether it is through physical and/or magical combat, or through political machinations. The culture views the body and soul as separate entities (displaying vehemence against any act that would harm the soul), and has a reverence for the departed ancestors. The nominal head of state is the High Dragon, though other Dragons have enough sway over their own territories that the High Dragon must have the support of the other Dragons to effectively govern the entire country. There are five to eleven (depending on who one asks) True mountain-ranges, where dragons live.
Disciples Of Domintus: An organization dedicated to the worship of their god, Domintus The World Reaper, said to reside in a massively potent, unruned, Soul Grave, as a sea of anti-existence, a dark and deep depth, an emptiness that seems alive only in mockery of the word, a fanatically intense and perfect void, and the tenet of the survival of the strong and cruel, going about destroying existing systems in favor of a church-ruled state. They are headed by the eight Knight-Captains (now seven, with Abaeloth dead maybe?) and the Pure Lady, their prophet and the master(?) of the Soul Grave they say is the vessel of their god, and the main army consists of fanatical Berserker-Zealots who are willing to do anything for the god they worship.
Despardos: A desert nation located between the Warring States and the Land of Dragons. Home of Bang, and the Masked Warriors, fighters who have proved themselves worthy and strong enough to wear a mask, which grants some benefit to their bearers as determined by the wearer's own style.
Leylines
The blood vessels of the Caged One, a network of energy contained within crystal and stone. These are the source of World Magic, as, though the Leyline cystals have great magic absorption properties, energy leaks through anyways. As mentioned above, Leylines only exist in significantly large landmasses.
This network is also the System, also the Grand Seal or Supreme Binding, referenced by the Deep Spawn. This System has an Administrator, also called Scientiomancer, (Eldghodd has admitted that all Administrators once were like Mordre and Dulu, souls that have grown old and powerful that who they once were is a meaningless question with a meaningless answer) responsible for maintaining a section of the System. Each Administrator has many individualized Deep Spawn helpers in maintaining the System (presumably non-individualized Deep Spawn are not needed, as Dorgrum and Khordu are bound not to manifest their spawn when not in combat. This presupmtion, of course, assumes that maintaining the System does not involve combat). Eldghodd, for example, has at least 285 individualized Deep Spawn attendants (number reached calculating the number of individualized Deep Spawn needed to obtain the 6000 (285 gives 5985 Deep Spawn) Deep Spawn that Eldghodd mentioned. Math assumes that Eldghodd cannot manifest his own non-individualized spawn and that there are exactly 20 non-individualized spawn for each individualized Deep Spawn). Also, Scientiomancers have the commands that allows for the enaction of the Curse.
Due to the actions of the Caged One, it was necessary for the System to be modified to siphon off excess energy. There now are flaws and malfunctions in the System, leading to pressure building up within the System, relieved by letting out energy onto the surface, which form Core Beings, leading to energy being removed in a manner deemed most sustainable over time. Due to the actions of mortals when faced with this information (aka the mortals' near extinction through ceaseless incursions of Deep Spawn holdings, compounded with Core Being manifestations (which increase with the loss of population) they couldn't handle with their losses fighting Deep Spawn) and the weakening of the System due to such actions, Mordre has been asked to never reveal this information to anyone.
Magicks and their properties
Magic is a relatively rare, costly and difficult to master line of talent within the setting. Learning any new magic both requires some source of knowledge from which to learn the spell in question, and the requisite amount of time for the individual to grasp the spell or magical theory in question through practice and study, varying in length by learner. The more advanced magics are harder to learn, and very few have the dedication and the means to become Grand Mages, those recognized in all lands as having mastery of magic, and because of this, it is no wonder there are less than 100 Grand Mages or better (Such as the Grand Elder Mages, those who command the greatest of power, influence and knowledge.)
Magic has a color to it: a blend of ceil, byzantine, and maize, with a stark taupe/umber silhouette, and some blotches of fulvous, zaffre and wisteria (as described by Bang, using existing colors).
Magic needs a fuel source, and a type.
Fuel Sources
Keep in mind that all fuel sources ultimately stem from the soul, whether of the mage's own, or another's.
In order of relative average power:
Soul: Soul, be it the caster's own or those of the dead, is the most powerful magic fuel type, and it alongside Blood Magic were the mainstays of the Mosmordren empire, and were the source of much of their power. After their fall, Soul magic became a capital crime (i.e. No new spells fueled by Soul may be cast or begun, effective date/time royal seals blah blah. This allowed a loophole for pre-existing passive magics, such as Soul Graves, to continue existing. Can't make new Soul Graves, or start new spells, but any Soul magic begun BEFORE the ban, if at no point altered or ended, is still legal).
Blood: Blood is less potent than Soul, but still a far cry above what one can usually expect out of Will. Blood requires a much larger amount of fuel for the same purpose as Soul does, and as such there are no blood mages who use their own blood exclusively (or at least they have very brief careers). Blood magic requires a special permit to be practice without being arrested and potentially executed. The permits can be notoriously difficult to obtain.
Will: Will, the will of the soul, is the act of forcing magic to occur through the order and strength of one's thoughts. Will mages tire much more quickly than any other mage, and are more prone to burn out than most thanks to how easy it is for them to exceed their safe limits. Mages that become adept at Will magic can expect to be held in high demand and esteem for their prowess.
World: World draws power from the world around the caster, be it from a forest, an ancient mountain, a desert oasis or one of the planet's leylines; there are few accomplished mages that practice World alone, as there are many dead zones around the world where there are no ready sources. Knowledge of World magic usually indicates a laymen learner of magic has started to gain some decent knowledge of the mechanics of magic itself, and may be hired as an adviser or their word given more weight than a simple amateur.
Word : Word is the known tonal combinations that can cause minor magics to occur, such as sparking a fire, snuffing a candle or moving a couple pounds of material about. Most anyone can attempt to learn these, and learning these spells are the firsts steps any would-be mage takes in most cases. Word is powered by belief, a pool of multi-dimensional metamagic from all the millions, billions, that believe that magic would work that way, a self-fulfilling prophecy. Word Magic is descended from an as of yet unknown form of phonic magic.
The magic types (Word/World/Will/Blood/Soul) are just fuel sources for the most part, like different octane gasoline for a car, I suppose. The only thing making this analogy not fit perfectly is that some fuel types are more suited to certain pursuits than others (World magic is best for detecting/manipulating leylines, Blood magic blood, etc.)
The findings of the Drazken Clan Shamans indicated that Blood and World magic are alike, the currents of World have a similarity to the flowing nature of Blood. It has been theorized that tapping and combining World (Leyline) and Blood magic will amplify each other's form. World and Word also appear to be linked, as any casting of Word creates ripples of an unknown nature in the nearest Leylines.
Soul
Soul Magic currently seems to be centered on the balance of Order and Chaos within a soul. Saturation of just one type in a soul increases yield, though each individual has their own ideal im-/balance, which changes over time (unless a soul is pure Order, in which case, the ideal state is locked down).
Order is the null, unchanging, anti-existence. Perfect order is nothing, a void where not even time is needed, perfect stasis. Order contains within its themes: rejection, the exclusion of everything not the self, prevention of change of self. Saturation of Order leads to the ability to laugh at time when approaching critical mass.
Chaos is creation, change, the new, action quantified, existence. Perfect chaos is anything, constant creation, boundless energy leading to nukeline cancer. Saturation of Chaos lead to the ability to to make anything of any energy sort wavelength matter type whatever approaching critical mass.
Blood
It appears that to use Blood Magic, one needs to be alive, or emulate life enough that one has a pseudo-life (their form saturated with blood or a replacement substance that contains the power of blood).
Blood magic can reach, or at least approach, Soul levels of power if the blood used is exclusively comprised to White Blood Cells. White Blood is more responsive to magic and has a greater sense of ownership than the other parts of the blood. That may have to do with White Blood being something like the soul of blood, born from the proto-souls, the Possiblity Cells, contained in the marrow of the bone.
