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The Necrobians - Part Genosha, Part Institute

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desviper
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The Necrobians - Part Genosha, Part Institute

Necrobia

Necrobia is a small nation of mages hidden in an alternate reality. Necrobians are initially from earth and recruited from various persecuted populations of sorcerers, druids, clairvoyants, witches, and shamans. They are trained in magics from the Necrobian Lexicon, an ancient text from this alternate reality, making their magic clash with more common forms of spellcraft. Use of this magic gradually turns the skin pale and turns the blood blue-violet, leading to the terms Blueblood, to describe Necrobians, and Redbloods, a derogatory term for baseline earthlings.

Discovery

Necrobia's founder, Giatia, a goddess of light and life from a lost pagan pantheon, happened upon a Cinnabar Beacon, a disc of cinnabar that -- when placed on the ground in the correct fashion -- will transport one to another reality. Giatia accidentally activated the beacon and was transported to an apocalyptic wasteland. The sky was red and strange runes decorated the sky in place of stars. There was no flora, and undead monsters seemed to rule the land. She wandered for decades, searching for answers and battling the creatures abound.

The Necrobian Lexicon

In her wandering, she discovered a strange book with clockwork arms out of its spine. After learning how to operate the book, she learned that it contained the magics of her exiled pantheon expanded massively. She spent centuries studying the text and learning each spell, except the forbidden ones. In her study she learned to conjure Mercuric Barriers, which prevented entry from this world's haunts, how to generate such barriers with Statues of cinnabar, how to use her powers of life to grow food and cleanse water from the wastes, and, most importantly, how to leave this land and return to baseline earth. She made a few statues, generated a mercuric wall, placed the lexicon on an alter within the walls, and returned to central Europe, centuries after she'd left.

Founding of Necrobia

When she returned, it was during an inquisition by both the church and the Chinese empire. Specifically, the Order of the Chalice, an order of crusaders from the vatican, were hunting down descendants of her followers, bluebloods, those genetically predisposed for the use of her magics. Giatia knew what she had to do. After collecting more Cinnabar beacons, she gathered bluebloods, one-by-one, and brought them to the haven she had created in the alternate wasteland. She established a nation, Necrobia, named after the texts it was founded on. The nation was governed by a council of 5 mages of various sects, with Giatia as the ArchCounciler for life, and since she is an immortal goddess, this meant she had veto power for all time.

The hidden nation thrived for centuries, growing from recruits from genetic bluebloods and even persecuted pagans and druids without "the gift". Anyone could learn Necrobian magics, but those without the genetic predisposition would struggle to master spells, and generally don't rise to positions of prominence in Necrobian society. They also accepted "catalyzers" who used Relics, objects with magical power, or various creatures to achieve spellcraft, although there is prejudice against those who rely on such things.

Giatia continued to guide the nation, slowly expanding the Mercuric Wall, and warding off the Haunts of Necrobia. Her vision was for this nation to persist as a safe haven for spellcrafters away from the persecution of baseline earth, a moderate an incrementalist vision....

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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desviper
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[galrithius and the new

Galrithius

Classification: Commander
Specifications: Brigadier, Taskmaster
Class Powerset: [unreleased, but whichever has one large pet and many smaller]
Specification Powersets: Vampiric Emanation; Vampiric Assault
Tertiary Sets: Atrophic Aura, Force Manipulation, Flight, Strategy (support)
Other Traits: Astral projection, Effective immortality, Lasting soul

Backstory

Galrithius was a blueblood raised in a remote village in England sometime in the 1700s. The village was self sufficient, and used blueblood magics passed down for centuries to hide their village, while still accepting outsiders occasionally. Galrithius practiced necromancy rather openly, often having an undead wolf or mountain lion at his side. Soon after Galrithius had his second child with his wife, The Order of the Chalice discovered their village; the village tried its best to defend against the crusaders, but were ultimately no match for their numbers. They were rounded up and successively burned at the stake. As Galrithius was being tied to the stake, he grabbed the saint hoisting him, drained him of his strength and used it to raise his fallen villagers from the dead, imbuing them with the fire that burned their bodies. The blueblood zombies overpowered enough of the Chalicers for Galrithius to escape, leaving his former villagers to wander or be destroyed by the Order.

Necrobian scouts sensed the massive outpouring of blueblood magic, and arrived to find Galrithius wandering England, in shock, surviving by draining the grass beneath his feet. He was recruited into the hidden nation, and quickly ascended to a leadership of the Mercuric Guard, who watch the wall for intruders. Against Giatia's decrees, he searched the Necrobian Lexicon's forbidden spells, sacrificing those fallen at the wall to power the clockwork of the book. He learned how to control the lesser Haunts of the wasteland, and more importantly, how to conjure them to baseline earth. He also learned how to achieve a form of immortality: astral projecting his mind out of his body, then healing the damage of aging. He performed this ritual nightly, giving him indefinite life.

