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  • Zeph

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    Everything posted by Zeph

    1. What the character is needed for... There is a building plot regarding the forced registration of Out-Worlders. The cast of characters active on Resonance lean towards the earth-born so we are lacking those that would be affected by this movement. Character would have immediate people to interact with in Durion Caranthir - elf that will be looking to rally Fanya Niasa to take action and close borders to the earth-born. History Gerren was ripped from his world during the first Nevus event in 2010. Unlike some of the other out-worlders, Gerren could pass for earth-born. Only his bright lavender eyes give him away and he early on took to wearing a set of colored contacts to dull their allure. But his alternate form is a dead give-away. He spent the first four years trying to pass for "human" and avoided shifting until he was discovered by an elf that invited him to go down to S. America and see where freedom reigned for out-worlders. Now a member of Fanya Niasa, Gerren recruits other out-worlders in the northern part of the continent. ((much of this character's personality and history is being left up to his adopter)) Skills/Abilities While earth-born shapeshifters turn into creatures of their world, Gerren turns into one from his world. Gerren is a single form shapeshifter. His other form is a Kyrin. The unusual bright lavender eyes are retained in his Kyrin form. Character can have 2-3 magical abilities left up to the player.
    2. Zeph

      ARMA - Togar Grant

      Personality: First and foremost, Togar is loyal to ARMA. He’s a hard-working fellow who does his job well. He wants to uphold their image and works not to do anything that could damage it. Why is he so intent on pleasing those he works for and with? Well, they saved him at a time when he was being hunted down by the OFL as they sought to force him to join. Yet his loyalty isn’t an unquestioning loyalty, no, for he knows that is foolhardy; plus he feels that behavior is what caused many problems for those magus that eventually formed ARMA. Beyond that he’s a skilled fighter and known to be a friendly guy that can joke around, laugh, have some drinks, plays some sports, and occasionally gets lucky with the ladies. Occasionally he loves to spar, hang at a gym, and in his off-time enjoy some leisure time in the ring. Though his biggest enjoyment these days is inviting people to parties that he holds and caters himself. He still deals with a lot of grief over the loss of his family, but he knows there’s nothing that could be done. His belief is that the only thing you can do is keep moving forward. Of course, he also firmly believes that someday he’ll be with his wife and children again. Children are perhaps his one weakness. He finds it hard to take out someone who might have family and for this reason has never killed anyone even while on the run. Ever since joining ARMA about a year ago, he continues to try to not harm others, but if he has to thinks it’s better for them to be injured than dead. History: An Australian boxer said to be up-and-coming, Togar’s life changed when the Resonance hit. He was at an event in Las Vegas that was to be his biggest match to date. It was even being televised on a major scale. Then the world erupted into chaos, and in the midst of it all he lost his wife and children who were there to watch him fight; the four of them dying along with many others when the building collapsed. Togar lived though he still can’t remember how that came to be, and if he’s honest with himself? He isn’t sure how he survived the post-Resonance world this long especially without any abilities. He was one of those that didn’t get hit. Somehow he made it to NY where he re-started his life working odd jobs, doing underground fights, and so on in order to survive. The world was different, largely unrecognizable from the world he’d known before, for Togar. Being alone in it was difficult those first 3 years, nobody in his family alive, but then eventually advice that his grandmother used to give him as a child came to him ‘keep moving forward’. That helped immensely in pushing him to move on with his life. He started trying to socialize some so that he wasn’t alone in the world while also keeping his head down. There wasn’t much in terms of excitement in his life until November 2nd, 2018 rolled around. When he came to after losing consciousness it was to find himself having been affected this time. Frightened, not knowing what to do, and nearly killing people he tried his best to run when the OFL got wind of him. And then ARMA found him instead. Knowing their reputation was better than that of the OFL’s, and having two of their magus save his life, Togar joined them. Now, he works as an operative in their Knight Division. His on-going assignment since completing the significant parts of his training half a year ago has been to follow the bound-magus Rhome Del Santo. Skills:◾ ◾ Physical Combat: Skilled in both hand-to-hand, given his boxing background and further training once joining ARMA, along with knives just solely due to his training while trying to survive on his own and once joining ARMA. ◾ Outdoor/Sporting activities: Boxing, Rock Climbing(Free Climbing, Bouldering, Deep-water Soloing), Cave Diving, Base Jumping, Skydiving, Mountaineering(including hiking), Mountain Biking, Parkour, Running(exercise and marathons), Badminton, Tennis, Volleyball, Cricket, Wrestling, Swimming, Ballroom Dancing, Camping. ◾ Cooking is his favorite leisurely activity in terms of not being sports/athletics related. He takes it quite seriously. Before Resonance he had some of the best cooking utensils and a plethora of cookbooks, and now he works toward trying to build that collection. Often throws dinner parties for ARMA folks. Abilities (if applicable): ◾ General: Is able to do standard sensing of magic, cantrips, etc. that other magus can do. The cantrip he makes use of the most is one that allows him a temporary illusory facade for 30 minutes so that he can look like someone different which is useful for following targets or working undercover. ◾ Insertion and Extraction: Can both create smoke for cover as well as clear smoke. The benefit of creating is smoke is that not only does it provide cover, but it can also induce coughing. Clearing obviously can do the opposite of those things. However, in order to create smoke there must be a source producing the smoke already(ex. Fire or something smoking). ◾ Deoxygenation: This allows the removal of oxygen from one’s surroundings. More commonly used in fire suppression/negation, it can also be used offensively and defensively to subdue. Removal of oxygen can cause anything from trouble breathing to hallucination to loss of consciousness to suffocation to cardiac arrest depending on length of time suffering from lack of oxygen. The ability is centered on him, allowing for a radius of 8ft and it’s not something that can do while he moves which leaves him vulnerable. As well there’s the issue of oxygen returning to the room, and for that reason this works better in a sealed room necessitating some early preparation to seal vents, windows, and doors. Or in the case of no room working with someone who can make shield-type blocks to either enclose he and the target(s), or to block the vents, windows, and/or doors. As there are risks of innocents suffering when going after a specific target he is adamant about pre-planning and preparation. ◾ Oxygen Absorption: This becomes active when his brain registers that he is in need of oxygen or when using the above ability. If he’s in need of oxygen, his body will start absorbing it until he does not need anymore then stop. However, in the case of using the Deoxygenation ability it is a double-edged sword. On one hand, it is useful to allow him to be able to breathe while he is removing oxygen, but can also cause over-oxygenation if he absorbs too much forcing him to stop. If he does not, or for some reason cannot, stop then he puts himself at risk which can even possibly lead to oxygen toxicity and even death if severe enough.