White Blood is primarily concerned with defending the body, tied to the concepts of SENSING and REJECTION, and has intrinsic Order magic piercing abilities and detection capabilities, with potential immunal rebellion as a recoil from usage. The more harm (from toxins and disease usually but also magic when White Blood is controlled with magic) that is done to the body, the more blood is saturated with White Blood, and the easier the body can fight off the same harm. The utilization of White Blood imparts qualities upon the wielder; though exactly what qualities are imparted depends on the wielder (e.g. Keddic gets general blood-related fun stuff, Bang gets increased resistance to tumors).
Types of Magic
Destructive: Destructive magic focuses on causing damage/decay to something or otherwise causing something to wear down more quickly than it would naturally.
Regenerative: Regenerative magic focuses on repairing or reinforcing existing things.
Augmentive: Augmentive magic focuses on adding new traits to something that already exists.
Combat/Arcane
Combat Magic: Internalized magic, focused on self improvement. In the Land of Dragons, the style of Combat magic practiced is called Mass Connection. Keddic knows an aspect of Mass Connection called The Winding Way, which is built around coiling, maybe folding space to alter the positioning of objects, though that is not at all the extent of it.
Arcane Magic: External Magic, magic of altering the world around one's self.
Belief
Belief creates a pool of slowly refilling multi-dimensional metamagic that the subject of the belief can tap into for their own benefit; though only the belief of millions over a significant period of time generates an appreciable amount of magic for the subject to use. The subject of the belief does not need to be sapient, or even sentient, to be empowered by belief (e.g. DragonSparks).
In the Land of Dragons, belief empowerment is encoded within the culture. Anybody who is a Dragon is tapping into the belief of the millions of citizens that know of them.
Masks, the national brand of magical artifact of the land of Despardos, are similarly powered by belief, and can tap into greater amounts than normal to achieve the power to do great acts.
Fields of Magic
Tractomancy: Dimensional/Spatial magic, dealing with distance, the relative space between locations, all that. (Fairly rare)
Ignimancy: Manipulation of electricity. Not many people do it, since what they work with is fast enough that one screw-up is usually terminal.
Necromancy: The act of expediting the coming of death (really just specialized, applied Chronomancy) More common than general Chronomancers.
Pomumancy: Wood/plant manipulation
Geomancy: Earth manipulation
Chronomancy: Time manipulation (mages in this field are exceedingly rare)
Aquamancy: Water manipulation
Magnetomancy: Metal/magnetic field manipulation
Aeromancy: Air manipulation
Gravimancy/Sepulchrumancy: Weight manipulation [Gravity]
Kinetimancy: Force/vector manipulation
Curatiomancy: Healing magics of the conventional, non-SoulDreaming sort
Pyromancy: Fire manipulation (this, Geomancy, and Magnetomancy are the three most common areas of magical study currently)
Phonomancy: Vibration manipulation, rather than just audible sound
SoulDreaming: Practiced by who the Deep Spawn call 'Broken Servants', SoulDreamers can enter the dream of Zakrath in a lucid state, enter other people dreams (bringing them into lucidity in the process), turn things (like wounds) into a dream/turn dreams into reality (though the more powerful and/or 'unreal' the thing/dream is, the more it takes to pull it from/push it into the Dream of Zakrath. This functionally puts a soft cap on how much this ability can be used, as if the SoulDreamer cannot give enough magic to fully push/pull, they are pulled into the Dream to make up for the difference), and use the dream to travel to dreaming people the mage is familiar with. From what Jojo says, SoulDreaming is not compatible with gems.
Styles
Codified ways of using Magic, always for the purposes of combat.
Castiliathen Warrior Houses Styles
Way of the Harksburton
Way of the Harksburton revolves around the manipulation of blood, used to enhance the normal capabilities of the user's body and grant the ability to do unnatural things to the user's blood. Normally a defensive-oriented style, the sub-style Sanguine Kinetic Pugilism produces more offensive effects.
Way of the Hechlor
Way of the Hechlor revolves around rotation, and the imparting of. The style involves spinning, sweeping blows and leg movements to whirl the body about, touch imparting some sort of torsion on foes, causing their spines to twist and ultimately shatter themselves, limbs to likewise curl up, and to turn blows to follow the user's spin, making striking the user directly during spins monstrously difficult.
Mass Connection
Winding Way
Winding Way is built around coiling, maybe folding space to alter the positioning of objects, though that is not the extant of it.
Jade Soul
Jade Soul seems to revolve around manipulating the soul of one's body, producing various special effects.
Ghosthand
Ghosthand revolves around exuding the soul of one's hand from the body, being material and immaterial, and using the force of one's soul to overwhelm opposition.
Iron Body
Iron Body involves adding the properties of Iron to the body, presumably using the iron in one's system as a medium for this change. This style is exclusively built around defense and hardening, with little to term offensive included in the style.
Fluid Fist
Fluid Fist revolves around the manipulation of fluids around the fist, of course. The fluids usually(?) are a potent acid of some kind.
Armor Annuller
Armor Annuller is specifically designed to reduce fights to a less charged format, using one's energy to negate the combat energies of others.
Stone Fist
Stone Fist is based on using contact with stone and earth to manipulate it.
Fire Flesh
Fire Flesh is based on forming a layer of fire over one's skin to create an armor made of fire.
Chaining Calamity
Chaining Calamity revolves around defining the chain(s) upon the practitioner's body as part of the body, and thusly controlling its action, all while housing it in energy. All its techniques seem to be built around binding, or imprisoning, being a heavily suppressive style, with many agonizing submission moves.
Metal Information
Most metals retain Normal properties but Steel is referred to as Base Steel.
Blue Steel: forged with inbuilt Regenerative magicks infused into the metal as it is shaped. More durable than normal steel, keeps sharp longer than normal, and cannot rust. Makes excellent long term armor for any terrain.
Red Steel: forged with inbuilt Destructive magicks that lets every cut it makes be magically widened, such that even a small cut could end up a grievous injury. Causes sharp, vibrating tremors when forged into blunt weaponry. Can destroy Blue Steel with relative ease, but when faced against other Red Steel, will start to warp and wear so long as it is forced to clash against something of it's own nature. Can make armor that magically rusts Blue Steel or below quality metals upon contact. Starts to deteriorate if attacked with Red Steel (said weapons will suffer likewise). Prohibitively expensive, not seen in any mass production form. Red Steel cannot be inscribed with runes.
Rune Steel: Blue Steel with runes inscribed into them during a second forging: The effects vary from rune to rune, so while some examples of Rune Steel may be nearly indiscernible from Blue Steel, some examples will have powerful magical enhancements. Price of manufacture varies in proportion with the quality of the rune used.
Black Steel: Invention of the now fallen Mosmordren Empire, steel with Augmentive magicks forcibly infused into it by spilling the blood of those actively harvested for Soul Grave fuel onto the Base Steel while it is forged atop enchanted anvils, the souls of thousands ground to dust during their forging to give them a strong connection with death. Now the metal is poison, causing wounds inflicted to rot, and being impossible to wield for long without starting to decay. Only Soul Graves, the golems the metal was forged for, are safe to possess it without harm, as the blood in the metal forms a symbiotic connection with the souls and dark magicks that animate a Soul Grave. The metal is conventionally unbreakable, and causes non-Soul/Blood fueled magicks cast in the immediate vicinity to be weakened, sometimes outright negated, depending on proximity, the strength of the mage, and the amount of Black Steel present.
Wootz Steel: Wootz Steel is a rare, prized steel alloy, of superior strength to normal steel, in general durability, tensile strength, and ability to keep an edge. Despite having no innate magic, the steel performs almost as well as Blue Steel.
Blootz Steel: A new alloy that Mordre has invented, Blootz Steel, as indicated by the name, is an alloy of Wootz Steel and Blood Iron. Because of the Blood Iron component that comprises the alloy, a golem made of metal can use Blood Magic, by circulating the blood around to simulate the blood flow of living organisms. The innate magical currents pervading the metal provide some basic enhancement to this already supernatural metal and lend themselves quite well to future runing.
Morphic Steel: Alloy that DULU!!! is constructed out of. Grants extreme flexibility.