He eventually came out with his discoveries, offering to teach the forbidden spells to any Necrobian who wanted to learn, and the guard under his watch were most interested. Giatia demanded that he cease use of these dark spells, fearing they would corrupt him and her nation. He refused, defending his actions with the improved defenses gained by turning Haunts against one another. This political conflict lasted years, until Galrithius was exiled from Necrobia and his discoveries banned from use. The guard struggled under these new rules. After losing their most powerful defender, Thorin Sunwood, scouts were sent to Galrithius's refuge in baseline earth: the ruins of his village. They offered to support him in a coup against Giatia. He agreed, but ordered them to wait five years for him to develop a plan to defeat the goddess.

After five years had passed, Galrithius returned to Necrobia and with the Mercuric Guard, they opened the Mercuric wall and stormed the Quartz Palace with the Haunts under their control. Giatia destroyed the entire guard and their haunts, but Galrithius used a Garnet Runestone to entrap the goddess, from where she could not escape without the forbidden spells she had refused. Galrithius restored the Mercuric Wall, and instituted a new Necrobian Council, with him as the first ArchCouncilor, except this would be an elected position. With the restoring of the Guard, he easily won the election, and instituted a new vision for the nation: Convergence.

Powers

Galrithius, and most Necrobian summoners, use their control over Necrobian Haunts to enact their vision. These haunts can also be teleported into an appropriate reality, retaining Necrobians' control over them. These haunts can also be imbued with other blueblood magics and the intelligence to use them. Use of magic is accomplished by applying Runes of power onto the Haunts, whereas the intelligence to use them comes from astral runes, invisible to the naked eye. (These same runes can be used on other compatible beings for empowering or weakening). Such haunts include:

Servi (Singular, Servus): haunts seemingly from ordinary humans before Necrobia's apocalypse. They generally have little combat effectiveness, using their undead minds to hunt and kill any living creature sensed. However these haunts are almost always imbued with sets of runes to make them more effective:
-Servus Pyre: simple undead which can breathe fire, and self-destruct on command.
-Servus Frigus: simple undead which can throw icicles, freeze enemies, and cover themselves in ice armor.
-Servus Umbra: smarter undead which can cast vampiric and dread-inducing spells.

Bellator: haunts seemingly from medieval knights, armed with swords, maces, shields, polearms, and bows. They are larger and more resistant to physical and energy damage, before their armor is considered.

Shades: haunts of a northern Asian aesthetic, carrying katanas and shrunken. They are much smarter than other humanoid haunts and use tactics to entrap and surround opponents. They can also be imbued with concealing magic and enhancements to their weapons.

Domini (Singular, Dominus): tall slender constructs of bone and miasma. They conjure black weapons, most often swords and shields, and have atrophic auras about them. They lack the tactical knowhow of Shades, instead relying on shear strength to crush opposition.

Bright Ones: Rare haunts with the silhouette of Servi, but are blindingly luminous with red light. Even within Necrobia, they summon lesser haunts to attack. Under control, they can conjure their own haunts and direct them independently of their master. Unlike any other haunt, they use Mentalism magics to cast psionic attacks and more piercing dread. It's speculated that these are haunts of mages in the Necrobian past.

Tormentors: massive beasts made of skulls and bones. These beasts are strangely impervious to damage, despite being made of desiccated bones. They initially have dread-inducing auras and can throw black magics, but they can be empowered further with massive elemental controls. One can face a legion of opponents, and drain them before crushing them under their skulls, adding the resulting bones to their mass.

Aside from conjuring haunts. Galrithius also employs a number of draining spells: draining lifeforce, electronic energy, willpower, and even astral essence. These energies can then be taken for himself, or given to teammates and minions.

When faced with more robust enemies, Galrithius will also conjure wrought iron constructs to immobilize or damage opponents. Such constructs can also be imbued with runes of power to increase their effectiveness.

On defense, Galrithius can employ a short duration ethereal effect, making him intangible to damage, but unable to cast offensive spells. This is most often used in melee combat to outmaneuver opponents.

As a last resort, Galrithius has linked his soul to a hidden Relic. So, when his body and even his primary soul is destroyed, he will reemerge again, having learned from his mistakes.

