Appendix 16 – Character List, General Information, and Status
242 0 4
X
Reading Options
Font Size
A- 15px A+
Width
Reset
X
Table of Contents
Loading... please wait.

Character List of A New Frontier

This list includes people mentioned in all Arcs to date.

It does not include people with only a single mention or the “people” from the Story Dungeon; they are specifically for that Story. If I missed anyone more important than that (I often do), please let me know in the comments.

Agent Jones - Agent of an unknown agency, on a sniper team

Agent Miller - Agent of an unknown agency; higher ranking than the others. Might be with Internal Affairs?

Agent Price - Agent of an unknown agency, watching Serenity. Whistleblower.

Agent Smith - Agent of an unknown agency, the sniper

Agent Taylor - Agent Price’s boss (former). Forcibly retired for issuing the kill order for Serenity

Aide - Artificial intelligence “given” to Serenity by Tek to manage his cybernetics

Aki - Crystal Raz removed from the dungeon below the Sunrise Clan holdings

Alanok - Lawyer in Celestials’ Rest

Althyr - Eldest of the Conclave of Dragons, Elder Dragon of Order, Serenity’s mentor

Ancient Temple Dungeon Core - Childlike dungeon core

Andarit - Daughter of Kalo Lichbane; Heir of Lowpeak

Anna - In charge of assigning new people to groups in the mercenary(?) camp Gustav led Raz to

Ansera - Healer in the time-warped Forest of Lost Regrets; saved by Serenity from the saktiin plague

Apollyon - Known as “the destroyer”. The actual source of the curse on Rissa’s family (maternal line). Has a reputation for clever schemes.

Arkandaeon - Tutorial Instructor and Mage; member of the Church of Aeons. The man who marked the people who were kidnapped from the Tutorial

Arrimet - Xarx’s aunt; innkeeper

Arrin - Assassin belonging to the Night Sky Court; followed Serenity and Andarit into the Palace Dungeon

Azav - Originally the aide to BattleLord FlameHeart, Azav now leads the Sterath Serenity managed to pull under his banner

BattleLord FlameHeart - Leader of the Sterath invasion of Earth; Merged by Serenity

Baxter - Private pilot; old friend of Lex Rothmer. Has known the family for years, including Serenity/Thomas

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

Ceney - Armorsmith and secret princess

Coyote - Trickster god. Appears to be helpful?

Curio - A voidling that presents as a shadowkitten; Serenity’s familiar (?)

D’ackt - Crossing Guide on Berinath

Darian Ebongrove - Linked to the A Rest From Death dungeon; member of Rising Phoenix mercenary company

Darrin Winterslo - Duke Lowpeak’s spy in Zenith

Death - Personification of Death Himself. May be a god? Very friendly to Serenity

Denise - Jacob Latimer’s girlfriend; also a teacher

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

Director Collins - Museum Director for the Metropolitan Museum of Art

Djen - Owner of Djen’s Hiring Hall; slavemaster. Enslaved the kidnapped Earthlings.

D’Nehr - More commonly known as the First Guardian; man-shaped semiliquid rock; cannot currently walk on Earth’s surface

Doyle - ally, helped people through trials. Former military; Settlement Manager of Serenity Settlement

Dr. Allen Ridge - Lead Scientist for the DARPA Portal Detector project; has a foot-in-mouth problem but smart and good at the technical side

Dr. Rachel - Scientist and Allen-wrangler for the DARPA Portal-Detector project

Dr. Sandra Mattingly - Project Manager for the DARPA Portal Detector project

Echo - Cheerful girl, “tutorial mascot”. 16 years old, hard life previously but knows how to deal with people; Settlement Manager of Serenity Settlement

Emily - one of the founders of Serenity Settlement; mother

Emira (Emi) - A guide on Berinath

Emry - Sillon’s irresponsible sister

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.

Ẽ̷̬l̶̙̿a̷̘͘t̴̙͂ḭ̸̌q̸̳͊ ̴͙̈́ḇ̶̈í̸̲n̸̙͆e̶̗͒r̶͊ͅt̵̼͑ ̶̺̒K̷̩͒i̵̗̚’̷̥̆Ã̶͕m̴̬͝v̵̼̅r̶̹͂ẽ̸͖n̸̢͘ ̷͇̄U̷̩͝u̸̪̅ỉ̶͓n̴̖͝ - the djinn (demon?) Rube found. Dead.