Necronostrium: Called 'Death Metal' or 'The Reaper's Steel', Necronostrium was invented and crafted in small amounts by the Mosmordren empire during the height of it's power. A collection of powerful magics allowed the metal to make edge implements of unparalleled viciousness, even the smallest wound made with such a material magically being enhanced until even a shallow cut could be a dire injury. Further, wounds will fester, rot, and reject the power of leylines flowing in the area, causing agony and some mutation to those struck. The wounds are unable to be treated, magically or otherwise, until the wounded has been exposed to the light of dawn. This metal can claim dominion over all earthly materials, able to cleave a path through any conventional defense. It's forging process was lost with the fall of Mosmordre.
Lortoxite: A.K.A. Starmetal, A.K.A. The Blessings of Lortox, the patron deity of the asteroid ring around the planet Zakrath. Lortoxite (conventionally, a predominantly Tungsten-Carbide alloy) falls from the asteroid ring as blazing meteors. If the fallen metal is sufficiently heated and infused with enough magic, it can be forged into unbreakable equipment, making particularly effective instruments of combat, as the power of the reforged meteors gives otherworldly impact to blows. Conversely, armor made out of Lortoxite has the capacity to absorb and nullify tremendous impacts delivered to the wearer, in correlation with the amount of Lortoxite-forged armor they wear and what hit them. The drawback is that any piece of Lortoxite can only be forged ONCE, and once shaped into a knife, hammer or helmet, it will forever hold that form. Some astronomers make significant wealth, predicting the fall of new pieces of Lortoxite.
Golem information and Types
For normal golems, think of them like computers. Given a problem, they can solve it. But they need to be given direction on what to do.
Once an owner dies, if there is no one else listed as next in line to be master (such as in a military setting), the golem goes inactive. It must then be awoken to bind it to a new owner. In theory anyone could do this, but the tools needed to activate golems are rare and expensive, especially for Soul Graves. Okay, looks like one does not need any tools to activate golems, deducing from the lack of any noticeable tools when Mordre saw Dregas take control of Geodiaz. Of course, Geodiaz is a clay golem, so other golems (such as Soul Graves) might need activation tools, but Arkus was suspicious that he needed a tool to activate Mordre when asked, so...
-CLAY: The first type of golem ever made, a basic form has been perfected in efficiency of craft that nearly every town has, a seven foot tall, seven hundred pound vague, rotund humanoid shape. Other designs are seen as well, but none are nearly as easy to make, and are thus rarer. Clay golems are made with clay from dead volcanoes and crystals from live volcanoes, upon which control runes are inscribed. The runes for the default clay golem are readily known, though access to the materials needed is not.
-STONE: Vary in size, shaping and purpose greatly, as they are crafted almost exclusively with World magic, by drawing on the power of mountains or rock quarries (preferably over leylines for best results) to imbue stone with life. Not frequently used in warfare, as the time and energy required to craft even relatively simple ones is not worth the relative ease most common stone golems can be shattered with.
-WOOD: crafted with World magic in ancient forests (also benefiting from from being over leylines), wood golems can be made relatively easily out of any tree and at great speed if necessary, but different trees make different golems, and the time spent shaping the golem impacts the quality. They cannot have runes inscribed on them, and can be burned fairly easily.
-LIFE: Life Golems are made with Blood Magic, and involve the grafting of traits onto a base living form to create a new species that can be controlled as a sapient slave. Approval from the local government is required to make life golems, and learning Blood Magic is rare on it's own, so very few Life Golems have been made since the fall of the Mosmordren Empire.
--MORGREN: A species crafted by the Mosmordren Empire as shock troops, they were bred and molded to be violent and powerful, vicious fighters. Made from a base Premen augmented with Gorilla, Tiger and Rhinoceros, they are eight to ten feet tall, have some seven hundred to twelve hundred pounds of slabs of ropey muscle, have patches of thick, pelt-like hair on their shoulders, forearms and pelvis, and have rough, pebbly skin, their hide tougher than good leather armor. Their jaws are massive and ludicrously overdeveloped, with viscous fangs and a horn protruding from their forehead, their necks and spines heavily reinforced.
--RAGEGLUTS: A specialized species of Life Golem, effectively the Land of Dragon's version of the Mosmordren Morgren, forged by binding the emotion of rage to the soul itself, while filling the body with a plethora of Blood magically divorced of ownership, along with several beasts. The end result is a powerful, hulking creature, whose strength fluctuates in correlation with how much rage they have. Highly resilient to Blood Magic.
-METAL: Soul Graves were the invention of the Mosmordren Empire, and their greatest military strength. Can only be forged with Soul and Blood Magic, and the souls of many fresh dead are needed to power the golems. Nonetheless, their power is considered vastly superior to most other mid-to-large production model golems. In the Land of Dragons, there are independently operating Golems of metal called the Dao (large siege behemoths that are briefly animated with magic when their housing castle is attacked), and Small Tomb-equivalents called Ancestral Tombs, existing for such a time that a term for those souls that have had their connection to their mortality and prior existence lost has been in use for some time, that are controlled by the entombed soul.
Stat Blocks
Ugrokk:
--Blood Of The Long-Bones: Ugrokk's blood is thick with the blood of the Cromagg, an ancient rival of the Premen. This makes Ugrokk far taller than his contemporaries, and gives him a reach advantage when using any of his limbs.
--Adaptive Joints: Born more flexible than most, Ugrokk's joints allow a wider range of motion, allowing for more unconventional movements. Further, this flexibility means Ugrokk is exceedingly difficult to grapple, and is adept at escaping holds.
--Mobile: Ugrokk is faster and lighter on his feet than most of his size range could claim.
--The Axeman: Ugrokk is most familiar and competent with axes, which he combines with his reach and irregular movements for deceptive, whipping hacks and chops, preferring to distract and hinder foes with rapid attacks before finding a chance to land a deeply biting strike.
--The Open Hand: Ugrokk's unarmed combat style is oriented around redirection of force, rather than blunt trauma, to rely on the leverage his height provides. Ugrokk can flip, throw, or cause to stumble almost any foe he can get his hands on. As far as direct strikes go, he prefers to chop and stab with a stiffened hand, rather than with a closed fist.
--Metal Stealth: Thanks to the function of his enchanted armor, Ugrokk can become invisible when wearing his armor, at the cost of constantly lowering the tempurature of his armor while the ability is sustained. When deactivated, the armor releases all the light and heat it has been negating, and commensurately heats the armor. Currently, Ugrokk can maintain invisibility for an hour before the cold induces (and the heat that follows deactivation) becomes a health risk. The light, upon release, can be used to blind any near him, but will not impact Ugrokk’s vision.
--Gavrock’s Holdout: With one of the Chained Twins of Gavrock, complete with a morphic shell coupled to it’s chain, Ugrokk possesses a concealable, repeat use piece of artillery, capable of turning him into a mobile artillery platform.
Oggroth The Mountain:
--Heir To Parran Thropus Clan: Oggroth The Mountain's ancestry were long members of the Parran Thropus Clan, broken and scattered shortly after Oggroth's birth by Goran and the Gorkin Clan. The blood he carries comes from the Parran Thropus's Clan's distinct lineage, separate from most Premen, and makes him larger, hardier, and more primal. Oggroth's size, strength and durability all are greatly amplified by this Trait.
--Known No Pain: Oggroth The Mountain is titled such for his phenomenal ability to ignore pain. He is able to ignore his flesh being sliced or flayed, not flinch when he is set aflame, and laugh at an attempt to beat him to death. Oggroth will continue to act with full control of his body until it literally starts to fall apart.
--The Way Of The Doban: Oggroth's signature weapon when he does not just use his bare hands, a massive sphere of iron some four feet in diameter, is a fighting style he claims to have picked up from an old, leathery-skinned Premen with shockingly white hair, who nonetheless was able to resoundingly trounce a younger, more arrogant Oggroth who was incredulous at the old one's claims. Now, Oggroth can apply devastating force to opponents up to thirty feet away, either by hurling the sphere at them, swinging it about in a circle with a shortened chain before extending it, or outright bringing it down with both hands upon an opponent like a hammer from the sky. While the speed his fighting style holds isn't much, it's destructive force and potential range are both exceptional.
