Character List of Braving the Necropolis
This list includes people mentioned in all Arcs to date.
Aki - Crystal Raz removed from the dungeon below the Sunrise Clan holdings
Althyr - Eldest of the Conclave of Dragons, Elder Dragon of Order, Serenity’s mentor
Ancient Temple Dungeon Core - Childlike dungeon core
Anna - In charge of assigning new people to groups in the mercenary(?) camp Gustav led Raz to
Bethany Rothmer - Thomas’s mother
Blaze - Instructor and Healer. Grumpy with people who don’t follow his advice, completely unsympathetic with people who try to make things worse
Captain Larsen - Captain of the Necropolis City Watch; escorted Serenity, Stojan Tasi, et al to the City Lord’s Residence
Darian Ebongrove - Linked to the A Rest From Death dungeon; member of Rising Phoenix mercenary company
Desariin (Rin) - Tzintkra Mercenary Guild Healer
Desinka te A’nar Rakyn - Daughter of Rakyn; Formerly cursed, now a Daywalker vampire bound to the A Rest from Death dungeon.
Dezan - Package sorter at the Tzintkra Messenger’s Guild
Doyle - ally, helped people through trials. Former military; Lost in Shadow, Hidden Arrow Paths
Echo - Cheerful girl, “tutorial mascot”. 16 years old, hard life previously but knows how to deal with people; The Sound of Silence, Baffle Paths
Ekari - Head Administrator of Earth’s Tutorials, instructor. Heretic (or apostate?) because she did not choose to be Lykandeon’s Slave. Wants to be Serenity’s ally but prohibited from telling him so. Shrouded Hope Path
Entherys - Trial instructor. Leader (in his mind) of the conspiracy to kill Serenity. Sent back to his home in disgrace by Order’s Voice
Finley - Gatherer and shopkeeper who overdosed on monster cores; Serenity never got the full story after helping to remove the excess stale essence that was corrupting him
Garrett - Leader of the party Raz is placed into; has a reputation for “losing” trapfinders
Greyvine - Mage in the party Raz was placed in; ran from the Last Refuge of the Deathless dungeon and survived
Gustav - Recruiter for an unknown group of mercenaries(?) operating on Tzintkra
Hollis - Guildmaster of the Tzintkra Healer’s Guild; old friend of Rakyn. Lightning Azata bloodline
Irene - Tzintkra Mercenary Guildmaster
Iva - Fighter in the party Raz was placed in; died in the Last Refuge of the Deathless dungeon
Karen A. - Thomas’s Boss (if he still has a job)
Katya Kyrika - Outside the dungeon when Serenity and Raz emerge; member of the Rising Phoenix mercenary company
Kerr (Aardya a’Kerinth) - Weapons instructor who knows Sterath. Looking to have Serenity as an ally. Possible friend
LaCroix - undead student
Lak - Member of the Tzintkra Mercenary Guild; Formerly Cursed
Lancaster - Police officer who takes Thomas and Rissa’s statements about Macho. Serenity’s friend and ally; Shielding Sword, Steadfast Paths
Larsen - Captain in the Necropolis Watch
Lex Rothmer - Thomas’s father
Liuyedao - ally, helped people through trials. College student, martial artist; Swordmaster Path
Lykandeon - God of Ekari’s homeworld; ascended mortal
Macho - Man who “originally” killed Rissa. Attempts to kill Serenity (twice?). Current status unknown (escaped custody in the Tutorial)
Miranda Elliott - British Prime Minister
Margrethe - Cleanser for Earth’s Tutorials. Saved Moira. Attempted to kill Serenity twice. Forgiven(?)