    3. What is this Character needed for: Part of the Sheut Nation stronghold on the East Coast. @Eris London is the Viceroy for the area and he is part of her support team. PB: Noomi Rapace Occupation- Mechanic/Techie/Security Guru. Loyal to Eris London. Already an incredible techie before the Resonance, Evie’s gifts were transformed to a new level. Nobody knows where Evie came from. Rumor is from the underground of Detroit, becoming wealthy by picking up the remnants of money left electronically scattered by the endless corruption in the city. She is a tiny, quiet girl with a tough appearance, rarely speaking to anyone unless absolutely necessary. Her skill with anything mechanical is awe inspiring, able to repair machines that require computer interfacing as well as old school mechanics. Abilities- Low Level -Data Streaming- can jack into data streams and actively read anything transmitted through waves. This includes cell conversation, wireless networks and even satellite transmission. -1 more of player’s choice. Medium Level -Electrical Decoding- can speak with machines for diagnostic purposes. If the electronics are simple, she can give them basic commands and sometimes commandeer a machine through touch in the electrical stream. -1 more of player’s choice. High Level -Electrical Disruption- can ‘fry’ electronics -1 more of player's choice Other details/spell specifics subject to player's preference.
    4. What is this Character needed for: Part of the Sheut Nation stronghold on the East Coast. @Eris London is the Viceroy for the area and he is part of her support team. Occupation- Vampire Nation Constable, Security, Driver, Novice Pilot. Loyal to Eris London. Born on Prince Edward Island, Canada, Toby was a dance and drama student at Julliard before the Resonance. Infected by a Rogue Sheut shortly after the Nevus event but he found the Sheut Nation quickly and pledged loyalty within his first year. Abilities- -Heightened abilities and distinct weaknesses associated with V Infection. -Photographic Memory- an innate talent amplified by the V infection. Other details specifics subject to player's preference.
    5. What is this Character needed for: Part of the Sheut Nation stronghold on the East Coast. @Eris London is the Viceroy for the area and he is part of her support team. Reid was Eris' fiance before the Resonance. He is/was an Aussie special operations, also highly trained in martial arts, that was "loaned" to the DEA for a specific assignment. They were separated during the Resonance and she was unable to locate him due to her seclusion in South America when she was hospitalized for injuries/illness/subsequent infection (detailed in Eris' profile). HUGE leeway for character development. Currently he is missing and presumed dead. He is/was the only person that she truly trusts/trusted. Big drama potential.
    6. Resonance story arcs are large extended or continuing episodic storylines with each episode following a narrative arc. These large stories offer all members an opportunity to intertwine their own stories with these greater site-wide plots. All Resonance members are welcome and encouraged to participate in these ongoing 'story arcs'. Becoming a part of the story can mean joining a developing thread or it can also mean folding the story into your own thread. Please contact an administrator or participating member of any episodic story within an arc to discuss your ideas to better help your character become enfolded in the story. Always be aware of the set timeline and it's relation to your character's current history. *Inactive/Completed Arcs will be listed at the end of the article. Members are always welcome to resurrect these storylines. STORY ARC 1 "THE ENEMY FROM WITHIN" Main Theme This story arc develops a secret society embedded within both the Vanguard and the Order of Light. An “enemy from within” working to destroy the two powerful factions and take over the Western Federation and the Eastern Alliance. Thus far this unknown enemy has been perpetuating the war between the two factions by framing one or the other in murders they have committed. It is an enemy that stands to benefit from the fall of these two extremes, thus their motives have to be engrained in the support of the technological world of the past. A very ‘human’ enemy seeking dominance over the new world. Who can you trust? Synopsis Our story begins in West Virginia where a lone cavalier, a one @Rami deChartres, discovers the grisly murders of three Vanguard legionaries. Among them his protege, Caleb Lock, the illegitimate son of Deputy Director @Vacily Rezanov. The scene then moves to Washington DC, where a bloodied Rami enters the Washington Legion in search of the visiting Rezanov. It is revealed that both the Order and the Vanguard are aware that their people are being murdered by unknown force but also that Washington may be compromised. Left with no other choice than to escape by use of force, Rami makes it back to New York where he and Rezanov make plans to meet back in Virginia, to return to where it all began. In Winchester, Virginia the two men embark on uncovering a hidden menace that threatens both the Vanguard and the Order of Light. In a simultaneously occurring episode set four months later two opposing magus have a theoretically cordial meeting. @Dacia Setgrave and @Alistair Greene discuss, among other things, the presence of this encroaching menace, lurking within their own corridors. @Alistair Greene, thinking like a detective, is following the 'components' these 'arcane practitioners' or 'sorcerers' require for performing their incantations. We are beginning to see the preliminary stages for the control of these items as enforced by ARMA and the ORDER. He's also checking into the 'missing persons', going on the premise that they are sacrificing humans to generate the necessary power to conjure their spells. Episodes / Timeline "Thrive in Spite" - July 29, 2019 “Haunted Woods” - Oct. 2, 2018 “War has begun… are you ready?” - Oct. 3, 2018 “Deadfall” - Oct. 5, 2018 ("Undead Army") "Consult" - ????, 2019 "Theoretically Cordial" - Feb. 21, 2019 "By the Pricking of my Thumb" - Jan. 19, 2019 STORY ARC 2 "A WORLD OF VIOLET" Main Theme This story arc explores the mysteries of the Nevus, but more specifically shards or particles of it existing upon Earth. These legendary ’Fragments of Creation’ have been sought after since the dawn of Human contemplation and understanding. They have existed in many forms, a power believed to be intangible and metaphysical. A few individuals know these ‘shards’ to exist in our physical world and will stop at nothing to possess them for they are the keys to heaven… or hell. Synopsis In this arc we strive for continuity in our descriptions and understanding of the Nevus and it’s influence upon our physical reality. It coincides with one of the site’s major themes: “the impact of magic upon science and the latter upon the other”. Taking place back in November of 2018 the episode ‘Reappearance’ delves into the impact of other ethereal realms upon our own. It brought us the reality of ‘Hell Storms’, anomalous weather phenomena