--The Clenched Fist: Oggroth fights by balling his fists and using his overwhelming strength and weight to literally beat his foes to a pulp, preferring to stand and trade blows with a foe rather than try to fight evasively. Oggroth fights to dish out as potent of a blow as he can, every time he strikes.
--Implacable Charge: While armored and riding his mount, Hairy Steaks, Oggroth can only be brought to a halt by bedrock or magical means against his will: Barred doors and gates, no matter how sturdy, will fall before him. Likewise, Oggroth’s mount is sufficiently large and durable that it can trample infantry and conventional cavalry alike.
--Doban Style Expanded: With the ownership of a new hammer, enchanted and chained to his massive wrecking ball, Oggroth can effectively function as the firing mechanism for a repeat cannon bombardment, but must be on foot and properly braced to do so. The kinetic force placed in his wrecking ball when struck by the hammer rather than thrown is sufficient to smash through walls and crumple metal.
--Durability Expanded: With heavy plate to go along with his already hardy hide and durable form, Oggroth can withstand gunfire, non-magical cannon-fire and conventional weapons directed his way with little to no harm.
Arkus:
--Adaptable Analytical Psyche: As a result of having grown up under rather dismal conditions, with poverty, famine, death, plague, and all manner of traumatizing events all bombarding him. Yet instead of retreating from the harshness of reality, or being warped by it, Arkus became obsessed with understanding the world around him. As he matured, this tendency likewise evolved, leading to Arkus being able to restore himself to a rational state of mind much more quickly than would normally be possible by all but the most grizzled veterans, all of whom would have far worse mental scars than Arkus.
--World Mage: Arkus has successfully learned at least one spell that taps world magic, and how to reliably correctly cast it. He now qualifies as an entry level mage by the Mortal Coil's standards.
--Well-Traveled: Arkus has traveled widely throughout the warring lands south of Castiliathen, and knows the area well. Whenever Arkus is asked a question concerning anything within the demesne of that knowledge, he will have current information as of his last visit to any major city, given at least three days to check known places to pick up gossip and news.
Derkin the Machete:
--Dead-Steady Hands: Derkin has very nimble and precise control of his hands and digits, and is deft at sleight of hand, pickpocketing, and knife throwing as a result.
--Subtle Sabers: Derkin is competent at using machetes as throwing knives, and beyond this, is practiced at secreting such blades about his personage in great number. Part of why he prefers plate, mail and scale coats is to have extra space to hang machetes on the extra material, though his current salvaged mail coat has seen better days.
--Back Alley Whispers: Derkin is a practiced thief, rogue, pickpocket and bandit, and can glean knowledge from local criminal populations very easily. Further, he knows of several fences and black market locations throughout the war-torn collection of nations and empires south of Castiliathen.
--Belligerent Bullrush: Derkin does not like to leave questions unanswered, and when assigned to a task, will continue to attempt to succeed even in face of normally daunting circumstances or frustrating lack of results, with the exception of anything that offers significant chances of personal death. He does like being alive, after all.
Jojo the Stand:
--Souldreamer: Jojo practices an obscure subdivision of magic called Souldreaming, which allows him to use his own soul to power magic within his own dreams, and possess significant power while in tranced states. This power comes at a price, as all those 'blessed' with this ability have bodies crippled from birth, and any considerable use of power requires a deep enough trance that Jojo is left defenseless. Limited in application outside of actual dreamscapes (Jojo is more adept at his craft when asleep).
--Truth to dreams: Jojo is capable of negating recent injuries or changes on any being capable of dreaming, but most go in to a trance to do so. He essentially converts the memories of the injury into memories of a dream, using his Souldreaming to tie the actual wounds to the now falsely imagined dream, forcing the body to revert to it's earlier, undamaged status. This process takes time and energy, and is ill-suited to the midst of battle.
--The Dream Path: Jojo, while asleep and dreaming, can 'ride' the dreams of anyone he has met to their location, and will awaken at their location. This process is near instantaneous, but Jojo is left prone after the jaunt while his soul and body reconnect.
--Nightmare of the Soul: Jojo, while asleep and in contact with the dreams of someone he has met, can use his own soul to trigger potentially fatal dreams, applying the reverse of his Truth to Dreams ability and making the dangers in the dream tangible to the victim, while spurring it on towards nightmares and personal fears of the individual. A draining task, and a warded mind could proved dangerous to assault.
--The Path Of Suffering: Jojo was cast out of his own village at a young age for his frailties, before his powers manifested. He survived on his own determination, resolve and wits, and has a deep abiding respect for those who walk alone, and any showing the determination to do what they must to live and thrive. Pity is anathema to him, as all he has gained has been through effort and pain, earned rather than received as a gift.
Sir Keddic Harksburton The 4th:
--Heir to the 'Way of Harksburton': Keddic is the fourth inheritor of the form of combat magic passed down from the founder of the Harksburton line, a magic that is a closely guarded family secret in terms of how it is achieved, fusing Will and Blood magic fuel sources to create a combat magic that has several Arcane traits. To date, no one outside the Harksburton line has learned the Way. Each heir to the style is expected to contribute some meaningful improvement to the style before they can continue the family line.
--Wanderlust Addict: Keddic is obsessed with exploring and adventure, and goes out of his way to see strange and exotic sights. Has spent several years in the Land of Dragons, far to the south, and gained a basic understanding of their own form of combat magic, one that focuses around the concepts of manipulating mass and the perceived connections between all things.
--Student of The Lined One: During his travels in the Land of Dragons, Keddic met a native combat magic practitioner who was willing to teach him the fundamentals of Mass Connection, the general name for the form of combat magic they practice. Keddic adapted several theories into the Way of Harksburton, but his training was incomplete: His instructor was a wanted man, and Keddic was forced to flee the Land of Dragons after being labeled an accomplice. He assures everyone it must be some misunderstanding.
--Fight-Addict With Gentlemanly Tendencies: Keddic is obsessed with the struggle of battle, and actively seeks out areas of conflict in the hopes of finding good opponents to further hone the Way of Harksburton against, as well as finding simple joy in the course of a hotly contested fight. Outside of conflict, he carries himself with the confidence of one born to wealth and respect, and endeavors to stay a cordial individual.
--Harksburton Vendetta: The Harksburton line has an oath of revenge that they are honor bound to pursue if given the chance, against a humanoid Life Golem by the name of Aurockoth, who not only has slain three scions of the Harksburton line, but more importantly has also stolen glory and accolades that rightfully belonged to the Harksburton line. The Life Golem's location is unknown, and descriptions vague, but the family nonetheless holds hope of one day paying back their grudge.
Magnum Bang The Human Dynamo, Annihilator Of Armies, Smasher Of Sieges, Cracker Of Castles:
--KNOW NO FEAR: No matter what situation or circumstances Bang is placed in, he will never be made to hesitate due to facing a more potent foe, or be subject to fear-based illusory or otherwise magical attacks. This also has the byproduct of making him reckless to the point of insanity when faced with excessively more potent foes, as nothing will make him feel cautious.
--BLOOD THAT BURNS FURIOUSLY: Bang will, in general, flourish when pushed, as his personality is conducive to maintaining focus (and thus control of magic) even as situations grow more hectic/he becomes more enthused with a fight. This has the side effect of making it increasingly difficult to convince him to withdraw from a fight as it progresses.
--Rapidfire Combat Magic: Bang, rather than working to put more any more power into any given ability, has specialized into placing energy as quickly and precisely as possible. This is what allows him to rapidly heal from wounds, by constantly repairing them even as they happen to minimize how much energy it takes to sustain himself, or otherwise undo damages to his body, as well as to constantly employ muscle recruitment (boosted moderately beyond human limits) without his body breaking: He repairs it as it breaks faster than it can degrade.