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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[mentalian]

Mentalian

Classification: Operator
Specifications: Engineer, Director
Class Powerset: Psychic Control
Specification Powersets: Lethal Assault, Barrier Generation
Tertiary Sets: Teleportation, Solid Form, Lethality
Other Traits: Effective Immortality, Psychic Reflex

Backstory

Trulian McAder was a native of Scotland in the mid-1700s. His clairvoyant and psionic abilities became clear at a young age. As a child he was abused and discouraged from using his abilities. Word spread of the clairvoyant and a Scottish nationalist sect kidnapped him, and murdered many in his village. He was given a noble's life, and his powers were honed and used to destabilize England, contributing to their defeats in the New World. Such power would not go unnoticed by mageseekers. Both the Order of the Chalice and Necrobian Mentalists noticed its use. The Order sent a squadron immediately from the Vatican. Galrithius set a motion in the Council to dispatch scouts to recover the powerful psionic, but the boy was redblood, so no resources would be allotted to his rescue. Galrithius took it upon himself to travel to Edinburgh, against the council's wishes, and recover the boy. He arrived before the Order, and it was not difficult to convince the orphan to elude his captors.

In Necrobia, Trulain struggled to learn blueblood magic. His psychic abilities were powerful, but Necrobia valued use of spells, not powers. He probed the minds of fellow students to try to learn what they knew, or how they knew it, but most had the Gift he lacked, so the information was of no use. In his probe of Councilor Galrithius, he learned forbidden spells, and threatened to blackmail the Councilor. Rather than expel the redblood, he offered to give him a catalyst: a Mentalian, a creature of immense psionic power which can also cast certain Necrobian magics. Trulain excitedly agreed, but Galrithius warned of the consequences: Trulain would be disfigured, and would struggle to control the beast. Trulain insisted anyway, fearing future expulsion.

Once the materials were gathered, back on baseline earth, a Mentalian was summoned. The beast had to be hexed before it could be given to Trulain. The orphan used his psionics to their extend, and Galrithius used nearly every draining spell at his disposal, and the beast was subdued and hexed. The Rite of Reaction was performed, and the beast was combined with Trulian, in a blast of telekinetic energy, damaging Stonehenge and throwing Galrithius meters away. Trulian was left with his skin blackened, covered in violet runes, included to control the beast inside. His eyes lost their pupils and irises and remained starkly violet. Most importantly, a third eye was added to his face, in the center of his forehead. This is the eye of the beast, and would provide subconscious use of Trulain's Powers, and enhance them dramatically. However, as part of the Rite, Trulain could never use his psionic powers on Galrithius, securing his allegiance with the orphan.

The two returned to Necrobia and some were aghast at the Catalyzer but many were proud of him and the lengths he would go to achieve spellcraft. They also noted Galrithius's ambition to add to their ranks and his openness to Catalysts. Some accused him of favor of redbloods, but once samples of Mentlains' blood were taken, they were bluer than most masters of Necrobia.

Powers

Trulain "Mentalian" McAder is a powerful telekinetic, able to stop a bus or throw a small house. He can also use this ability to generate force shields to block projectiles. He is also a strong telepath, able to easily read minds, which when combined with Necrobian mentalism, can bypass many barriers to psionic affect. However, strong implements of his powers are given away by his third eye, the source of much of his power, which will emit light based on the kind of attack used:
-violet light indicates an "overload" attack, a brute-force sensory attack to disable a mind, also apparent with telekinesis
-blue light indicates a depressive attack, using emotional vulnerabilities to demoralize an opponent, possibly leaving them catatonic with depression
-red light indicates a rage-based attack, used to frenzy or control opponents
-yellow light indicates the use of mania on another, which can hinder skill or invigorate

The Mentalian beast can cast Necrobian spells to some degree, allowing Trulain to access the Lexicon. Most often he conjures weapons, which can then be manipulated with his telekinesis. He will also conjure chaos defenses and illusion despell. With enough practice, many Necrobian spells are open to Mentalian. The beast can also combine chaos spells with telekinesis to teleport itself, or its host, great distances. The downside is that when in conflict with other tangible matter, Mentalian will lose any conflict, and can be dismembered.

The Mentalian also gives Trulain some reflexive and subconscious control over his powers: unexpected attacks may be blocked with telekinesis by reflex, so Trulain is not dispatched by a stray arrow. Outside psionic attacks are met with an automatic dread defense: the eye will glow blue, and opponents will have to fight off the depressive wave before continuing an assault.

Later, Galrithius imbued Trulian with twin Runes of Janus: a rune of invigoration and a rune of aging. This would give Mentalian a form of Immortality: Death Phase, being in a state of constantly dying and being reborn. These runes must be refreshed regularly, or Trulain will suffer accelerated aging.