influenced by the magic of elemental beings. The following episode, ‘Sands of Time’, takes Derrick Mason Gray and Atticus Gale to Egypt in search of answers concerning her amalgam with raw magic, a shard of the Nevus itself. This story will branch into Egyptian history and how it was influenced by the lingering influences of a past Resonance, and how it might have been altered in more recent years by a Sub-Resonance event. Elements of Pharos and the Sheut Nation will be touched upon, as well as any other characters and devices that are effected by Egyptian lore. The event that first brought Derrick Mason Gray into the 'violet world' of Nevusian Mysticism occurred back in November of 2015. During a epic battle in New York, the earth split, dropping she and @Slate Morrison deep underground into a world within a world. An injury received by a 'Nevus Shard' endows her with new abilities. Episodes / Timeline "Sands of Time" - Nov. 20, 2018 "Reappearance" - Nov. 16, 2018 "Gloom & Doom" - Nov. 3rd, 2015 STORY ARC 3 "UNDEAD ARMY" Main Theme This story arc follows the ambitious and unscrupulous plans to modify and control zombies and the ‘undead virus’. Modifications of the the super-viruses are allowed if the end result all comes to naught. This particular story arc is primarily coordinated through staff and thus any alterations to the virus and zombies are carefully monitored. Synopsis Back in the beginning of 2017 Gabriele Salvatierra and Atticus Gale became unlikely partners in an investigation concerning the manipulation of zombies. The undisclosed group of scientists were attempting to modify the creatures on a cellular level, but it would seem that the experimentation didn’t stop there. In 2019, a New York hospital becomes the scene of an outbreak of a mutated form of the ‘morteximius virus’. On the scene is DeClan Asher Quinn with assistance from Maree’Anca Marin while Atticus Gale, an acting member of the CDC and Bo Salvatierra intercede to lend their expertise. Episodes / Timeline “Deadfall” - Oct. 5, 2018 ("The Enemy From Within") “Emergency Quarantine!” - Jan. 25, 2019 "Not all is what it seems...." - March 15, 2020 STORY ARC 4 "IN VEIN" Main Theme In the shadows of New York's seedier side lurks a killer. Nightclub workers have been trading their shifts for slabs. Over doses on the surface but deeper investigations reveals a pattern that will take our heroes and anti-heroes down a swirling drain into the dark world of illegal narcotics. This gritty arc will initially deviate from magic and myth predominantly supporting factions such as Bakkhos, Outlaws and Law Enforcement types. Synopsis Pending... Episodes / Timeline "Nevermore" - Sept. 4, 2019
    7. What is this Character needed for: Frankie is a healer for the Bakkhos faction. He has appeared in a thread with @Matteo Carducci already and would benefit to be built out into a more regularly played character. As Bakkhos is the biggest mob syndicate in the world now, he is kept busy. History: This canon has not been used much in play so the history is left heavily up to the first adopter. The concept behind the character is he was a bit of a Doogie Howser type. Incredibly intelligent he graduated high school at 11 and was accepted into Harvard Medical School. He was only there one year before the Nevus. The son of a mob boss, he was taken in by the Bakkhos family and protected from the upheaval so he could study on his own. He never became a full doctor as by the time the schools were open again he had studied for several years on his own and discovered his new ability. He is loyal to Bakkhos and called in by the heads of the family. Skills: Like all Bakkhos he is fairly gifted with a gun.Other skills left up to first adopter. Abilities: Healing Hands: Frankie has the ability to regenerate damaged cells of others by touching them. The ability is typically accompanied by a blue-hued glow around his fingers and palms. Basic- Touch of his hands can easily heal small scratches and cuts, halting the bloodflow and bypassing the scar stage to leave a faint healed mark. Intermediate- Using his medical knowledge, Frankie can heal most wounds that are easily addressed by basic medicine such as those requiring sutures and even vascular repairs. This level of ability is needed for knife wounds or bullet wounds so long as major organs such as the heart and brain are not affected. Advanced- Frankie can heal catastrophic wounds. While he can not reattach a limb, he can heal the severed point and prevent death. He can also repair damage to hearts and even brains, however if the damage to the brain has caused brain damage he can not "cure" the brain damage, only cure the injury to the brain. Limitations: Frankie can only heal physical injuries. He can not heal diseases (cancer) or the 3 major viruses. Every healing takes a toll on Frankie. Basic healings cause the equivalent of mild indigestion, but intermediate can give him headaches and nose bleeds. Advanced healings can make him ill for days, often left vomiting as though he internalized the wounds as a poison. His gift is one of the reasons he is lanky. Frankie can not bring back the dead. Even if the wound just killed the person the moment the heart stops he is unable to be effective and if he tries, he will take the death into himself like a poison that can take days even weeks to purge from his system. Threads Frankie has already appeared in: http://resonancerp.com/index.php?/topic/8126-rose-petals
    8. RECENTLY APPEARS TO HAVE GONE MISSING - NO ONE HAS SEEN HIM PUBLICALLY IN MONTHS AND IT IS BELIEVED THAT THE ORDER ARE ALREADY IN THE PROCESS OF SELECTING A REPLACEMENT APPEARANCE His deep voice possesses a strong Italian accent, but even before he speaks one can detect his heritage. Ruggedly good looking, at 6'4" and a solid 225 lbs he is an imposing man. His hair is thick and black, penetrating pale green eyes push through crowds and his strong jaw is partially obscured by a trimmed beard. When working he prefers to wear the fine suits of his homeland. Like most of the Order he proudly sports it's emblem on his lapel and proudly wears their signet ring. PERSONALITY Salvatore can best be described as indomitable. He is a man who has never known defeat, or has so rarely encountered it that he can't recall a single situation when he wasn't on top. Aggressive and imposing he usually get's what he wants when he wants it but when satisfied can be quite gracious to those who have assisted in elevating him to his current standing. Those who cross him, however, should be sure to never turn their back. Charismatic and a natural leader he has been a prominent figure in the Order since the Resonance but the stories of his exploits are not widely known, especially in North America. He uses his intellect first, ALWAYS concocting a plan before striking. He is a tactician, but does struggle with a hot temper, which he realizes can be exploited. PERSONAL BELONGINGS He carries the usual paraphernalia one might find rummaging through their pockets, but he does possess a few magical relics on his person. One of them is a ring, a very rare ring that enhances his skills when it