Marti - Receptionist at the Tzintkra Mercenary Guild. Suspicious of Serenity
Moira - Ambitious mage, wanted to learn “all elements”. Thought Raymond was a friend until he tricked her into attacking Serenity while she was loopy from a misguided attempt to gain Death affinity. Saved by Serenity and Margrethe. Sworn follower to Serenity. Shares emotions with him when they are close enough. Mage; Death Mage Paths
Nightmare Wraith - Boss of the 3rd level of the Ancient Temple Dungeon; Dungeon Guardian; can be summoned by Serenity
Nightwitch - ally, helped people through trials. Pilot. Former (or maybe current?) military; The Stars Shine Down, Earth Witch Paths
Order’s Voice - Somewhere between an interface and a person. Sometimes speaks to Serenity
Pelni Sukaj - Inventor of the Curse used on the Shining Caverns
Rakyn - Father of Desinka, Friend of Guildmaster Hollis, Former vampire hunter
Raymond - Lancaster’s partner before the Tutorial. Attacks Serenity twice. Dead
Razinkh ‘e Sunrise (Raz) - A Draykin from Asihanya, near Stallet Center. Raz’s Clan was destroyed and he fled to Tzintkra
Rissa - Thomas’s girlfriend; Time Heals All, Time’s Eye Paths
Rissa’s Da - Guardian
Rissa’s Mother - Seer
Serenity - Main character; former name is Thomas Rothmer; known as Vengeance and The Final Reaper in the previous timeline
Sillon - Trial instructor. Friend of Serenity
Stojan Aith - Dhampir City Lord of the Necropolis (temporary); Breaker of Tzintkra’s World Core
Stojan Kenna - Dhampir, Son of Stojan Aith, Nephew of Stojan Tasi. Mastermind behind the plan to curse the Shining Caverns
Stojan Tasi - Dhampir City Lord of the Shining Caverns; DeathLord; City Manager of the Necropolis. Brother of Stojan Aith, Uncle of Stojan Kenna
Sunrise - Founder of the Sunrise Clan; Raz’s ancestress
Syri - Dhampir healer at the Tzintkra Mercenary Guild. Outwardly subservient to Serenity
The Deathless - Ancient mage that wanted to live forever
The Final Reaper - Thomas’s final name the first time around
Thomas Rothmer - Serenity’s name before everything started
Tibral Unalgos - Pelni Sukaj’s sponsor
Tzintkra - The World Core of the planet known as Tzintkra; shattered by Stojan Aith
Vengeance - Thomas after Rissa’s death the first time around
Vladimir Angeloff - Russian interrogator from a Tutorial. May have asked for asylum, or may have asked for something else
Yngoliat Hale - Ynsarac Hale’s father; current head of the Rising Phoenix mercenary company
Ynsarac Hale - Outside the dungeon when Serenity and Raz emerge; member (heir to) of the Rising Phoenix mercenary company
Zan - Outside the dungeon when Serenity and Raz emerge; former member of the Rising Phoenix mercenary company; ripped them off for a lot of Etherium; Zekia’s brother
Zekia - Zan’s sister (Dead)
Short version of City Lord Stojan Aith’s Status including bonuses from gear and the necklace.
She'd never put anything into her physical attributes; that's all from gear, and it's (almost) at the Tier 5 gear attribute cap (theoretically, you can take attributes to 250 with "ordinary" gear you can use at Tier 5, but it's very expensive).
The necklace gave Might and Understanding - since she had a very low Might, it resulted in a bigger increase than she received to her Understanding; the fact that she’s over-cap in Understanding and over the gear cap in Might says that this was an exceedingly unusual item.
She’d had exactly one Tier 5 Path. No further Paths were available to her. After all, she only broke one world; she stepped onto a Path and didn’t follow it. That tends to result in fewer Path offerings.
The fact that the Voice despises her doesn’t help, but didn’t actually cut off any Paths - it simply means the Voice won’t shade things in her favor.
Control is a rare stat; she had it automatically for being a Dhampir Noble. It has to do with how much of a Pack she can gather and what she can do with them. She always maxed it - though it may be worth noting that she doesn’t seem to have one anymore.