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

Frank Smith - Shady antiques dealer; may have other sidelines. Was the person behind Macho’s original attempted theft and the later theft of all of her magical artifacts

Gaia - Earth’s World Core

Garrett - Leader of the party Raz is placed into; has a reputation for “losing” trapfinders

Greenstick - Extremely excitable Traa dungeon-master

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

Hegemon Worm Queen - Leader of the Hegemon Worms that came to Earth; Dead

Helios - God of the Sun; former Lord of Sol and the Solar System. Dead.

Hj!vr - Greater Obsession Demon, Called Ruler of Mornmot when Serenity arrived

Hollis - Guildmaster of the Tzintkra Healer’s Guild; old friend of Rakyn. Lightning Azata bloodline

Honoria Clearsight - Tutorial instructor, witch. Goes by Helga in Tutorials where she has to use an alternate name. Can teach mental defense. Librarian at the Great Library of Asihanya.

Innat - Fixer / event planner in Celestials’ Rest

Irene - Tzintkra Mercenary Guildmaster

Irma - Caravan leader and guard

Ita ena a’Serenity - Sterath Connections mage; Serenity’s first Shameless

Iva - Fighter in the party Raz was placed in; died in the Last Refuge of the Deathless dungeon

Janice - Serenity’s assistant

Jacob - Rissa’s brother; mind-mage; was cursed until Serenity broke the curse

Jine - Sillon’s wife

Josaiah - Restaurant worker who managed to get caught by both the Hegemon Worm Queen (hypnotized only) and one of the decay-creatures. Rescued by Serenity and an emergency Tutorial entrance to get Blaze’s help; Biomage

Kalo Lichbane, Duke of Lowpeak - Andarit’s father

Karen A. - Thomas’s Boss (at least for however long the "unpaid vacation" lasts)

Karin - High Priestess of the Church of Aeons; Ekari’s mother

Katya Kyrika - Outside the dungeon when Serenity and Raz emerge; member of the Rising Phoenix mercenary company; member of the Kyrika clan of crafters; member of the group Serenity has assembled

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

Lak - Sillon’s Daughter

Lancaster - Police officer who takes Thomas and Rissa’s statements about Macho. Serenity’s friend and ally

Larsen - Captain in the Necropolis Watch

Lex (Alexander) Rothmer - Thomas’s father, Former Secretary of Defense

Liam Brown - Obsessive ritualist (dead)

Lieutenant Smith - Leader of “Task Force Kangaroo” for the DC Police

Liuyedao - ally, helped people through trials. College student, martial artist; Swordmaster Path

Longsight - Traa elder and strategist. Has been known to out-clever himself

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)

Made (Madeleine) Fulton - Reporter for Channel Six, first identified person with Hegemon Worms

Madelyn Alexander - State Department negotiator assigned to the Traa

Maerite - Anti-slavery organizer in Celestials’ Rest

Mandy - Child Serenity encountered in a Tutorial, then again in the Blue Line Dungeon; magical prodigy

Margrethe - Cleanser for Earth’s Tutorials. Saved Moira. Attempted to kill Serenity twice. Forgiven(?)

Marti - Receptionist at the Tzintkra Mercenary Guild. Suspicious of Serenity

Mina - Friend of Mindy; met Serenity during his last Tutorial

Mindy - Friend of Mina; met Serenity during his last Tutorial

Miranda Elliott - British Prime Minister

Missy - One of the founders of Serenity Settlement; mother. Lead farmer of the Settlement

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.

Morwen - Friend of Serenity’s from college; now works for DARPA. Lightning mage

Mr. Williams - British liaison

Nadia Kyrika - Katya’s aunt

Nat (Natalie) Freeman - Cameraman for Channel Six

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. Military; coordinated a significant portion of the invasion portal effort

Officer Jones - DC Police; Member of “Task Force Kangaroo”; Rookie

Officer Nguyen - DC Police; Member of “Task Force Kangaroo”; Stealth specialist

Officer Surrey - DC Police; Member of “Task Force Kangaroo”; Melee combat

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

Phoebe Latimer - Rissa’s mother, Seer

President Stewart - President of the United States during the First Wave

Prince Ora - Prince of Zenith; one of the few survivors of the royal family

Professor Eric Rasmissen - Archaeology professor at New York University, contact of Russ’s

Professor Richard “Dick” Indiana Jones - Archaeology professor at New York University

Psyche - Deity who told Serenity that Apollo was dead, so the person responsible for Rissa’s family curse is probably Helios; lives in Canada these days

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

Red - Cousin of Phoebe Latimer; Spellwitch. Possibly cursed.