comes to arming or disarming magical wards. When this is combined yet with the magic of Kosta De Serbo there are very few magically sealed portals that they cannot open. ABILITIES --------------------------------------------------------------- ELEMENTALIST — EARTH --------------------------------------------------------------- LOW LEVEL - Unlimited Castings --------------------------------------------------------------- SAND BODY The caster's body, clothes and possessions become sand. It is a willed instantaneous transformation that lasts for half of an hour but instantly dispelled and required to be recast once the caster becomes flesh. Body Weight: 400 lbs. Casting spells is limited in this form. In this form the magus is a 'sand-man'. Very fragile but able to break apart and sift through small openings, moving as a vibrating mass at speed no greater than a quick walking pace. Water impedes progress but does not break the structure apart. In this form the caster is basically sand, able to blend into sand and cannot be destroyed but can easily enough be smashed to nothing repeatedly. It is not a form with a strong offence and in this form the caster cannot manipulate even the smallest of objects with his fragile fingers. If this sand body is scattered by wind or water it can take up to twenty four hours for the caster to fully reform and not every particle need to be reassembled. It merely takes extra time for the magus' body to reconstitute without access to his 'full form'. SHIFTING SANDS In deserts and sandy-scapes the caster is able to 'shift sands' beneath his feet and move as if on a conveyor belt. He can reach speeds of up to seventy kilometres per hour and manipulate sand to form bridges up to fifty feet in length, lasting only seconds before they crumble. He can travel like this for an hour before the spell has to be 'recharged'. This spell can be used even when the caster is in an 'elemental form'. DISPLACE EARTH Anything comprised of a mineral (stone or iron) can be displaced. Up to one hundred square feet can be crudely reformed to produce such things as a tunnel or reshaped into a bridge or tower. He must touch the object to be effected and maintain contact. Ten square feet per minute can be reformed so the a full one hundred square feet will take ten minutes. The manipulation is permanent. Alloys take twice as long. SHIMMERING SANDS This spell instantly transforms sand and stone into glass and allows the manipulation of it's shape. Incredibly complex forms can be produced so long as the caster has all the angles and in's and out's of the object committed to memory. Depending upon the detail of the constructs they can be produced in seconds or they may take hours. A shard of glass is nearly instantaneous and he could produce hundreds of razor sharp glass shards of varying sizes in moments, either fixed to the ground or from a ceiling to fall as a deadly crystal rain. Glass shards can also be forced to spring from the ground with deadly force. Shards can be shot as far as fifty feet, maximum force dwindles after twenty five. Range: 75 feet. Area of Effect: 125 square feet. DISINTEGRATE I Within a ten foot radius of himself, all minerals consisting of multiple targets (maximum 2 cubic feet each) he targets can be turned to dust. This naturally makes it nearly impossible for him to be harmed by any sort of physical projectiles. --------------------------------------------------------------- MID LEVEL - 12 castings --------------------------------------------------------------- STONE BODY The caster's body, clothes and possessions become stone. It is a willed instantaneous transformation that lasts for half of an hour but is instantly dispelled and required to be recast if the caster prematurely becomes flesh. Body Weight: 600 lbs. Casting spells is limited in this form. In this form the magus looks like a stone statue. He can move, but quite slow. All his senses work normally despite the fact they're made of rock with the exception of taste and his sense of touch is dulled. He also feels no pain and does not need air. In this form he can press as much as 3000 lbs above his head. In this form he can still cast spells. If completely destroyed, the remains simply absorb into whatever minerals are around and will eventually reassemble. This can take up to 48 hours. He cannot be destroyed in this form. SINKNG SANDS Any surface comprised of mineral, be it stone or metal can be transformed into quicksand. The maximum area of effect is seventy five square feet, but he is also able to conjure up to ten smaller areas (up to a twenty foot radius) and cast them simultaneously in different directions up to one hundred feet away. The transformation is instantaneous and the victim will immediately sink into the floor to their waist. So long as the person does not struggle they can stay afloat for close to half of an hour. The magus is able to control the density of the quicksand and also reform it back to it's original state at will. METAL TO STONE The magus can transform any any metal into a form of stone or sand but not the other way around. He can change an iron door into sand with a touch of his hand. The maximum amount of metal that can be changed is ten cubic feet. It cannot be changed back. ELEMENTAL OSMOSIS The magus is able to pass through any one mineral. The spell lasts for half an hour and the speed at which they can move is 5 inches per minute, thus it takes approximately two minutes to pass through a 1 inch thick steel door. ERUPTION The magus can generate explosions from under ground. Rock and earth is spewed upward with crippling force from one foot diameter area. People wary of the explosive spell will be able to take note of the underground glow and tell-tale rumbling seconds before the explosion. The blast range of each eruption is ten feet allowing able bodies to jump out of the way unscathed. The explosions leave a three foot diameter, two foot deep crater. One casting allows the magus to generate up to five explosions. Range: 75 feet. Duration: 5 minutes. The magus can set the explosions off one at a time are place five in different locations at the same time. The explosions CANNOT over lap to create a more forceful blast. The magus also has the option to make the explosions dormant so that they have to be stepped on to trigger them (like a land mine). The only tell-tale sign of these hidden explosive would be their magical aura or if one were observant enough notice that there is a very faint magical symbol about the size of a quarter over the mine. The explosions cannot be cast on a vertical surface. The 'mines' will last for twenty four hours. --------------------------------------------------------------- HIGHT LEVEL - 2 castings ---------------------------------------------------------------ABILITIES --------------------------------------------------------------- ELEMENTALIST — EARTH --------------------------------------------------------------- LOW LEVEL - Unlimited Castings --------------------------------------------------------------- SAND BODY The caster's body, clothes and possessions become sand. It is a willed instantaneous