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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desviper
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[Arcaulia]

Arcaulia

Classification: Ranger
Specifications: Hunter, Gunner
Class Powerset: Lethality
Specification Powersets: Force Manipulation, Super Agility
Tertiary Sets: Teleportation, Barrier Generation
Other Traits: Effective Immortality, Unstable mind

Backstory

It started young with Jean Bureau. Sometimes blueblood magic finds its way into the hands of those especially Gifted. The young girl was always "lucky" with card games and dice. As she aged, her parents noticed her skin pale over the years, and her veins seemed bluer than they should be. Life continued as it would for a wealthy French aristocrat, until she fell and cut a her arms severely. The blood that spilled was bright blue from the unconscious use of chaos magic. She waved her hand on the wound instinctively and it healed. Rather than be elated by the miraculous healing, her parents cast her out as a demon. She wandered Versailles begging to get by. Through her unconscious magic, this was enough to get by, she was much luckier than most vagrants. But the open use of this magic was noticed by Necrobians in the area, and she was taken in as a young teen, to hone her skills. It was common to take on a new name when joining, the name "Arcaulia" called to her.

She excelled in most arts: elementism, mentalism, vampirism. But Chaos magic was the obvious specialty. This obscure magic relies on swapping realities with another timeline. Proper schooling with this magic was limited, so Giatia shadowed Arcaulia reading directly from the Lexicon. As she progressed, she came across the side effect of Chaos Magic: just as you are reaching into other timelines, they can also reach into yours. She received random wounds that required healing. Some spells required reapplication, as her luck was drained to another timeline. She consulted Giatia, who took her over to the Lexicon. It offered one solution: Singularity.

The Rite of Singularity allows one to cutoff influence from their alternates. But this would be required twice: once for Necrobia and once for baseline earth. The materials are gathered, including a shortsword, and the Rite is initiated on baseline earth.. Arcaulia is transported to a storming plane over a desert. She continually assaulted by doppelgangers, and she bests them with some ease, but it becomes clear that this fight will be infinite until some ingenuity is applied. She tried limiting the probability of a successful summon, with some success. Against the rules of the Rite, she summons Giatia into the plane. The two then easily dispatch the doppelgangers. After hours pass, the doppelgangers stop, as does the storm. The plane dissolves back into baseline earth, but Arcaulia is left altered. At times she will flicker out of phase with the dimension, sometimes having forgotten what has passed. The random wounds lessened, but did not stop. They began the Rite again in Necrobia, but it refused. Gaitia suspected Arcualia's Necrobian counterpart was long-gone in the apocalypse, so no intrusion would help outside random harmless anomalies. She is rendered permanently unstable, but retains the most control over her form, and proved to be an asset to Necrobia.

She maintained neutrality in Galrithius's coup, and found a position in the new Council. At times she became a political rival of Galrithius, even taking terms as ArchCouncilor. but the two worked well towards Necrobia's vision.

Powers

"Everything is happening" is the underlying principle of Necrobian Chaos Magic: magic relying on altering probabilities and bending reality. Arcaulia is the master at applying these spells for offense and defense. Her primary attacks involve conjuring projectiles from alternate timelines: in this dimension, no one is shooting at an opponent, but somewhere in the multiverse, there's a bullet going in that direction.

Arcaulia also bends reality to entrap and disorient foes. Some timelines have oxygen deficiency, some have a hurricane in progress, and some have nothing of note. These alternatives can be conjured to immobilize or stun foes.

She can also employ smaller space-time realities to travel long distances in short periods of time, manifesting as teleportation relative to the base world.

Her legendary spells are her defensive spells, named after her:
-Arcualian Barrier: a shield is summoned composed of several similar timelines. If, say, an arrow is coming your direction, that reality can be swapped with one where there isn't, removing the threat from your reality, but...sometimes there's much worse coming.
-Arcualian Shield: an application of Arcualian Barrier for a personal shield. A shell of reality shields is maintained until a substantial force is applied, this will be transferred across the realities and nullified, but the Shield takes time to refresh, and is used as a last line of defense.
-Arcualain Renewal: in the multiverse, there are realities where you're unharmed. Chaos magic can be used to transfer these areas of the body to your own, effectively healing damage done.

Her singularity event not only limited her alternate selves from interfering with baseline earth, it also fixed her place in space-time, removing the passage of time's effect on her body, maintaining her youth indefinitely.

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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desviper
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[stimiku]

Stimiku

Classification: Ranger
Specifications: Partisan, Gunner
Class Powerset: Vampiric Blast
Specification Powersets: Vampiric Emanation, Atrophic Aura
Tertiary Sets: Superspeed, Massive Melee
Other Traits: Void aura, Violet Wraiths

Backstory

The crypt of Necrobia were no place for mortals, even those with effective agelessness. Time and space seem to move faster than the outside, to ease the suffering of its prisoners. The crypt was sealed outside the Mercuric Wall and -- initially -- only Giatia could breach the seal. Those deemed too dangerous to be banished to baseline earth are sealed away in the crypt, at Giatia's sole whim. Wary of this sole control, Galrithius began to unravel the seal, under the guise of scouting the wastes. After years, with the help of forbidden spells, he was able to unseal and reseal the crypt seamlessly.