Name: Stojan Aith |
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Species: Dhampir Noble |
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Path: World Breaker |
Level: 100 (1000/1000) |
Tier: 5, 600/600 Spent |
Condition: Healthy |
Mana: 5600/5600 |
Stamina: 2100/2100 |
Might: 400 |
Agility: 200 |
Phys: 200 |
Understanding: 700 |
Will: 550 |
Mind: 550 |
Perception: 50 |
Luck: 0 |
Control: 600 |
Titles |
DeathLord |
Lord |
Pack Sacrifice |
World Breaker |
|
Affinities |
Death: 75% |
Life: 35% |
Concepts |
Death: 90% |
Life: 10% |
Aspects |
Death: Nascent |
Serenity’s Status
General
Name: Serenity |
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Species: Essence Dragon Chimera (Hatchling) |
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Core: Unique |
Progression: 1.6% Tier: 2 |
Features: 4/11 True Crystal Link Death |
Path: Evoker |
Level: 46 (230/470) |
Tier: 1, 100/100 Spent |
Path History: 1: Unbound, Steadfast 0: Death-Eater, Battle Adept |
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Condition: Healthy Healing Available: Full |
Mana: 4000/4000 Essence: 4000/4000 |
Stamina: 2100/2100 |
Might: 200 |
Agility: 200 |
Phys: 200 |
Understanding: 200 |
Will: 200 |
Mind: 200 |
Perception: 200 |
Luck: 200 - 300% |
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Essence |
Pure (Innate) |
Ev: 376,951 (Purified) |
Titles |
Previous Supreme Existence |
First of A Kind |
Named |
Ghost in the System |
|
Aspect Pathfinder |
Incarnate |
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Lord |
DeathLord |
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Coin |
1376 Etherium |
Magic
Essence Techniques |
Chimeric Alteration |
Claim Mana |
Devour Mana |
Essence Drawing |
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Purify |
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Affinities |
Energy: 40% |
Liquid: 6% |
Mind: 32% |
Plasma: 42% |
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Solid: 17% |
SpaceTime: 71% |
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Vapor: 14% |
Void (Liminal): 90% |
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Void (Nihility): 50% |
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Concepts |
Arcane: 80% |
Energy: 52% |
Essence: 25% |
Life: 20% |
|
Mind: 15% |
Plasma: 26% |
|
SpaceTime: 30% |
Void (Liminal): 25% |
|
Void (Nihility): 30% |
Technology: 40% |
|
Aspects |
Arcane (Mana): Initiated (Vital) |
Essence: Growth (Vital) |
SpaceTime: Nascent |
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Incarnate |
Death |
Physical
Resistances |
Chemical: 137+10 |
Cold: 303+10 |
Curse: 263 |
Darkness: 177+10 |
|
Death: Immune |
Heat: 532+10 |
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Life: 417+10 |
Light: 298+10 |
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Mind: 276 |
Pain: 640 |
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Pleasure: 31 |
Shock: 334+10 |
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Sleep: 52 |
Space: 250 |
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Time: 1000 |
Unknown |
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Chimeric Heritage |
Pure (Innate) |
Essence Dragon (Primary) |
Asura |
Child of Time, Unbound |
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Dhampir, Essence/Mana |
Draugr, Sage |
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Elemental, Essence |
Elemental, Mana |
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Godling |
Human, Earth |
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Lich, Paramount (Primary) |
Vampire, Daywalker |
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Wraith, Nightmare |
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Known Heritages |
Azata, Lightning |
Curse Witch |
Healing Light |
Hexen |
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Heavens’ Fire |
Jiang-Shi |
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Knight of Blood |
Malevolent Spark |
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Mote of Decay |
Mote of Stasis |
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Mummy |
Remnant Wisp of Life |
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Revenant, Star |
Sea Lion, Earth |
Abilities
Monster Biology |
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Eyeless Sight |
Colorless vision that does not require light; no visual effect |
Inherited from Final Reaper |
Vital Sight (previously called Life-Sight) |
Shows the primary animating Affinity, usually Life, for creatures. Makes the eyes glow with blue-white fire |
Inherited from Final Reaper |
Food for Power (Stomach) |
Converts consumed material into a specialized power reserve |
Self-created ability |
Heal (almost) Anything (Stomach) |
Uses stored energy (cannot use stamina or mana, pulls from the power reserve first) to heal. ‘Healing’ includes providing energy and raw material for cell growth and therefore other food consumption is not required. Can restore stamina or mana when the stamina or mana reduction is physical in nature |
Self-created ability |
Blossoms’ Sleep |