transformation that lasts for half of an hour but instantly dispelled and required to be recast once the caster becomes flesh. Body Weight: 400 lbs. Casting spells is limited in this form. In this form the magus is a 'sand-man'. Very fragile but able to break apart and sift through small openings, moving as a vibrating mass at speed no greater than a quick walking pace. Water impedes progress but does not break the structure apart. In this form the caster is basically sand, able to blend into sand and cannot be destroyed but can easily enough be smashed to nothing repeatedly. It is not a form with a strong offence and in this form the caster cannot manipulate even the smallest of objects with his fragile fingers. If this sand body is scattered by wind or water it can take up to twenty four hours for the caster to fully reform and not every particle need to be reassembled. It merely takes extra time for the magus' body to reconstitute without access to his 'full form'. SHIFTING SANDS In deserts and sandy-scapes the caster is able to 'shift sands' beneath his feet and move as if on a conveyor belt. He can reach speeds of up to seventy kilometres per hour and manipulate sand to form bridges up to fifty feet in length, lasting only seconds before they crumble. He can travel like this for an hour before the spell has to be 'recharged'. This spell can be used even when the caster is in an 'elemental form'. DISPLACE EARTH Anything comprised of a mineral (stone or iron) can be displaced. Up to one hundred square feet can be crudely reformed to produce such things as a tunnel or reshaped into a bridge or tower. He must touch the object to be effected and maintain contact. Ten square feet per minute can be reformed so the a full one hundred square feet will take ten minutes. The manipulation is permanent. Alloys take twice as long. SHIMMERING SANDS This spell instantly transforms sand and stone into glass and allows the manipulation of it's shape. Incredibly complex forms can be produced so long as the caster has all the angles and in's and out's of the object committed to memory. Depending upon the detail of the constructs they can be produced in seconds or they may take hours. A shard of glass is nearly instantaneous and he could produce hundreds of razor sharp glass shards of varying sizes in moments, either fixed to the ground or from a ceiling to fall as a deadly crystal rain. Glass shards can also be forced to spring from the ground with deadly force. Shards can be shot as far as fifty feet, maximum force dwindles after twenty five. Range: 75 feet. Area of Effect: 125 square feet. DISINTEGRATE I Within a ten foot radius of himself, all minerals consisting of multiple targets (maximum 2 cubic feet each) he targets can be turned to dust. This naturally makes it nearly impossible for him to be harmed by any sort of physical projectiles. --------------------------------------------------------------- MID LEVEL - 12 castings --------------------------------------------------------------- STONE BODY The caster's body, clothes and possessions become stone. It is a willed instantaneous transformation that lasts for half of an hour but is instantly dispelled and required to be recast if the caster prematurely becomes flesh. Body Weight: 600 lbs. Casting spells is limited in this form. In this form the magus looks like a stone statue. He can move, but quite slow. All his senses work normally despite the fact they're made of rock with the exception of taste and his sense of touch is dulled. He also feels no pain and does not need air. In this form he can press as much as 3000 lbs above his head. In this form he can still cast spells. If completely destroyed, the remains simply absorb into whatever minerals are around and will eventually reassemble. This can take up to 48 hours. He cannot be destroyed in this form. SINKNG SANDS Any surface comprised of mineral, be it stone or metal can be transformed into quicksand. The maximum area of effect is seventy five square feet, but he is also able to conjure up to ten smaller areas (up to a twenty foot radius) and cast them simultaneously in different directions up to one hundred feet away. The transformation is instantaneous and the victim will immediately sink into the floor to their waist. So long as the person does not struggle they can stay afloat for close to half of an hour. The magus is able to control the density of the quicksand and also reform it back to it's original state at will. METAL TO STONE The magus can transform any any metal into a form of stone or sand but not the other way around. He can change an iron door into sand with a touch of his hand. The maximum amount of metal that can be changed is ten cubic feet. It cannot be changed back. ELEMENTAL OSMOSIS The magus is able to pass through any one mineral. The spell lasts for half an hour and the speed at which they can move is 5 inches per minute, thus it takes approximately two minutes to pass through a 1 inch thick steel door. ERUPTION The magus can generate explosions from under ground. Rock and earth is spewed upward with crippling force from one foot diameter area. People wary of the explosive spell will be able to take note of the underground glow and tell-tale rumbling seconds before the explosion. The blast range of each eruption is ten feet allowing able bodies to jump out of the way unscathed. The explosions leave a three foot diameter, two foot deep crater. One casting allows the magus to generate up to five explosions. Range: 75 feet. Duration: 5 minutes. The magus can set the explosions off one at a time are place five in different locations at the same time. The explosions CANNOT over lap to create a more forceful blast. The magus also has the option to make the explosions dormant so that they have to be stepped on to trigger them (like a land mine). The only tell-tale sign of these hidden explosive would be their magical aura or if one were observant enough notice that there is a very faint magical symbol about the size of a quarter over the mine. The explosions cannot be cast on a vertical surface. The 'mines' will last for twenty four hours. --------------------------------------------------------------- HIGH LEVEL - 2 castings --------------------------------------------------------------- DISINTEGRATE II Anything mineral (inorganic) can be reduced to loose sand with a touch. The spell effects up to twenty cubic feet. The effects are permanent and cannot be reversed. SHATTERING STRIKE The magus chooses their target and stamps their foot into the earth. A crack radiates from it at incredible speed racing toward the chosen site where the earth will literally shatter. Within a one hundred foot radius of the impact zone a crater forms. The ground shakes and falls apart into a massive hole approximately sixty to eighty feet deep. Up to five hundred feet away, the ground quakes and smaller sink holes may appear depending upon the stability of the area. METAL BODY The caster's body, clothes and possessions become a form metal usually the strongest alloy possible. It is a willed instantaneous transformation that lasts for half of an hour but is