Rhea - Goddess; motherly and associated with Earth. Bakes excellent cookies.

Rissa (Clarissa Latimer) - Thomas’s girlfriend; Auspex/Time Dragon hybrid; pregnant with Serenity’s child

Robert - Discharged Lowpeak retainer; beastmaster variant. Killed by Serenity.

Roy - Helped Serenity & Raz travel the Metro; appears to work in a job tracking Tutorials and people that come out of them? Possibly military?

Rupert “Rube” Merryweather - Sensitive Path; a student at New York University who found a cracked vase holding a djinn. Partially healed.

Russ (Russell) Latimer - Rissa’s father, Guardian, Auspex and psychic

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 (dead)

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

Tek - Earth’s God of Technology

Thad - Tried to challenge Serenity for “his women”, Mindy and Mina

The Deathless - Ancient mage that wanted to live forever

The Librarian - An old-seeming man who manages a magical library under the library of the University of London

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

Timmat - Revenant in the Dead Swamp

Tirmanak Oathbinder - Guildmaster of Order’s Guild on Ranar

Tranquil Conviction - Sterath god (or perhaps boogeyman?). Also known as the Peace of the Grave before Serenity took the name.

Tyche - Lady Luck; has a mean sense of humor

Tzintkra - The World Core of the planet known as Tzintkra; damaged by Stojan Aith

Vengeance - Thomas after Rissa’s death the first time around

Vladimir Angeloff - Russian interrogator from a Tutorial. Defected with family; last seen in London

Widetail - Lord of the Traa who decided to invade Earth

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

Xarxinal (Xarx) - Ceney’s bodyguard and friend

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)


Current To-Do List

Figure out what’s going on on Lyka. Why are my people being taken there?

Building the dungeon into a home - Raz, Aki; input only

Rissa’s pregnant - what the heck do I do about that? Is there stuff I should do for a kid?

Decay creatures - Russ is handling, but needs my help?

Finding the Lost Quest from Althyr - how to save the dragons’ children?

Order’s Guild. I should probably visit them the next time I head to Ranar.

Spend time with Rissa

Flying practice

New Affinity practice - Magitech, SpaceTime, Liminal, Nihility

Essence magic & runes!

Practice shapeshifting. Especially investigate emotional/assumption shifts associated with Forms. Will require Aide’s assistance.

Check in on the freed people on Zon.


Planets near Earth mentioned so far:

Aeon

Asihanya - Raz’s origin

Berinath - dryads’ moon

Grayson - not friendly to foreigners

Lyka

Ranar - home of Order’s Guild’s headquarters for the local cluster

T’cherna - Desinka delved with some people from there

Tzintkra - Planet of Death, Necropolis

Zon - Andarit’s origin


General

Name: Serenity

Species: Chimera

Base Form: Essence Dragon (Wyrmling)

Core: Unique

Progression: 0%

Tier: 4

Features: 5/11

True

Crystal

Link

Death

Origin

Path: Magitech Abomination

Level: 23 (1000/1840)

Tier: 4, 100/100 Spent

Path History:

3: Origin’s Potential, Zonal Evocation Mage

2: Magic Dhampir of the Origin

1: Unbound, Steadfast, Evoker

0: Death-Eater, Battle Adept

Core History:

3: Sovereign of Potential

2: Dhampir (Mana/Essence)

1: Child of Time

0: Essence Dragon

 

Mana: 11000/11000

Essence: 11000/11000

Power: 5100/5100

Might: 500

Agility: 500

Phys: 500

Understanding: 500

Will: 500

Mind: 500

Perception: 500

Ambit: 500

 

Essence

Pure (Innate)

Ev: 2,465,252 (Purified)