--Body Runes: Magnum Bang’s body is covered in tattoos and ritualistic scarring, as well as carved into his bones (all of them, from teeth to femurs to his skull) with one single function: Enhancing the rate at which he regenerates magical stamina. Without this, he could measure the time he could fight at his normal pace in the seconds, rather than in minutes.
--MAGNUM SCARF: Bang bears only one magic item: A scarf that he can store potential magic in, under certain restrictions: He cannot store general magical energy, only magic already designated towards a specific focus (I.E. magic devoted to repairing broken bones, or re-knitting split flesh, etc.) The scarf, coupled with his body running, pushes his operating time at full throttle (assuming the scarf is fully charged) into the range of twenty minutes. To fully charge the scarf take approximately one day.
Jezebel:
--War-born mind: Jezebel specializes in implements of war as her preferred medium for creating new inventions, leaving more peace-oriented, utilitarian devices to be crafted by others.
--Tongue of the Viper: Jezebel refuses to curtail her behavior to be courteous to someone unless she genuinely believes the individual is deserving of it (People on this list currently: Gavrock, Gialgorra). Likewise, she does not take well to orders, but this also means that she is highly resistant to interrogation (even if it means it results in her torture and eventual death).
--Thundering Water specialist: Jezebel’s specialization towards implements in war has coalesced into an affinity for inventions involving electricity and/or water, and she will be more capable at crafting devices oriented around this focus.
--Poor origins: Jezebel came from a family with little in the way of funds, and clawed her way up to becoming an inventor. As such, she is highly independent, but evidences a soft spot for the poor, especially children.
Dame Valiria:
--Blue Knight’s Favored child: Valiria grew up wanting for nothing, her father (and eventually her little brother) all too happy to provide anything she wanted. She has grown averse to this treatment, but is not fully cognizant of how pervasively her own views on the world have been impacted by her pampered upbringing. She has difficulty relating to those who lacked similar resources growing up, but excels at navigating higher social circles.
--Wild Child: Valiria desires to prove herself capable of managing her own life, and eschews any further aid from her family. As this is a relatively recent decision, it is unclear how this will play out.
--Chained Sword: Valiria’s weapon has enchantments in it allowing anything she strikes with her sword to slowly become wreathed in chains with each blow, which she can anchor to anything she desires. This allows her to perform excellently in a support role, or to capture foes.
--Pampered life: Dame Valiria, while well-versed in tactics, leadership, and swordplay, has had little opportunity to push her limits, and currently reacts adversely to being forced to struggle.
Lord Donwick Dregas:
--Money Magnate: Having grown up in a noble family with depleted funds thanks to poor choices by predecessors, Donwick demonstrates a keen eye towards business dealings, and can hold his own against most merchants.
--Seeking Silicanthos: Donwick has a great affinity for his destroyed family golem, Silicanthos, and would have unending gratitude should it be restored to him.
--Veteran Golem Operator: Donwick has decades of experience commanding golems and acting as a golem operator in multiple battles, and is quite adept at assessing golem’s capabilities, both those he uses and those he observes.
--Non-leader: As part of a minor and impoverished noble house, Dregas has almost no experience leading beyond advising, and does not do well when forced into a leadership position for anything requiring quick, decisive choices.
Ulzrick:
--The voices, THE VOICES: As a functioning schizophrenic, Ulzrick hears voices that he does not perceive as originating from himself, but he maintains enough clarity of mind to not have the difficulty sorting external stimuli that frequently accompanies his condition. However, a byporduct is that he can, when under player control, directly hear the posts of players, and likewise perceives them as he does other ‘voices’. However, unlike voices he generates himself, posters CAN induce sensory overload with excessive divergent comments and suggestions.
--Souldreaming Apprentice: Ulzrick is learning Souldreaming from Jojo, and currently can jump into the dreams of those willing to let him in that he knows with some regularity, and can unmake wounds by making them figments of his imagination and drawing them out of reality. Thus far he has had no success at ‘riding’ dreams to move his body, and has not yet been shown how to do other acts with Souldreaming until he gains more competency in the two fields he has yet had success with.
--Will Magnet: As someone with an inherent disposition to Will magic, Ulzrick has begun to learn some rudimentary Magnetomancy from Mordre, and can move the pins in locks, turn doorknobs, or levitate a few pounds of metal with sufficient anchors. Anything more taxing than this drains him too quickly to currently be viable.
--Flexible in Body and Mind: As a result of his years wrestling and dealing with the voices he perceives, Ulzrick is both mentally and physically flexible, able to contort his body and dislocate joints with ease, and can adapt to changing situations more swiftly tha would normally be possible. A byproduct of his mental flexibility is difficulty maintaining long-term focus.
--To Find a True Home: Ulzrick has never felt at home anywhere since his brother Ozrick left some years ago to seek his fortune, and longs to find a place where he is accepted unconditionally, as all prior times he has admitted to hearing voices he has been ostracized by those he spoke to. Before Trepany, he lived in two separate villages to the East, and was forced to flee from the suspicious glares thrown his way.
Vespinto:
--Edge Attuned: Vespinto has prodigal talents at employing any edged weapon he can heft, and at worst is considered competent, at best masterful, with any bladed weapon (or improvised bladed weapon) he employs. He eschews the use of non-bladed weapons, largely due to the fact his affinity for bladed weapons is innate, and when using any non-bladed weapon, he has to manually think of how to employ it, drastically reducing his combat effectiveness. This ability has, under Derkin’s tutelage, grown to include comprehension of the weighting and balance of bladed weapons for the purposes of employing them as throwing weapons.
--Bloody Dedication: While Vespinto is able to keep a calm head at most times, any time he is rendered wounded when in combat and using a bladed weapon, he will feel it a personal challenge to his ability to fight, and become embroiled in whatever contest resulted in him being wounded. Without someone else present to moderate this behavior, he will continue to fight until either he or the one that wounded him is dead. This trait will not activate if he is not armed with a bladed weapon.
--Piercing gaze: Vespinto has tremendously capable short-range vision, and can register nearly anything that is conventionally visible (even if in his peripherals) so long as it is within ten feet of his personage. Beyond this range his vision functions as normal.
--Lust for prestige: Vespinto seeks to become a noble through military exploits, so that he can start his own noble house through the strength of his own accomplishments, and will pursue any path that he feels could better lead him to this goal.
Ellorika:
--Iron Lungs: Ellorika can bellow orders with the best of them, and can maintain a measured respiration rate up until the point of collapse from exhaustion, thanks to overdeveloped lungs. This has a byporduct of giving her peak natural stamina at all times she is conscious, and allows her to hold her breath for prolonged periods, up to ten minutes if not exerting herself, and a full minute if engaging in exertion.
--Lead From the Front: Ellorika is more than passing headstrong and brave, and when in command of any force, prefers to lead from the front, both to lead by example, and to stay as up to date as possible about changing conditions on the battlefield.
--Frank Interactions: Ellorika is brusque and to the point, even when blunt words can land her in hot water.
--A Worthy Companion: Ellorika, nearly thirty years old, has rejected all previously suggested matches in Trepany, refusing to couple with anyone she deems a lesser to herself: With her considerable physical abilities, penchant to lead and excessively direct interaction methods, this excluded everyone willing to court her. She seeks someone she could genuinely call her better as the only type of person worthy of being her match.
Dulu The Golemslayer, Golemslain and Golemforged:
--Premen Blooded: Dulu is half Premen, his father having been captured by a roving Premen raiding party, and claimed by one as a prize. After Dulu was born, he grew to hate his puny father, so weak and subservient, and strived to emulate his warrior mother. He eventually become regarded as the roaming band of plunderers' communal son, finding a replacement father in all the male warriors of the group. Eventually though, his mother fell in battle against another Premen war-party, one vastly their superior in size, and as the rest of his makeshift family was butchered he fled, down south into the human lands. Since then he made a name for himself as a capable mercenary, with a natural strength that no full-blooded human can match.
--Premen Priorities: As a half-Premen raised amongst a Premen warband, Dulu respects strength, those who eschew deceit, and forthright combat. Further, it is anathema to Dulu to break his word, and he can become enraged if someone breaks their word when it concerns him.