instantly dispelled and required to be recast if the caster prematurely becomes flesh. Body Weight: 900 lbs. Casting spells is limited in this form. In this form the magus looks like a metal statue. He can move, but quite slow. All his senses work normally despite the fact they're made of rock with the exception of taste and his sense of touch is dulled. He also feels no pain and does not need air. He is able to press as much as 6000 lbs above his head. If completely destroyed, the remains simply absorb into whatever minerals are around and will eventually reassemble. This can take up to 48 hours. He cannot be destroyed in this form. --------------------------------------------------------------- LENGENDARY - 1 casting - 100% drain --------------------------------------------------------------- CATACLYSMIC ERUPTION Within a range of three hundred feet the magus can generate a powerful explosion of earth and rock that will cover a one hundred foot radius and cause minor damages for up to another three hundred feet away. At the epicentre, debris flies from the ground, shooting up to one hundred feet into the air. The blast is not instantaneous, there are warning signs such as tremors and cracks giving all those in the area at the most five minutes to get to safety. It takes at least three minutes to cast this spell and there can be no distractions. After it is cast, the eruption takes five minutes to reach critical mass then explodes. SKILLS Being from another time, Salvatore is knowledgeable with those skills associated with medieval times. He is extremely well read, knowledgeable in the classics and experienced in modern warfare through the military life of the man who was Salvatore Avara. As a soldier Salvatore is well trained in hand-to-hand combat and firearms. His otherworldly heritage endows him exceptional fighting skills with sword, dagger and fist thus even without magic he is a formidable adversary. Can speak Italian, English, Latin, Greek, Spanish and German. HISTORY Who he was before the Resonance hardly compares to whom he became. Salvatore Avara was a colonel in the Italian army who was possessed and completely taken over by the spirit of what is rumoured to be one of the original members who created the ancient Order of First Light. It is because of this transformation that he would be considered a Metahuman. No one know's his true name, but there are some who believe he may be one of the infamous dark magus that had tried to bring down the the Order centuries ago. His power is rivalled by few and he uses it to ensure that the European vision of The First Light is not tainted by the 'free-thinking' magus of North America. Of course, after some time among them, Salvatore found himself enjoying his freedoms away from the thumb of Rome. Unable to adequately deal with the rebel faction known as ARMA the New York Chapter's position of Overseer was presented to . He became the second in charge, his title changing to Chancellor of Relations and Affairs.
    9. Canon Information Pending What is this Character needed for: Chiarra is part of the growing presence of fae and elves in South America. She is tied to an existing character Durion Caranthir. This character has not been used yet in game but is about to be involved in more expansion stories. This is an opportunity to help grow a portion of the site with an active player. Note this character is not locked into South America. Because she is tied to the NARWA companies trades it means she can easily have threads in more active locations like New York as well as in South America. Of course in New York she has the problem that she does not blend in in her natural form. History: Chiarra does not remember the world before the world she now exists in. She woke up in the woods of South America in 2013, a lost fae with a dangerous childlike innocence of the world. That innocence quickly evaporated as she found herself hunted by humans, creatures so foreign to her and whom she couldn't understand their motivations. She spent her first years after the second Nevus alone in the woods, so frightened by the outside world that she fled even the other Fae that were stranded on earth with her. She had finally stopped running, finding a secluded lake and cave to make her own where others seemed unable to find her. What she didn't know was she was on protected lands. Durion's lands. The elf found her three years ago and has taken her in. She now is in charge of the sugar and soy divisions of his company. History can be fleshed out by the adopter since this character has never been used. Skills: Accomplished musician, specializing in the glass armonica Fighting skills are greatest in the depth of the woods where her keen hearing and eyesight make her a force to be reckoned with. She is an expert with both a boomerang and in archery. More to be added by the adopter of the canon Abilities: Fae abilities left up to the adopter of the canon since she has never been used
    10. (If you would like to be a part of the NARWA company - PM @Durion Caranthir) NARWA is one of the fastest growing post-Resonance corporations in the world. Started by a stranded elf, the company filled a need at a time when the old companies had disintegrated. The earthborn avoided South America where the elf and fae worlds had dominated the lands for so long in the second Resonance. This meant the rich resources went untapped. Durion understood the opportunity this presented and started the company as a haven for the elf and fae to work within. It is rare that Earthborn work within NARWA as preference is given to the Outworlders who struggle to find work in this world. CEO - @Durion Caranthir Head of Security - @Ay'sha Ka'rare Coffee Division Head of Coffee processing arm - Available Canon - Enaleri Thana (potential for an original character to have this spot) Currently the largest provider of coffee to the world Soybeans & Sugar Division Head of Soy & Sugar processing arm - Available Canon - Chiarra (potential for an original character to have this spot) Currently the only mass production facility of sugar in the world. Ore Division Head of Iron Ore processing arm - TBD (potential for an original character to have this spot) Originally the smallest division of the corporation, this division has expanded rapidly in the last two years. As companies finally are emerging and beginning to manufacture products, they are in need of the raw materials and NARWA is one of the few places offering pure iron ore and not recycled materials. Base of Operations Located in South America, NARWA is based in Durion's personal territory Amapa, Brazil - Tumucumaque National Park. The size of a small country, the territory is heavily fortified against invading factions as it houses an unprecedented number of Outworlders with unique abilities. Workers are offered sanctuary in the protected lands, the CEO having small homes littering his territory. He also permits them to build their own on his land. Though living in his territory is not a requirement for working at the company, merely a perk for those who often come without a dime to their name and no home to speak of.