Titles

Aspect Pathfinder

DeathLord

First of A Kind

Ghost in the System

Incarnate

Lord

Named

Previous Supreme Existence

Tyche’s Curse

Worlds’ Friend

   

Magic

Affinities

Energy: 45%

Liquid: 6%

Liminal: 90%

Magitech: 52%

Mind: 32%

Nihility: 50%

Plasma: 56%

Solar: 25%

Solid: 17%

SpaceTime: 73%

Vapor: 16%

 

Concepts

Arcane: 80%

Energy: 52%

Essence: 45%

Liminal: 39%

Magitech: 51%

Mind: 15%

Nihility: 36%

Plasma: 26%

SpaceTime: 58%

Topology: 13%

   

Aspects

Arcane (Mana): Initiated (Vital)

Essence: Growth (Vital)

SpaceTime: Nascent

Incarnate of Death

Resistances

Chemical: 137

Cold: 303

Curse: 265

Darkness: 177

Debasement: 13

Death: Immune

Heat: 533

Life: 417

Light: 298

Mind: 278

Pain: 641

Poison (Neurotoxin): 486

Pleasure: 32

Shock: 334

Sleep: 57

Space: 250

Time: 1000

Unknown

Heritages

Chimeric

Pure (Innate)

Essence Dragon (Primary)

Asura

Child of Time, Unbound

Dhampir, Essence/Mana

Draugr, Sage

Elemental, Essence

Elemental, Mana

Godling

Human, Earth

Lich, Paramount (Primary)

Vampire, Daywalker

Potential, Sovereign

Wraith, Nightmare

Other Known Heritages

Azata, Lightning

Curse Witch

Healing Light

Hexen

Heavens’ Fire

Jiang-Shi

Knight of Blood

Malevolent Spark

Mote of Decay

Mote of Stasis

Mummy

Remnant Wisp of Life

Revenant, Star

Sea Lion, Earth

Abilities

Monster Biology

Eyeless Sight

Colorless vision that does not require light; no visual effect

 

Vital Sight

Shows the primary animating Affinity, usually Life, for creatures. Makes the eyes glow with blue-white fire

 

Blossoms’ Sleep

Can induce sleep on self with a defined wakeup time

 

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

 

Crystal Seed Remote Link

Allows Serenity to access the World Core features as though he were at a Node, even when he isn’t on a ley line. Functionality may be limited inside dungeons.

 

Dhampir’s Default

When a Dhampir is casually examined, he or she appears to be a normal member of the living population.

 

Down to the River

When you physically envelop a being with a soul, you may choose to send their soul to the River of Souls. The soulless body will remain if applicable. Success rate depends on Ambit. When you do this, you will gain some of their knowledge but not personality. Decreased chance of success in any form other than Sovereign of Potential.

 

Link Core

While touching an Essence Core, you can attempt to create a Sovereign Link. Enhanced by Ambit.

 

Multiform

You may assume the shape of any Form you know. All Forms reflect yourself and all Forms are reflected in some manner in your Chimera Form. Detailed control of Forms increases with familiarity. Any Forms above the minimum require a continual maintenance cost of both Mana and Essence. Minimum number of Forms: 2. Maximum number of Forms: 4. Forms may be repeated.

Forms passively return to their normal condition.

Current known forms: Chimera, Hatchling Essence Dragon, Sovereign of Potential (Kernel), Human(?), Crystal Hilt, Armor, Sterath(?), Greater Demon of Righteous Retribution

 

Rift of Potential

You can manifest a small rift between your location and the Origin Point.

 

Path Abilities

Loot Core

Teleports a monster core from touched monster body to the user. Usable on any dead monster with a core. Costs mana

 

Resilience of the Dead

Slightly increased resistance to certain status alterations

 

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 used as if it were Death mana. Dissipates with time.

Ability damaged

 

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

 

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

 

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

 

Basic Sense Raw Magic

Detect background, non-attuned energy. This sense is always active

 

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

 

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

 

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)

 

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

 

Basic Identify

Identify an object to gain basic information on it, such as its name, basic properties, materials, and/or minor enchantments

 

Scale Hardening

Use Essence or Mana to reinforce your scales, making them harder to damage and more protective. Costs Stamina to maintain

 

Wait for an Opening

Study an opponent’s actions in combat to gain an intuitive understanding of the right time to strike

 

Second Wind

Convert some of a more filled resource pool (Mana, Stamina, or Essence) into an empty one. Consumes some of the converted resource

 

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

 

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

 

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.