--Heroic Awareness: Dulu has focused most of his pursuit of magic into improving his perceptions, deducing that as a Golemslayer, avoiding an attack requires perceiving it. He has since pushed his talents in the realm of augmented perception into the pre-cognitive realm, achieving a form of 'danger-sense' that gives him limited forewarning about attacks before he even becomes conscious of having percieved the threat. This allows him to be highly evasive and exceptionally difficult to hit unless he is attack with sufficient speed or numbers that awareness cannot help him. Since his death and subsequent housing in a Small Tomb forged of Morphic Steel, he is able to take greater advantage of his pre-cognitive ability to detect threats to his person, and has expanded it to include reading future openings in a foe’s guard, allowing for both supernatural evasion and supernatural accuracy with blows, managing to slip into openings in one’s defenses the moment they appear. As his new form is much more flexible and durable alike, an exorbitant amount of powerful attacks would need to be directed his way at radical speeds to successfully deny him the ability to evade, and melee combat is advisable only for the most masterful of groups of fighters experienced at working in tandem to cover each others openings.
--Extensive Golem Experience: Dulu has been hunting golems of all sorts for a decade, and has destroyed or rendered inoperable more than four hundred golems of all sorts. As such, he is much less likely to lose his focus, become hesitant or be surprised by the capabilities of any relatively normal clay, wood or stone golem and his new existence as a Sapient Small Tomb has expanded that to include Small tombs as well. Soul Graves are too rare for him to be overly familiar with them, and Life golems too varied for any universal rules, but his other experience bleeds through, making him dangerous even against golems he has not seen before but between his personal experiences and Weinsho’s observations, The Soul Grave Mordre is largely understood by him, and would have considerable difficulty surprising Dulu with any ability ever before used in the warring states (which includes Duras and the Azelhaedran State).
--Magically Armed: Dulu is able to absorb any magic short of Soul magic upon contact with his form (or his cleavers/staff, should they be gripped) and using the power absorbed to fuel the proliferation of Morphic Steel in his form, fueling the creation of up to six new arms beyond his default pair: Any energy absorbed beyond the amount required to form and sustain a full eight total arms is converted into thermal energy, and will slowly render his form more and more flexible, with the side effects of making his able to melt most or ignite conventional materials on contact, as well as making him much more visible due to the heat released. This ability does have limits worked into it, such that a sufficiently massive amount of non-Soul magic could, after forming the additional limbs, eventually heat his form past the melting point for Morphic Steel, but the amounts required to do this would likely take hundreds of mages directing a concerted effort to do so.
--Weinsho’s Cold Right Hand: As Mordre has grown in importance in the eyes of Weinsho, Dulu’s employer and the one who housed his soul in this new from, Dulu has risen in importance to Weinsho, now effectively his lieutenant. However, Dulu’s preference for face-to-face confrontations, preferably on even ground, does not mesh with Weinsho’s preference to stack the odds in his favor: Dulu tires of serving Weinsho, but is unsure how he could ever escape such service, as Weinsho promised him that he could unmake Dulu as easily as he forged his new form.
--Directed Grudge: As the only golem Dulu has failed to destroy after accepting a contract, as well as the one to slay him, Dulu holds both hatred and respect for Mordre, and strongly desires a chance to once more face the Soul Grave squarely in single combat: Under Weinsho’s service, this is unlikely to occur.
Keddic's Capabilities
Keddic is a blood-specialist, focused on utilizing blood, using it to fuel his magics. He is a master of the Way of the Harksburton Combat Magic style, and a master of White Blood.
Keddic currently has the following characteristics derived from White Blood mastery:
>-Minor Passive Regeneration.
>-Automatic Reactive Defenses (Blood-Tasted Foes, further improves when bone marrow has been sampled, or some other source of foe's stem cells.)
>-Blood Magic now substantially Arcane Defense Piercing.
>-Complete immunity to mundane diseases and toxins, high resistances to magical variants.
>-Passively build Order in blood as time passes, which is expended when using Winding Way for anything other than individual punches to amplify use.
>-Passive Threat detection with all senses.
>-Active Sensory boosting that amplifies threat sensing when used. Requires adrenaline for mind to process properly.
>-Passively hardened circulatory system
>-Passively boosted nervous system, better sensory data, faster innate reaction.
>-Manual control of Adrenaline release in body
>-Twin augmented livers with paired gallbladder for accelerated blood detoxifying and filtering, as well as imbuing Red Blood with White blood imprints.
>-External blood can be automatically reactive to Known threats, when guided by White Blood.
>-Moderate ability to acclimatize to threats that do not outright kill.
>-Blood cell replication limit boosted from 52 to 128, improving hardiness of blood at increased risk of cancer.
>-Brain heavily insulated from adulteration and shock by outside forces.
>-Can actively attack other bodies with their own immune system by using samples of claimed blood to replicate it for cellular subterfuge.
>-Gain other methods of Blood magic from the blood of foes.
>-Two hearts, one specializing in Red Blood, and the other in White Blood.
>-Reactive platelet armor.
Way of the Harksburton
The fighting style Keddic uses, inherited from his father, his father, all the way up to the founder of the Harksburton line, predominantly uses Combat Blood Magic to strengthen the blood of the practitioner, hardening it, to add defense to the practitioner, and to allow Keddic to manipulate his blood into a variety of devastating attacks, along with some other utility puposes. Keddic has incorporated some aspects of the Winding Way into this style, but his knowledge of the Winding Way is incomplete.
SANGUINE MAELSTROM
-Coating the Proud Lion in blood, while focusing on the Proud Lion. The user then attacks with the Proud Lion, causing the one attacked to explode as he is torn apart by spikes and tendrils of blood.
SCION'S REACH
-Using a lance of blood to wield the Proud Lion, or any other weapon.
SANGUINE CIRCLE SLICE
-Using a net of bloody lances to anchor himself, Keddic swings his sword in a arc. Very powerful.
SANGUINE SCOURGE
-Wielding the Proud Lion in SCION’S REACH While turning the lashing blood into an extension of the blade.
SCION'S REACH -IMPACT
-SCION’S REACH, but blunted.
DOUBLE SANGUINE MAELSTROM
-SANGUINE MAELSTROM With two blades. *ahem*
HEMATIC REVERSAL
-Used in combination with a weapon. Keddic throws a sword at his opponent while having a tendril of blood underneath the ground beneath his opponent; once the sword strikes at his opponent, Keddic has the tendril fly from the ground, slashing as it goes, to grab the sword and reverse its flight to pierce the opponent.
TELEKILL
-Using Mass Connection, the user switches positions with the target, while leaving the target in a kill position – e.g. a blade where the target would appear.
PROUD ROAR
-After having the Proud Lion sink into his opponent's flesh, Keddic unleashes a destructive shockwave through the Proud Lion.
SANGUINE WINGS
-Using the iron in the blood, the user develops bloody wings strong enough to support their weight and can take flight. This move needs vastly more blood than one human body has. Thus, Keddic needs external sources of blood, whether on his blood toga or some other place.
BLOODY PINIONS
- Must be used after SANGUINE WINGS, the user sheds their wings, rendering them incapable of flight, while showering the land under them with many bloody lances.
SCOURGING ARENA
- Create a ring, 10 feet in radius, around Keddic and his target with the blood from the Toga. Keddic keeps a small tendril connected to the ring. From the ring, if the enemy approaches the ring of blood, spear him from it.
LION'S MANE
-Keddic coats his form with blood, and then manipulates the blood into spikes surrounding him. The technique turns any direct unarmed attack on Keddic into a unhappy and sudden end for the attacker.
ENDO-TELE-STRIKE
-There are three steps to this move. First, Keddic throws a punch with one Winding Way energy core, sending his blood gauntlets into writhing shards and spikes of blood (this was used to occupy Senth while Keddic set up for the next step). Second, Keddic enters close combat, making contact with the body of his opponent with his fist and transmits another Winding Way shockwave directly into the body. Third and last, Keddic replaces some of the flesh of his opponent with blood with the Winding Way, using contact as a replacement for the Proud Lion.