    11. I speak today in an hour of national peril and national opportunity. We shall have to test whether a nation organized and governed such as ours can endure. The outcome is by no means certain. The answers are by no means clear. All of us together--this Administration, this nation-must forge those answers. My remarks, therefore, will be limited. But they will also be candid. To state the facts frankly is not to despair the future nor indict the past. The prudent heir takes careful inventory of his legacies, and gives a faithful accounting to those whom he owes an obligation of trust. And, while the occasion does not call for another recital of our blessings and assets, we do have no greater asset than the willingness of a free and determined people, through its elected officials, to face all problems frankly and meet all dangers free from panic or fear. Jackson Davenport was born and raised in the state of Georgia, a southerner through and through. He obtained a law degree from the University of Georgia School of Law and eventually became a Prosecutor Attorney, taking on the toughest cases of his time. He went toe-to-toe with organized crime families, took on White Supremacists and near single handedly increased the severity of punishment for underaged offenders. He would go on to become one of the most notorious judges of the state, so much so that he earned the name of Iron Jack. When the RESONANCE came, Davenport was on the front line ensuring that laws would be put in place to hold their fragile society together. He helped forge the Southern Coalition and it was partly by his influence that the popularity of the Vanguard soared in the state of Georgia and flourished in the south. When Iron Jack entered his name in the running it came of no surprise who would become President of the South. A large part of his campaign was elevating the pride of Humans in this ‘empowered’ world. With a genius level intellect and a mind blowing wealth of knowledge some often make the mistake of thinking him ‘inhuman’. In such cases Davenport never fails to remind people that just as sure as he born in the south, he’s Human through and through. That said coupled with the well known fact that he’s a staunch supporter of the Vanguard defines his platform. “There is no tolerance for those lacking human heritage in the south.” With or without the title of President, Jackson Davenport is one of the most powerful and influential people in the Southern Coalition. He believes in the Tri-Americas as it stands and cares nothing of unifying the country in his life time. Iron Jack is all about fortifying his nation, making it’s laws ironclad so that future generations (should their hearts so easily bleed) will never be able to easily strip down and bastardize all his work. He strives to preserve the Human Race by tempering it with the strength of Altered Humans and pushing out the tainted Metahumans and Magus. In the last two years though he has seen his stronghold falter. The growing presence of elven and fae to the south and the unprecedented growth of support for the Eastern America Alliance saw him lose even his beloved Georgia to it. Davenport and the Vanguard that support him have begun to lean towards the fanatical and this makes them very dangerous.
    12. Recently the most notable public questions that have concerned us all have had to do with industry and labor and with respect to these, certain developments have taken place which I consider of importance. I am happy to report that after years of uncertainty, culminating in our economic collapse of 2011, we are bringing order out of the old chaos with a greater certainty of the employment of labor at a reasonable wage and of more business at a fair profit. These governmental and industrial developments hold promise of new achievements for the Federation of Western America. ~ Pres. Leighton Holt Leighton Holt was born in Seattle, Washington. The product of a competitive family she was driven to succeed and in time rose all the way to the seat of governor. An office she held until the time of the Resonance. It was only after the formation of the Federation of Western America that a long presumed dead Holt emerged from the ashes of the old world to ignite the new. Integral in the restoration of the West the New World Defense Division was her brainchild. The development of a corporate military division to stabilize and protect the remaining western states. The conglomerate was quick to assume control over the existing government and push aside all that Holt’s council hoped to accomplish. Years later she would run against the Director Primus of the N.W.D.D., Sasha Starling and defeat her for the presidency of the F.W.A. The government she had envisioned had finally come into being, unfortunately the N.W.D.D. was now a keystone in the structure on the Federation. It could not easily be removed and so she moved the head government to San Diego to differentiate the presidency from the director primus. President Holt is a tall woman, her light brown hair beginning to grey. She is a healthy sixty-something, exercising regularly, eating a healthy diet. Proud to devote herself to fitness she yet embodies many of the philosophies of the N.W.D.D. It was after all built upon her ideals but she does not believe in the economic head-lock the corporation imposes upon the Federation. In that she ever locks horns with the Director Primus and civil unrest has been steadily on the rise for many years before she was even elected. Leighton Holt is not ‘Human’, though she passes herself off as one. By all rights she is as the changes imposed upon her from the Resonance are hardly significant. She can ‘sense’ the presence of what could only be described as ‘magic’ and when required exert her will to perform minor manipulations of her environment. In short, she’s a Magus, but untrained and unknowledgeable of her race, or the power it possesses.
    13. "In opening our vast domain to alien elements the purpose of our lawgivers was to invite assimilation, and not to provide an arena for endless antagonism. The paramount duty of maintaining public order and defending the interests of our own people may require the adoption of measures of restriction, but they should not tolerate the oppression of individuals of a special race. " ~ Pres Dean Stanley A hero for the people, his campaign slogan. In a time where people need to be inspired by more than words Dean Stanley stood out among the presidential candidates. Standing six and half feet tall he literally dwarfed them. His deep resonating voice thundered across the spectators winning them over with it’s sheer power and conviction. During his time at Nortre Dame, he was the man with the golden arm. Star quarterback and All-American, he took the team to victory five straight seasons. After fans learned the his middle name was Rayne, the nickname ‘Rain-maker’ quickly ensued. Supporters chanted it during the election. His competitors mocked his size and physicality by super-imposing his face on posters of Captain America, saying to the Easterners, “Are you ready to follow a comic book hero?”. Stanley didn’t just ignore the comments, he embraced them, dressing up as the super-hero to visit sick children. He looked every bit the part and from then on his popularity took off and he soared through the polls and into the hearts of Eastern Americans. President Stanley is a true man of the people. All people. He envisions a world where the Altered and Un-altered can live together in peace. He strives to unite the Factions under the banner of the Eastern Alliance and popularity polls list him as the one true president. For political reasons, Dean Stanley passes himself as Human. He could not have become president otherwise, people simply were not ready to elevate a non-human official to such power. Supported by his staff, they tirelessly work to protect his secret. It was a necessary deception, one he will not allow the Easterners and the whole of the Tri-Americans regret. He only grew in popularity as he worked to expand the Eastern America Alliance borders, absorbing sympathetic cities, towns even states as the Southern Coalition began to lose some of its foothold. However, in the last year his popularity took a bit of a hit as Outworlder Registration was passed and he didn't openly endorse or oppose it. It made those that felt all were equal interpret it that he was supportive of Earthborn and Earthborn Altered but not the Outworlders. It made those that were staunchly for Earthborn only feel he was actually sympathetic to the Outworlders. It is a no win situation that he has continued to remain silent on but as the talks of seeing Registration come to the Americas has increased, he will be forced to address it, particularly as the 5yr term originally set up for the Presidency is nearing its end. If he wants re-election, he will need to take a side.