 

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.

 

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.

 

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.

 

Entwined Magic

You can mix Mana and Essence magic freely, to achieve effects not possible with Mana or Essence alone. Passive.

 

Gaze of the Origin

When you choose, you can infuse your gaze with the power of your connection to the Origin. Effects vary. Power depends on Ambit.

 

Aura of Magic

When you choose, you can reveal your Mana and Essence pools with your aura. Passively increases the maximum size and regeneration of your Mana and Essence. Increases the regeneration of others’ mana and essence at a slight cost to your regeneration rate. Easily sensed. Power depends on size and regeneration rate of mana and essence pools.

 

Mold Magic

You can alter magic that has been given a steady form. Passive.

 

Potential of the Rift

Your Rift to the Origin will allow you to move items or creatures to the Origin and retrieve them later. Items or creatures stored in the Origin will be exposed to it. You may travel to the Origin using the Rift.

 

Rift Control

You may control the Potential that leaks from your Rift to the Origin as long as it is within your aura, including increasing or decreasing the amount that leaks.

 

Call on the Origin

The Origin is just that: the beginning of all things. Bring something temporarily into the real world, limited only by your imagination and power. Variable Cost.

 

Revivify

Potential can become warped in many ways. Restore something to its original Potential. Quality of repair affected by the level of understanding of what the repair requires, the amount of damage being repaired, the time since the damage occurred, and the Time Affinity, Concept, and Aspect of the user.

 

Realize Potential

Use Potential drawn through the Rift to temporarily gain something from your Heritage. Variable Cost.

 

Death Magebolt

Throw a mass of Death-attuned magic at your enemy.

 

Magesight

Advanced Sight Skill that combines Mana Sight, Basic Sense Raw Mana, Essence Sight, and Vital Sight into a single improved Skill. Passively view all forms of magic. Observe how they affect each other and can transform from one to another. When used actively, additional details can be observed such as Affinities and faint traces of spell residue.

 

Fireball

Place a ball of Plasma where you want it within your sight range. Maximum expansion size varies with mana used.

 

Cone of Lightning

Emit Energy starting from your hands in a cone shape. Spread in height and width may be controlled by hand position; maximum length depends on mana used and height and width selected.

 

Spot Nullification

Use Nihility to destroy what you can see. Roughly shapeable. Potentially explosive.

 

Death Field

As Death’s Incarnate, you radiate Death through your aura. You may choose creatures to include or exclude at any time. Toggleable, Easily Detectable.

 

Synaesthesia

You have gained many new senses that do not quite fit the ones you are accustomed to. You must choose: do you represent them as another form of a familiar sense or do you learn to meet them on their own terms?

 

Magitech Abomination

Level 25 - Subconscious Synchronization - You have been growing closer and closer to Aide. Allow Aide to take over for your autonomic functions, consuming a fraction of its processing power to free the space for additional cyberware and expansions for Aide.

Level 50 - Skill Integration - Senses require attention; so do many Skills. Attention is a limited resource for most, but you have the ability to use the next best thing: processing power. Figure out how to integrate your Skills with either your own additional processing or hand them over to Aide.

Level 75 - Quickrune - As an Evoker, you can store a spell to be cast later. As a creature of Magitech and (former) Runemaster, you can now build a rune of your own flesh to be triggered when needed.

Level 100 - Abominable Absorption - One of your basic abilities is the absorption of technology, changing it to fit within your body. As a magitech abomination, you may absorb magic or technologic items, altering your body to fit its new needs.


Earth’s Planetary-level World Core Authorizations

Portal Management

Dungeon Taxation

Quest Visibility


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.

Tyche’s Mark

You have been marked by Lady Luck. Interesting things will happen around you. They may be good or bad.

This Curse removes your Luck and Luck % attributes and suppresses all Luck attributes that would affect you (directly or indirectly). Instead, Luck is in flux around you and unlikely events are more likely to occur when you are nearby.

Worlds’ Friend

Multiple worlds have declared you an ally. Others who are strongly tied to those worlds may sense a kinship with you. This may affect the reaction of other worlds or their servants.