PROLIFIC PUGILISM
-A Way of the Harksburton adapted version of a Drazken Clan spell, True Blow, which imparts upon the target the characteristic of continuous strikes even after the original strike has stopped. Prolific Pugilism only works on the Way of the Harksburton practitioner, though all the other effects stay the same. This technique works by turning blood into Chaos made manifest, and then turning the chaotic blood storm to strikes, breaching the barrier between possibilities to bring a myriad of strikes into simultaneous existence. Without a focus like the crystals True Blow creates, the limb used to deliver the strike is rendered effectively nonfunctional from the pain of the strike. Keddic described it as like his veins were trying to shake their way free of his body.
IVORY LANCE
-Condesing White Blood into the tip of a spear of blood, Keddic launches the lance from his wrists.
PROUD LION
-Keddic builds a charge of the Winding Way in his fist, with S.K.P backed striking and a spherical glove of White-Blood-heavy vital fluids to add to his fist's mass. When he slams his fist into his target, the triggered Winding Way pulse explodes the sphere of blood, into a bed of spikes and tendrils so prolific, so manifold, that it merely looks like chaotically swirling mist, a rabid dance.
PROUD BLOW
-Basically the PROUD ROAR, except using his fists instead of the Proud Lion.
FEASTING LARIAT
-Making as many contact points on the body of his opponent as he can, Keddic triggers a Winding Way pulse all around to replace some of his blood with the flesh, blood, and bone of his opponents, critically damaging his opponent's body, allowing Keddic the oppurtunity to taste the blood of his foes, and giving Keddic fresh blood to refill his toga and cloak.
PRODIGAL PUMMELING
-A variant of S.K.P. Onslaught used as a Way of the Harksburton technique, Keddic strikes many times with great speed and force, to crush the opponent, driving their body ever forward without giving them a chance to retaliate or reprieve, and finishing off with a two handed blow.
TITANIC STORM
-Feeding even more blood to the Proud Lion, Keddic creates an extension to the blade, a sanguine edge dozens of feet longer than the weapon itself. Keddic builds a Winding Way charge within the blade, swings the blade, and at the impact with the target, triggers the pulse. The explosion results in a shifting bed of stabbing and twisting shards of blood, capable of shattering a teahouse-sized stone until it was nothing more than gravel and pebbles.
BLOODY DRILL-DRIVER
-After rising high, with SANGUINE WINGS or some other method, Keddic descends with a spike half the size of his body beneath his feet, forged of Jeeba's twisted blood. The spike is used to drill its way through, and create an opening into, the flesh of Keddic's enemies.
COLLOSUS CLEAVER
-Keddic forms six wings of blood, gathers all the blood in his toga and the Lion's Hide into the Proud Lion, and sinks a solid line of BLOODY PINIONS into his enemy's flesh as the blood-boosted Proud Lion follows the opening made by the bloody lances, absorbing them, growing larger and heavier and more potent, until it divides the titular collosus in twain.
Sanguine Kinetic Pugilism
This offensive-focused sub-style of the Way of the Harksburton centers around coating Keddic's limbs in blood, shielding Keddic's limbs and attacking his opponent, be it with spikes, lances, or something else. Keddic is still developing this sub-style, striving to turn it into becoming suitably powerful on its own, and becoming absolutely devastating when use in conjunction with the Way of the Harksburton.
[Keddic has sadly not named this move]
-Coating his arms with blood, Keddic unleashes a shock-wave through the blood. The shock-wave turns the blood into a undulating expanding sphere of spikes, tearing through unarmored opponents.
ONSLAUGHT
-A variation on the above move, Keddic strikes many, many times (in the move's introduction in-quest, Keddic struck at least 136 times). The many shock-waves can destroy an opponent utterly, though the move heavily strains the body.
UNTOUCHABLE
-Keddic focuses on the blood in his legs, sending the muscles of his legs twitching, jerking, spasming as blood surges around them, internal tides sloshing about. This move grants Keddic great speed, as his legs thunder into calamitous leaps and bounds.
CANNON
-Focusing two Winding Way energy cores in his fists, Keddic punches, sending two lances of an ever-lengthening sea of swords and spears as blood pours from his gauntlets.
Bang's Capabilities
Bang has had an epiphany on the usage of Possibility Cells, allowing him to modify his body. This allows him to use the moves below that mention Possibility Cells, mimicry of the abilities of existing animals that Bang has met, and more, though he is limited on the 'growth of new limbs' front, because he is unable to do so without losing control of the tumors that pop up because of Possibility Cell abuse and therefore turning into a ball of tumors until he has reasserted control over his own body.
Through the usage of Possibility Cells, Bang currently has the following modifications upon his body:
>-Muscle density, double weight 150% Base strength
>-Electrocyte muscle mass, current generation
>-BANG BLADE cancer injection, doubles consumed processing power
>-Electroreception, can detect proximal electrical signals, also pinpoint strength and location
>-Omnispectral vision, Compound vision, Mantis Shrimp eye adaptation
>-auxiliary skeletal brain network, double processing power.
>-nervous response time of body, nerve connections to muscles improved via ringworm trait.
Unlike Keddic, who has a codified set of moves, Bang merely shouts out what he is doing. Still, this would allow people to remember what he can do. Also, since in the duration of editing this, I encountered this phrase too many times, Bang's moves tears his opponent into many itty-bitty pieces. If there are pieces left...
BIG BANG KICK
-Bang descends from the sky at a high velocity and strikes the target on the ground. Strong enough to crack the earth.
MAGNUM PUNCH
-A punch. A very, very fast, decapitating punch.
MAGNUM DOUBLE-PUNCH
-Two punches. Using two fists, instead of one.
MAGNUM THUNDERCLAP
-Clapping his hands faster than the speed of sound. Unleashes a large, destructive sound wave surrounding Bang.
MAGNUM DOUBLE-BARREL
-After launching himself from the air (yes, that means Bang kicked off of air) while holding out two outstretched fists, Bang barrels through his opponent.
MAGNUM BEATING-A-DEAD-HORSE
-Take a horse. A dead horse. Preferably the mount of the guy Bang is killing. Beat the horse with the opponent.
MAGNUM KEBAB
-Running through two close lines of opponents with his fist outstretched, Bang runs them through. And they hang off his arm like a kebab. Probably not a good idea to eat them like a kebab, though, unless we do to Bang like we did to Oggroth.
BIG BANG GENISIS
-Bang launches up into the sky, gathering power, and wraps his scarf around until it resembles a gigantic drill; then, he plunges down to the ground, the point of the drill on his opponent. Makes big craters! Depletes Bang of magic, though.
MAGNUM CLOTHESLINE
-Like MAGNUM KEBAB, but with large groups of opponents, instead of two lines. The path of destruction is a line, though...
BIGBANGBARRAGE
-Bang swings many parts of his body against his opponent(s), overwhelming them with too many limbs flying at them too quick.
BANG BLADE
-Bang, through manipulation of Possiblity Cells, stretches out either his torso or one of his arms or legs to ten feet, and adorns the extended limb with vibrating bone jutting from every available surface on the limb. With that modified limb, Bang rips through his opponents.
MAGNUM UPPER
-Merely a simple uppercut for Bang, boosted to ridiculous amounts with a steady surface to brace himself with and his Curtiomancy.
BIG BANG CORKSCREW
-A lesser version of BIG BANG GENESIS.
BIG BANG CRAZY SAW
-After using Possibility Cells to turn his arms and legs into ten foot long saws, Bang swings them around, turning his immediate surroundings into a storm of blood and gore of his enemies.
MAGNUM SAW TRAIN
-Functionally, this move is a MAGNUM CLOTHESLINE, but with the extended reach provided by Possibility Cells, Bang can reach ever larger groups of opponents to rip through.
BANG BABY
-Bang, through the introduction of his Possibility Cells into his enemies' bodies, turns his enemies into deformed pain-wracked balls of tumors.
BIG BANG SAW WHEEL
-Kin to BIG BANG CRAZY SAW, but Bang winds his limbs into a ring around him as he himself spins.