Can induce sleep on self with a defined wakeup time |
Dream Blossom Dust |
Runic Shielding Tattoos |
Resists one attack of any sort. Does not require preactivation if the attack will kill or disable. Fully drains current MP to establish, drains SP to maintain, ends when hit. MP drained determines strength of blow that can be resisted, will fail if strength is exceeded but may reduce the power of the attack even if it fails. Effect is better with automatic activation |
Self-created ability (Not actually tattoos, his skin/scales grows “naturally” in the correct pattern and color to create the effect) |
Claws |
Hands and feet have claws (all forms) |
Essence Dragon |
Wings |
Six-limbed creature; all forms have wings. The wings are strong enough to be noticeable and might assist in gliding, but are not large enough to support actual flight. |
Essence Dragon |
Scaled Hide |
Thickened, resistant outer skin layer, covered in most places with scutes |
Essence Dragon |
Filter |
Details unknown; so far, Serenity has determined that it will output Essence when fed mana, but it does not seem to have a use at this time. |
Linked Crystal Seed (True Core) |
Amplify Aura |
Details unknown; has a Power Reserve that appears to be required to allow it to function, but the method to fill the Power Reserve is unknown. |
Linked Crystal Seed (True Core) |
Increase Link Distance |
Details unknown; has a Power Reserve that appears to be required to allow it to function, but the method to fill the Power Reserve is unknown. |
Linked Crystal Seed (True Core) |
Change Stone Type |
Details unknown |
Linked Crystal Seed (True Core) |
Raw Mana Control (Horns) |
When in a ley line or other high concentration of raw mana, choose where it flows in the body. |
Self-created ability |
Dhampir’s Default |
When a Dhampir is casually examined, he or she appears to be a normal member of the living population. |
Dhampir |
Path Abilities |
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Loot Core |
Teleports a monster core from touched monster body to the user. Usable on any dead monster with a core. Costs mana |
Death-Eater |
Basic Draconic Shapeshift |
An adult dragon is a force to behold, but there are many places they simply can’t go. Young dragons are commonly taught to take on another form, often humanoid, to fit in small places and interact with non-dragons. A skill normally gained much later in life, you get a basic version of it now since you don’t get Species abilities. Lucky you! You can shift between your Draconic base form and your True Chimera form. Costs mana to shift |
Death-Eater |
Deathstrike |
Infuse your body or weapons with Death energy to deal additional damage. Costs Stamina |
Death-Eater |
Resilience of the Dead |
Slightly increased resistance to certain status alterations |
Death-Eater |
Eat Death |
Absorb Death energy found within the Death Eater’s aura. Absorption based on Affinity. Intensity of absorption can be varied but the ability cannot be completely disabled. Absorbed Death energy may be consumed or used to restore mana or stamina used as if it were Death mana. Dissipates with time. Ability damaged |
Death-Eater |
Basic Analyze |
Analyze a being for basic information. The being may be animal, Pathed, or monster. Other beings may be analyzed if they have any appropriate features. Items may not be analyzed |
Battle Adept |
Intermediate Unarmed Combat (Claw Variant) |
Losing your weapons is not a disaster when you have weapons attached to your hands. Your expertise with claws is nearly nonexistent, but your general training with unarmed combat is transferable |
Battle Adept |
Infused strike |
Infuse your body or weapons with energy to deal additional damage. Replaces Deathstrike. May use any Affinity held. Power of infusion scales with Affinity used. Costs Stamina |
Battle Adept |
Far Strike |
Discharge the magic infused in your weapon to strike a single opponent at a distance. Stamina cost increases with distance |
Battle Adept |
Adept Aspect Form |
Instead of infusing an Affinity into your weapon, infuse your Aspect into yourself. Limited time, consumes both stamina and mana, induces unconsciousness when the Form lapses |
Battle Adept |
Basic Sense Raw Magic |
Detect background, non-attuned energy. This sense is always active |
Child of Time |
Linked Sight |
You may share your vision and vision-based abilities with your Seer or anyone whom you share a similar Link with. They may also share their vision and vision-based abilities with you. Consumes Stamina per vision or vision-based ability shared in either direction. Vision ability costs are paid by the user instead of the originator of the ability, if applicable |
Child of Time |
Moment of Prescience |
Know a moment ahead of time when something will kill or disable you or someone you wish to protect. Activation is automatic. Cannot be activated more than once a minute. Consumes stamina in inverse proportion to the threat |
Child of Time |
Time’s Eye |