Amongst the horrors of the crypt, Galrithius found what looked like a runed haunt, it charged him before he trapped it in an iron cage. It reached its hand out, not to craw, but to grasp. Intrigued, Galrithius grabbed the creature's hand. It clenched his hand and green tendrils swarmed, wounds began to heal on the creature as Galrithius began to wither. He shoved the cage further, breaking the grip. The creature looked more human: wounds closed, anatomy returned, and hair even began to regrow; more importantly, it showed pale skin and blue arteries, signs of a blueblood. It looked at Galrithius and spoke roughly "help....need...life", then collapsed. Galrithius healed his wounds as best he could, but suffered about a decade's aging. He wandered the crypt for a victim worth draining for the former creature's expense. He found a spy from the Order praying skyward and bound him, dragging him to the blueblood. The spy was tossed to the blueblood, who pounced on him placing his mouth on the spy's chest and green tendrils surrounded both of them. He got up on his feet, still pale and blue, but with full hair and musculature. He looked at Galrithius and introduced himself " I am Stimiku, I have been a prisoner here for untold years, time flows faster here." They left the crypt, sealing it behind them, and went to the barracks of Galrithius's Mercuric Guard.

From the brig Stimiku explained his curse: from the runes on his back, black liquid slowly seeped and with it his lifeforce left, until he was little more than a Servus, uncontrollably searching for victims. But, he also suggested a solution: a sword said to have trapped ten thousand souls, enough lifeforce to sustain Stimiku for decades. He also gave a location: the grave of Qin Shi Huang, the first emperor of China. Galrithius considered his options: the tomb likely exists both in Necrobia and baseline earth. Where would there be more resistance? He decided the version in Necrobia would be an easier target, and hopefully the sword would also exist there. He asked for volunteers among the guard, and Mentalian. 3 agreed, including Thorin, the captain of the Guard, and Mentalian agreed, organizing the teleportation spell.

They arrived at the Mausoleum to much more resistance than expected: the Terracotta army was animated and fighting the Haunts endlessly. They attacked the Necrobians, making no distinction between the undead and the living. Trying to maintain neutrality with whoever is animating the soldiers, the group did their best not to destroy the soldiers, but to deflect their attacks and charge into the mausoleum. Galrithius applied a healing spell to protect them from the mercury inside the tomb (there was enough poisoning at Necrobia). As they came to the inner sanctum, they found the legendary sword...and who was animating the terracotta. An emaciated man in ancient Chinese garb stood in the center of the sanctum, surrounded by a river of mercury, with green tendrils covering him and his sword. Without a word, he swung the blade, and a wave of green was loosed towards the Necrobians, a Mercuric Guard raised his shield to take the brunt of the blast and his shield absorbed the wave. Terracotta filled their rear flank, occupying Mentalian in effort to contain them. The Emperor continued his swings, sending magic slices across the room, dividing the group as they avoided it's draining powers. Galrithius charged the monarch, attempting to cage him in iron to prevent his swinging. The emperor proved more agile than Galrithius could manage, and was unable to contain him. Thorin took the more direct approach, charging in to clash blades with Qin. He held his own against the millennia-old monarch, but the combination of the Guards and Galrithius's magic, the Emperor was contained. Stimiku reached out with his magic and drained all the lifeforce he could from Qin Shi Huang, then grabbed the blade with the emperor and, after a struggle, relinquished the clay katana. Qin Shi Huang dissolved into dust, speaking last words none of the Necrobians could understand. The terracotta froze, then were overtaken by the Haunts. Mentalian quickly teleported the group back to Necrobia, before the inner sanctum was stormed.

On their return, Giatia confronted the group, and her prisoner. Galrithius defended their actions with the powerful Relic and newest Necrobian, and also took the blame for the clandestinity. This proved to be the breaking point for his usage of forbidden spells, and he was banished from Necrobia. But Stimiku was shown mercy. His condition was treated by the blade, so he was allowed to return to Necrobia after so long. He was thankful for Giatia's mercy, but when the time came to choose a side in Galrithius's coup...he knew who helped him more.

Powers

Stimiku alone has immense vampiric magic, able to drain the lifeforce of his victims, and giving him immortality. This ability makes him a deadly melee opponent, but the Emperor's Blade allows him to use his swordsmanship and vampirism at shocking range.

The sword also allows him to gift lifeforce to allies, giving Stimiku versatility as support as well as assault.

This lifeforce can be used to give him enhanced speed, strength, and endurance, allowing him to hold ground even without his blade.