DYNAMO DOUBLE-PUNCH
-Really just the MAGNUM DOUBLE-PUNCH, just electrified.
BIG BANG BODYSPEAR
-Bang expands his bones and fuses his legs and joints from the mid-thigh down to become a giant bone spike. Typically used in conjunction with elongated arms lashing out to grab the opponent and pull Bang toward his enemy.
DYNAMO BANG-BLADE
-Basically the BANG BLADE, but electrified. There tends to be pits in the teeth, full with cancerous Possibility Cells for Bang to inject into his opponents.
OPEN CHAOS
-Commonly used in conjunction with the DYNAMO BANG-BLADE. Bang prepares thousands, millions of sacs fill of cancerous Possibility Cells, and once contact with the enemy is made, triggers them all in a cascading rush, activating the Possibility Cells and letting them loose, wild, free Chaos flows as growth uninhibited begins everywhere Bang can touch on his opponent's body.
DYNAMO GUILLOTINE
-Functionally, a DYNAMO BANG-BLADE used with both arms, moving in a pincer formation.
DYNAMO EVERSAW
-After transforming his legs into bonesaws, Bang rips and slices while imparting blasting waves of internally generated electrical current and injecting wild Possibility, Chaotic cancer into his opponent.
BIG BANG CRITICAL WINDMILL
-Bang whirls his legs into a haphazard cyclone of limbs, to strike at his opponent while Bang is down for a moment.
BIG BANG CANNON CLEAVE
-Bang warps his limbs into BANG BLADES, filling them thoroughly with Possibility Cells ready to be fired. He then shuts his limbs around his opponent, and fires all the nematocysts stored within the bone; the chaos inherent to the Possibility Cells grant the projectiles velocity somewhere around four times the speed of sound and expands the size of the projectiles. The recoil is massive, able to adjust Bang's position significantly.
GENESIS OF BANG
-As like BIG BANG GENESIS, Bang drains all his stored magic to power this technique. This move tends to follow after Bang has formed his Crab Armor; bone spears, numbering in the thousands, are formed all about Bang's chest, arms, and legs, coils of throbbing muscle wound about a spine thoroughly coated in vibrating bone spurs. An area attack, using the numerous bone spears to slay large numbers of opponents.
Fanart
The best Dulu fanart yet. Compliments of Glue.
Current Goals and Objectives
(X)'s Denote tasks that will also help us complete our goal of getting revenge on those who destroyed the Mosmordre empire.
Build an empire
Acquire the aid of the Yeti Tribe or Premen Clan (Complete)
-Defeat Goran and the Gorkin Clan and free the Premen Tribes under his control (Perhaps Complete: Goran dead, Gorkin unknown, tribes unknown)
-Solve the mystery of the Drazken's bronze mine (Complete)
- -Drive out Demons from bronze mine and reclaim it in the name of Mordreden (Complete)
-Create a trade route to the Drakzen Clan's lands in order to facilitate further growth of the tribe
Ally with or gain control of the Azelhaedran State(X)
-Meet new units in the Azelhaedran state: Sam Vimes(Complete), State War Mage Alexander Armstrong, Captain Falcon
-Destroy the talking Core Being
-Run the Arcanoworks and free more research outposts from enemy control
-Ally with the Blue Knight
Acquire resources and allies from the Western Isles
-Acquire the relics of Gavrcok
- -Purchase Pistols of Gavrock(Complete)
- -Trade Diomand for the Chains of Gavrock(Complete)
- -Liberate the Shell of Gavrok from the pirates around Golgan Island
-Defeat Professor Gialgorra's Steam Golem or find a way to ally with Gialgorra
-Find a working Endless Steam Engine to see if we can replicate it and use it to empower ourself.
-Find the true identity of the assassin
Defeat Archmage Weinsho and his cohorts (X)
-Find the location of the Archmage and more information about him (Possibly Completed)
-Destroy Dulu once and for all or find a way to free his soul from Weinsho's control and turn him to our side (Partially Complete)
-Capture his bases within the Azelhaedran State
- -Locate an capture any bases of his in the Land of Dragons
-Defeat Eisenhardt or make convince him to ally with us
Help Our Allies
Keddic Harksburton
-Destroy Aurockoth, The God Of Blades, The Reaper Made Flesh, The Living Sword, The Soul Grave Slayer(X)
-The White Blooded Lion/The White Amplifier: Make Keddic aware of White Blood Cells, either through guidance or via training in healing magics. (Complete)
- -Find some way for Keddic to either harvest large amounts of White Blood Cells and/or get his own blood hyper-infused with white blood cells some way. (Complete)
- -Increase Keddic's expertise on using and comprehending White Blood. (Complete)
-Complete his knowledge of the Winding Way, and of Mass Connection.
- -Help him find his old master, the Lined One, and perhaps clear the Lined One's name.
-Help him develop their soul to the point that he qualifies for Legendary Soul status.
-Increase his total magical stamina and his rate of magic stamina regeneration. (Arkus is working on this)
Kyorto
-Restore her by acquiring five (5) unbroken world magic mage skins (4/5)
Arkus
-Turn him into a great mage
-Find the roving magic library called the Caemlo Repository
-Help him develop his soul to the point that he qualifies for Legendary Soul status.
Drazken Clan
-Defeat Goran The Magic Eater and the Gorkin Clan (at least partially complete, Goran is dead, don't know if Gorkin Clan will hold)
-Increase their holdings, population, and overall stregth.
- -Enlarge their mining area by giving over the flesh of the dead, live bodies, or completely nonmagical technology to Eldghodd or his representatives. The area can also be enlarged by an additional three miles radius for every opening to Eldghodd's domain, to a maximum of nine openings.
- -Convince, by charm or by force, the other Premen tribes to answer to Lorgk as Over-Chieftain.
Lord Dregas
-Restore Lord Dregas' golem Silicanthos
Moss
-Find out its origins
-Empower it to the point where it can eat Core Beings.
Magnum Bang
-Organize a reunion between him and Collete the Colossus for either a rematch or to help him "give her a bone of his own".
-Help him pay off his debts to the man (Figment) who gave him his body runes
-Help him develop his soul to the point that he qualifies for Legendary Soul status.
Jojo
-Help him form his Staff of Dream, which will empower his SoulDreaming magic.
Mordre-Centered Goals
Prevent own destruction for being a sapient golem with free will
-Deal with the Paradox Knights and their knowledge of your free will
-Prevent Vimes from learning that we are sapient
-Keep up the disguise of Mage Mordre
Concerning our unique qualities
-Discover the reason(s) Mordre is sapient. (Complete, Mordre has a singular soul that is Mordre not someone else)
-Discover the nature of this singular soul of Mordre's and why Mordre is a 'cancer of the soul' and 'rot of the Curse'.
-Discover why Mordre is able to produce and use Pristine Souls.
-Discover the origin and nature of the Creature.
-Discover what the fuck is the entity that possessed us during the Goran fight and why it called itself the true inheritor of the Mosmordren Empire.
Improve Ourself
-Learn how to utilize white blood cells or a golem-equivalent with our Blood Magic, or obtain a soul that knows.
-Find a method to speak with the souls entombed in our form, and use it. (Complete: Heroic Souls only)
-Find a way to mimic life enough that we could develop our own soul instead of being forced to rely only on eaten souls to grow in power.
-Become a Dragon, tapping into the pool of magic the belief of the people in the Land of Dragons generate.
Secondary Goals
-Kill all those lying scheming yeti bastards.
-Discover the origin of Earth languages (Latin, Spanish) in this world.
Secret Bonuses
A List of In-Quest Secret Bonuses
Rewards given by Bob for attaining certain situations in-quest. Usually some background information: world history, unnoticed abilities of certain individuals, the activities of some individuals, etc. For easy reference (and despair over how many we missed), click the link.
Quests by Bob |
TGchan: Ant Quest | Dream Quest | Golem Quest | Spacer Quest | Volunteer Quest | Guns for Hire Not by Bob, but inspired by him: Bob Quest |