Your eyes see the motions of Time as it stretches and changes. The hidden is easier to see and the false easier to see through. Consumes Stamina (Note: the Stamina cost is low enough that it can be maintained for hours at a time, though that will significantly reduce Serenity’s available Stamina for other uses) |
Child of Time |
Unbound |
Time does not quite have the same hold on you as it does on others, and Fate does not rule you. You can slip between the lines of the future and past or even blur them if you have the desire and the strength. That which will be has no power over you, and you can break the strands of Destiny for others if you dare. This ability is always active and has always applied to you |
Child of Time |
Basic Identify |
Identify an object to gain basic information on it, such as its name, basic properties, materials, and/or minor enchantments |
Steadfast |
Scale Hardening |
Use Essence or Mana to reinforce your scales, making them harder to damage and more protective. Costs Stamina to maintain |
Steadfast |
Wait for an Opening |
Study an opponent’s actions in combat to gain an intuitive understanding of the right time to strike |
Steadfast |
Second Wind |
Convert some of a more filled resource pool (Mana, Stamina, or Essence) into an empty one. Consumes some of the converted resource |
Steadfast |
Stand Tall |
Whether you are the last wall between your loved ones and your enemies or you simply love to fight, your ability to take a beating is exceptional. Blood loss, bruises, injuries, and even broken bones will not stop you. You can fight at the full effectiveness your body is capable of despite your injuries |
Steadfast |
Essence Sight |
You can already sense Essence with your Aura. Sight adds precision and distance to your detection capability. This may be enabled or disabled at will. A visual effect may be present |
Evoker |
Physical Storage |
You can store spells inside your own body to be evoked later. Stored spells may be evoked only by you and may be triggered at any time. All variable effects must be determined prior to casting. Stored spells will degrade with time and use of mana or essence in the area the spell is stored. |
Evoker |
Evoker abilities that are still locked:
Level 50 - Spell Conversion - You can convert the power of any spell you can Evoke into a ranged mana or essence strike. The power of the strike depends on the stored spell power.
Level 75 - Store Spell - You may temporarily store spells in items to be evoked later. The item must be strong enough to hold the spell, and synergy with the spell will slow spell degradation. Stored spells will degrade with time and nearby mana or essence use. Storage of spells can damage items used.
Level 100 - Designate Evocation Conditions - You may designate conditions on when a stored spell can be evoked. You can bypass any conditions you set, but you cannot bypass conditions set by other Evokers. This allows you to set conditions that will allow non-Evokers to Evoke stored spells, but spells Evoked by the untrained will be significantly degraded during the evocation.
Serenity’s Titles
Previous Supreme Existence
You were the Supreme Existence in a previous incarnation, and can remember some of what came before. Your status also grants you the Ghost in the System title. This title is hidden from all but you.
First of A Kind
You are the first True Chimera and the first Essence Dragon. Your Paths shall shape the future of those who follow in your footsteps.
Named
Your Name is known and respected or feared. No other can bear this Name.
Ghost in the System
You bypass certain restrictions. This title is hidden unless you share it with another.
Aspect Pathfinder
As the first person to discover a new Aspect, Concept, and Affinity, you set the path for those who follow you on the road of Essence Magic. Creating new methods and applying methods from other magical schools is easier.
Incarnate
More than an Aspect, you are an Incarnate. Your Concept sets what the meaning of the Affinity you Incarnate does and does not mean. Your Incarnate will always be a part of you, and you will always be a part of it.
As an Incarnate, you are not capable of combining or otherwise altering this Affinity.
There cannot be more than one Incarnate for an Affinity at a time, as no two people will ever have identical Conceptions of an Affinity.
Lord
You are recognized as the ruler of a Settlement. This comes with certain rights as long as you are within the Settlement or interacting with people who are identified as belonging to the Settlement. This Title will be removed if you are no longer the Lord of a Settlement.
DeathLord
You have a high enough combined Death Affinity, Concept, and Aspect to qualify to rule a Necropolis.
Serenity’s Gear List
Shield
Bow of Energy Arrows (has normal arrows as well)
Comfortable Bedroll
Storage Bag (pocket of backpack)
Cloak of Minor Disguise
Elemental Armor
Claw Stone
Naginata
Quick Belt (4 slots) - currently holds the shield, bow, naginata, and throwing axe
Boots of Far Step
Serenity’s Throwing Axe
Dreamstone in a box (the one Rakyn was supposed to deliver to the Conclave of Stars)