After the Usurpation, Stimiku is able to spawn Violet Wraiths from his garb, giving him limited summoning capability, but little compared to master Necrobian summoners.

Overall, Stimiku is a deadly melee component with any blade, a relentless vampire at range, and with the Emperor's Clay Blade, an immortal Partisan.

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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[unnamed technomancer]

Forska

Classification: Guardian
Specifications: Sentinel, Warden
Class Powerset: Devices
Specification Powersets: Atrophic Blast, Force Manipulation
Tertiary Sets: Flight, Atrophic Aura
Other Traits: Effective Immortality, technical affinity

Backstory

The strangest aspect of the world within the Cinnabar Disc is the technology: their apocalypse seems to have had occurred shortly after the advent of business-class computers, despite being centuries earlier than baseline earth. Earthlings of medieval times couldn't pretend to understand the glass towers, but the Lexicon allowed Necrobia to access these over time. It contained lengthy spells of Technomancy, the art of manipulating technology via magic. Technomancers took the place of engineers in Necrobia, and could, with difficulty, use the advanced technology of the area, but it would still take decades truly understand the engineering behind it.

The most skilled of these technomancers was Forska, formerly a druid of Norway, who claims to have invented crucible steel for the viking bands. Her skill with technomancy surpasses any other Necrobian, and she had single-handedly brought Necrobia to the modern era over the centuries. Relative to baseline earth, they plateaued at about 1950s at the early 1800s, but struggled to reach modern digital computing. There were few communal computing devices within Necrobia, mostly used for accounting and logistics, but average Necrobians had plumbing, refrigeration, and air conditioning. For weapons, they relied on pre-gunpowder weaponry and, of course, magical implements.

When Galrithius was ousted for his use of forbidden magics, the Mercuric Guard suffered heavily without such magics. Forska developed a temporary solution: the Guard enjoyed the benefits of being able to control lesser Haunts to turn the apocalypse against itself, Forska invented an implant which allowed remote control of a haunt. Although, it did require use of some forbidden magic, but Forska's massive contributions to Necrobia gave her leverage to lobby Giatia to allow the breach. This was seen by most as a solution to the banishment of Galrithius, a better way to maintain security, but the Guard found it insufficient. A control stick was used to control the haunt manually, and progress was slow on controlling stronger haunts with more accuracy. Forbidden magic allowed autonomous control, so this implant put Forska at odds with the Guard. When Galrithius returned and his coup was successful, Forska maintained her position on the Council. She continued to be a rival of Galrithius, occasionally winning elections against him, since she comes from the more moderate Giatia school of thought. But her expertise made her impossible to banish, any advanced technology keeping Necrobia safe and healthy would fall to disrepair, so she remains.

She stubbornly refused to provide technomancy for Convergence, to his Ire. Her discoveries in the wastes and affinity for cross-dimension technology would've proven invaluable, but she stood her ground against invasion of baseline earth, knowing the risk it posed to Necrobia. When the time came to invade, she did join the battle in the front lines, lest she be banished from the newly digital Necrobia.

Powers

Technomancy is sister to Chaos Magic in that it revolves around manipulating entropy, specifically human-centric entropy decrease. This means manipulating a computer is easier than a hammer, though both are arguably "technology". Most of these spells have been popularized by Forska herself, though she struggles with teaching, so they are taught en masse by other scholars:

-Research: these spells give one varying levels of understanding in operating a given piece of technology. It's less useful once the device wears down, maintenance and repair are done without magics.

-Regress: these spells restore the entropy stored in devices. The most powerful spells revert devices to ore, but more commonly simply disable the device.

-Remote: these spells allow one to puppet a given device mentally, as one would control a haunt. Such spells were once considered forbidden.

-Endeavor: a risky spell which attempts to advance a given device even further than it's current state. For example, a musket may have rifling added, or even automatics; a steam engine may be modified for gasoline or ethanol; or a robot may be given massive computing power, even sentience. These spells were largely forbidden under Giatia, due to the risk involved.

Using elemental magics, once can also empower devices with runes to give them mystical amplifications. Firearms in Necrobia are such devices: fire shotguns, ice pistols, lightning rifles. Forska uses very advanced forms of such weapons in Necrobia. But quickly moves to more advanced weapons post-Convergence.

She also uses a variety of Remoted jetpacks and rockets to achieve flight.

She has achieved a long lifespan by using devices discovered in Endeavor-ing medical devices, and maintaining them as long as possible to prolong her life. She is biologically in her 40s despite being hundreds of years old.

Overall, Forska is a terrifying opponent for any foe relying on advanced technology. She may Regress a mech into a pile of iron, even simple weapons may be reverted to clubs at best. But enemies relying on natural (or mutant) abilities or training would find her on par with any well-equipped paramilitary operative.