Serenity’s Gear List

Shield

Bow of Energy Arrows (has normal arrows as well)

Comfortable Bedroll

Storage Bag (pocket of backpack) (Has bought extras)

Cloak of Minor Disguise

Void Elemental Armor

Claw Stone

Quick Belt (4 slots) - currently holds the shield, knives and throwing ax; Serenity fills it out with healing potions as needed

Boots of Far Step (damaged)

Serenity’s Throwing Ax

Mercenary Guild tag

Dreamstone in a box (the one Rakyn was supposed to deliver to the Conclave of Stars)

Small golem statuette (“Lessi”) - activation phrase unknown

Knives of Duplication

Backup Armor (does not have space for wings)

Attuned Keys: Teleportation Beacon at Serenity Settlement, Earth

Tent of Comfort

Favor of Tranquil Conviction

I, Tranquil Conviction, assert that the Peace of the Grave, Serenity, has earned his Name.

Favor of Death

Commonly sought after but rarely granted, Death Himself believes he owes you a favor. This Favor will not be honored if called on by another.

Favor of Luck x3

You have amused the source of Luck. As long as you continue to be interesting, you will earn her Favor.

Favor of Coyote

A trickster with a fondness for Humanity, wherever it is found, Coyote has granted you a Favor that will allow you to speak with him.

Favor of Ptah

Thought, Word, Existence: Creation is Ptah’s passion, and you have crafted yourself as others craft the world around them. Ptah grants no gifts that you cannot make yourself, but those who can see shall know that he favors you.

Favor of the Earth-Mother

A home is more than a place.

Favor of Tek x7

You don’t write, you don’t call... Seriously, Serenity, I put my number in your phone for a reason. Use it.


Open Quests:

Restore the Lost

Path Quest Stage 4: Tutorial Trouble

A Past Built in Layers

The Fall of Zon

[Mentor Quest: Restore the Lost]

[Goal: Find out a way for dragons to have lower-Tier eggs and hatchlings to allow their minds and bodies to grow together and prevent them from becoming Lost]

[Optional Goal: Find a way to restore those who have been Lost from their spirit form, physical form, or both]

[Optional Goal: Learn about other species with this issue. Generalize the solution]

[Reward: Unknown]

[Failure Consequences: None]

[Message begins: I don’t really expect you to be able to do anything about the Lost any time soon, but you have the best chance I’ve seen in millenia. If you can’t, maybe a descendant of yours will be able to. Message ends.]

[Path Quest Stage 4: Path Quest Choice]

[Tutorial Trouble: There is a problem in the Tutorial. Students are being directed to incorrect locations at the end of the first Phase. Assist the Voice’s investigations, find the responsible parties, and arrange for appropriate punishment]

[Step 1: Find out how it’s happening in the Tutorial] [COMPLETE]

[Step 2: Investigate on Zon] [COMPLETE]

[Step 3]: Investigate the Eternal Church’s involvement] [ONGOING]

[Optional Goal: Put measures in place that will prevent the same scheme from working in the future] [COMPLETE]

[Optional Goal: Recover the lost Earthlings and return them to Earth (if desired)]

A Past Built in Layers

Group Quest - Order’s Guild

No Time Limit

Variable Reward

Requirement: Wardsmith, Enchanter, or Runemaster

Many worlds hold artifacts older than the Voice itself. They may be buildings or they may be items. Find one and decipher it, then offer the knowledge to the Voice.

The Fall of Zon

Group Quest - Order’s Guild

No Time Limit

Failure Condition: Quest will fail if no strong center to rebuild from remains

Requirement: None

Zon has been shrinking for the entire lifetime of the Voice. While it was slow at first, often unseen, it has continued and accelerated in recent centuries. Only one major civilization remains, centered on the ancient city of Zenith. Several outlying areas are also strong, such as the Duchy of Lowpeak, The Mountain’s Crest, Heavenfall, and Celestials’ Rest.

Guildmaster Tirmanak Oathbinder believes that Zenith will fall within the century, taking most of the civilization of Zon with it.

Find and counter the cause of this decay, reversing it and making Zon grow once more.

Success Condition: An expanding native population and settlement area, leading to an increase in Zon’s Tier. Direct assistance from the Voice will invalidate this quest.

4