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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k i need a slot for

Convergence

The title after-the-fact title given to Galrithius's vision for Necrobia: the combination of the Necrobian timeline with baseline earth in a way that allows the nation of Necrobia to control the haunts. Galrithius held this vision long before his coup; Giatia would never invade baseline earth as it threatens the safety of Necrobia and any genetic blueblood remaining on baseline earth. After the coup and imprisonment of Giatia Galrithius immediately began his plot for Convergence.

Theory

Galrithius figured that with the right Relics he could dissolve the barrier between baseline earth and Necrobia, but it needed to be done in a way to bring Necrobians over, but not geography. Necrobian soil and water was poisoned beyond easy savior. His proposition was that powerful relics from diverse geography and opposing nature would allow a global thinning of the veil...with the added bonus of giving Galrithius god-like powers. The following Relics were decided opon.

-The Anubian Amulet: an amulet of the Egyptian god of death and judgement, Anubus. Galrithius already possesed this and employs it for his non-Necrobian necromancy (animating undead rather than transporting them from Necrobia).

-The Crown of Siva: a crown of the goddess Siva, a Slavic Goddess of Life and Fertility. On its own the crown imbues healing and other life-giving abilities.

-The Bracelet of Wi: a bracelet of the Lakotan sun god, Wi. It allows one to cast sunlight at will and part clouds.

-The Bracelet of Leza: a bracelet of the South African rain goddess, Leza. Alone it can cast streams of water and summon rain clouds.

-The Sash of Tangaroa: a sash of the Hawai'ian sea god, Tangaroa. It allows one to summon tidal waves and localized tornadoes of water.

-The Dagger of Itztli: a ceremonial obsidian dagger of Itztli, an Aztec god of stone and sacrifice. It allows one to summon stone structures from any surface and to move such structures at will. It is currently held by Aztec, a member of the hero group, the Redeemers.

These relics represent pairs of opposing concepts, life and death; rain and sun, earth and sea. The idea being the combination of them would allow one control over every aspect of reality. However, their effects are not compounding: each next relic does not provide more power than either has on their own. Any one relic is also not guaranteed to be able or worthy of wielding it, but with all of them, approval was not necessary.

Execution

On the Day of Convergence, after many adversaries are parted of their relics, including the Redeemer, Aztec. Galrithius gathered his strongest forces to an Island northeast of Alexandria, and initiated the convergence process, sending a wave across the sky, changing it to the Necrobian sky: red and covered in runes. He staged his destiny in Titan City so he could directly oversee the zone of most resistance, a city filled with supers. As Harbinger, with the godlike powers of the relics, Galrithius wrought his haunts across the city and surrounding areas, increasing in radius gradually.

Depending on the actions of the Redeemers and other supers, he would revive any fallen Councilors of Necrobia so they may take part in the battle. They and the rest of the forces, living and undead, would first attack the political and religious institutions. The political institutions for obvious reasons, but the religious institutions as retribution for the centuries of oppression spellcrafters suffered. Any church, big or small, would be a prime target for burning, just as Galrithius's family was burned.

As the battle would turn against the Necrobians, Galrithius would enact Proliferation, activating the potential of any genetic blueblood within the radius, and immediately imbuing the knowledge of spells they're most suited for. This would also enhance the powers of any Necrobian forces left, making them much more effective in battle. This would include Smog, leader of the Redeemers, who would use his powers to make decisive actions in the final moments of the battle, at the cost of his moral character.

Reconstruction Ending

If the Redeemers and their allies are able to free Giatia from the Garnet Runestone. She would massively turn the tide of battle against the Necrobians. She would also use most of her power to contain Convergence, stopping it form spreading across the planet. She would contribute greatly to the final confrontation between the remaining Redeemers, allies, and the last of the Necrobian opposition. They would defeat Harbinger Galrithius somehow. Giatia would relieve him of his relics (except the Anubian Amulet), and take him and any willing Necrobians back to their world to restore order and safety. Many Necrobians would refuse, reintegrating into society as supers and artisans.

Diaspora Ending

If Giatia is not freed from the Garnet Runestone. The battle would be far more difficult, and spread much further than Titan City. Proliferation would occur later, meaning Smog would have less contribution without his blueblood magics. But, the Councilors would eventually fall, and the Redeemers and their allies would overpower the Harbinger. Overused, the relics would shatter, leaving Galrithius with only his (considerable) abilities to fight off the massive resistance before him. In his last moments, he uses his remaining life-force to revive any fallen Necrobians, especially the Councilors, and then he would dissolve into dust. The veil is permanently closed to Necrobia, and the Necrobians are left with no home, so they reintegrate into society, some as supers, some as artisans, but most as prisoners of war.

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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Wolfgang8565
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I like where this is going..I

I like where this is going..I hope in the future game i could join your team and make a cool witch or something :)

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desviper
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Redeemer's might be more your

Redeemer's might be more your jam :p Necrobian's are fairly culty

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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desviper
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In game, my plan is to have

In game, my plan is to have the personal base be Necrobia, then the actual supergroup would be the Star Lords, where Galrithius goes after his defeat at Convergence.

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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Violet Wraiths

Violet Wraiths

Galrithius was not the first to defy Giatia's isolationism. A chaos mage by the name of Schopf was one of the first to strike back against baseline earth. Near the beginning of the Black Death, Schopf discovered how to use chaos magic to trap entities within objects. This was accomplished by converting the object into a pocket dimension bound by the borders of the 3D object. At first he could only trap very small entities in sizable object, for example, a rat in a crate. He continued to hone his craft while scouting in Eastern Europe.

Synthesis of the Wraiths

Purple dye had long been a status symbol in baseline earth. It was expensive to produce and was synonymous with royalty, and by some extension to the church. Schopf saw this as a weakness to exploit in the world that had wronged Necrobians. He worked with other chaos mages and elementists to create a Necrobian purple dye, slightly more purple than the Tyrian purple common at the time, meaning one could mistake it for an advanced and valuable alternative to the expensive Tyrian purple. This was somewhat appreciated by the community of Necrobia, since many still valued purple from the overworld. Once Shopf had purple cloth to stock, he began the next phase of his plan.

Collaborating with elementists, he sought to create a monster he would trap within the purple cloth. The mechanism they decided on was to draw liquid out of the pocket dimension, then freeze it into an automonous monster. This way the cloth could be set as a trap, then triggered when worn in a private area, and the monster would wreck havoc without input needed from a nearby Necrobian. Their formulation took years, but it was finally perfected near 1203 AD. Shopf called the beasts Violet Wraiths. They were constructed of a mercuric solution trapped in the cloth's pocket dimension. When worn by an individual for more than 10 minutes, the liquid would explode out of the cloth, then congeal into a series of ice shards, forming the beast. This beast would then attack the wearer of the cloth until it succeeded in killing them, it would then track any blood relatives it could find until it melted completely, killing them along the way. Schopf loved this creation, but the elementists were unsettled by the nature of trapping monsters in cloth. The beast also had a weakness: of both its violet eyes were shattered, it would demanifest and the ice shards would fall to the ground.

The Purple Drought

After the sack of Constantinople in 1204 AD, purple fabric became rather rare. Schopf seized this market shortage as his oppurtinity to release the Violet Wraiths on the overworld. He left Necrobia for a time with dozens of sashes infused with Violet Wraiths. He'd modified the pocket dimension to trigger a week after worn for 10 minutes, so that it could be tried on safely, but would spring when worn much later, when Schopf had left town. He stopped by various merchants in cities near Constantinople, selling the trap cloths as spoils of the sacking of Constantinople. After his first sale, he made it a point to track the cloth to the aristocrat who'd purchased it. It worked wonderfully: the beast killed the lord, his lady, and their children, before expiring in their house. He made many such sales across Central Asia and Eastern Europe, until he eventually ran out, and had to restock in Necrobia.

When he arrived, he was surprised to see Giatia waiting for him. She was suspicious of the cloth used in his experiments, and confronted the elementist Shopf had collaborated with, who quickly divulged his doings to the Goddess and ArchCouncilor. Shopf was put on trial for treason against Necrobia. In his testimony, he voiced his anger towards the overworld, especially the royalty and church for their wealthy rot and persecution of spellcrafters. Two councilors sympathized with his hatred, but the other three and Giatia overrode their decision. Shopf was banished to the Crypt, and forgotten for centuries.

Resurgence of the Wraiths

After Galrithius's coup, the crypt was opened and it's contents were inspected for their use in the new administration. Several violet tomes were found among purple bones. Stimiku was the first to read the tomes, and was infatuated with the trap set by Schopf. Realizing that the tomes and bones were all violet, he quickly sought out Arcaulia for her mastery of chaos magic to ensure the tomes themselves weren't trapped. They quarantined the books and bones, and sure enough, exactly a week later dozens of Wraiths sprung from the tomes and bones, only to be quickly dispatched by the mages waiting for them.

Arcaulia found the Wraiths to be crude and childish, but Stimiku and some chaos mages loved the flexibility they offered in larger battles. With various alterations, the Violet Wraiths became a fairly widespread weapon of Necrobians, often used as a last resort or when summoning Haunts from Necrobia was not possible.

The Necrobians - Mage villain group

The Redeemers - Hero group focused on rehab

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