    14. A New Weather Phenomena December 13, 2018 / NEW YORK DAILY NEWS They’re calling them HELL STORMS, at least that’s what those who have endured them believe they’re from and they’ve good reason for it. These violent weather anomalies spring up without any warning or regard for the basic meteorological rules for weather phenomena. Then, to make matters worse, there are the eerie accounts of people seeing shapes in the clouds. Enormous shadowy images, serpentine or mammalian in appearance. Dr. Brit Chang from the National Oceanic and Atmospheric Administration has been monitoring the phenomena since the first documented appearance on November 18th, 2018. It was massive system that simply appeared. He can’t explain it. There were absolutely no meteorological conditions present that could have contributed to a hurricane class storm. Even more curious was it’s short life. The cyclone lasted approximately four hours then near instantly dissipated. Dr. Chang in his twenty years of studying weather phenomena had never seen anything like it. It approached the eastern seaboard then immediately shifted direction, heading back out to sea, providing on lookers with a spectacular show. Those ships, however, caught in the middle of it had horrific experiences. Those following the trans-atlantic shipping lane faced monstrous swells and hurricane force winds. Nearly all were capsized and thirty-nine people lost their lives. Since the catastrophic sea-storm, Chang and his colleges have documented accounts of similar storms going back two years. The most recent storm hit Hartford on December 12th, 2018. Unnatural violet coloured clouds, high winds and a record number of lightning strikes for the city or any other along the east coast. Many citizens also reported hearing wolves baying or the roar of lions amidst the cracking thunder. Dr. Chang doesn’t know what to make of these ‘supernatural reports’ but he’s not dismissing them. He’s gone a record to state that he believes there is a definite connection between the Nevus and these unnatural weather phenomena. If you have anymore information concerning these ‘Hell Storms’ please contact the N.O.A.A. Dr. Chang and those who have personally witnessed these storms cannot express how imperative it is to seek shelter during one. RELATED STORY “REAPPEARANCE”
    15. An artifact is an enchanted item, magicked by either the Resonance or some realm beyond the borders of our world. Whether an item has been given or has somehow imbued it's magic, it has happened for a significant reason. There are also many ancient items upon Earth that may have once been empowered their magic silenced during our modern era until the coming of the Resonance. Whatever type of artifact you may choose to give your character they all follow the same set of rules. Note that any magical item must be listed in Abilities NOT Belongings as it adds to the power arsenal of the character and must be taken into consideration for approvals. ARTIFACT HISTORY If you wish to give your character magical items you must be prepared to define their significance and consider that these items are not bonuses to stack atop abilities that your character may already possess but rather a part of the abilities. During the review of your character any artifact they possess that enhances them in anyway is treated like an ability, sometimes a multitude of powers considering the item’s capabilities. One also has to consider the effect such an artifact has on the world, after all, these are items that can be separated from your character and employed by someone else. EXCLUSIVITY The commonality of ‘personalized items’, that is to say, items that are exclusive to one being is extremely rare and powerful magic. In this world it simply unrealistic for every character in our setting to possess such ‘exclusive artifacts’. Now this is not to say that only your character may know the secrets of a relic thus only allowing them to make ready use of it. This is not uncommon at all. One has to first understand a magical relic before they can master it. These are secrets which are a part of the artifact's lore are always obtainable and eventually usable by anyone with the means to unlock it's secrets. GAINING AN ARTIFACT AFTER THE FACT How does one obtain a magical item? New artifacts, that is to say, significant relics and items that have not been created with a character can be obtained ‘in-story’ but we expect a significant amount of development proportional to the power level of said artifact. Some items which are completely utilitarian, such as a candle that lights with a command word would be a good example of an artifact that one could obtain with less back-story but we still encourage as rich of a history as possible. ARTIFACT EVENTS If a player approaches staff with a concept for an artifact they would like to write into their character we will often first consider turning this into an 'event'. Such events will also spontaneously occur to which participants may inherit an item. THE FACTS OF ARTIFACTS Please be aware that the faction PHAROS specifically regulates powerful artifacts not to mention that other factions will always be interested in obtaining these powerful items. The introduction of these ‘relics’ into our setting should always be part of a greater whole that will involve multiple characters. If you wish to develop an artifact for your character please place a ticket.
    16. During the 'DRAGON WAR' which engulfed the United Kingdom between the years 2011 - 2013, the eastern part of Ireland suffered the rage of the retreating dragons. When many of them were driven out of England they took the battle to the Irish shores. The island became one of the final sites of the Dragon War, rendering the east barren and infertile. Many fled, only the most stalwart remained. A small percentage of English, Welsh, Scottish dedicated to their homeland made their home Western Ireland. The bulk of the sparse population mainly hugs the coast, relying mainly on the fishing industry to support their economy and feed the masses. Western Ireland's state is not unlike that of the Tri-America's and the rest of Europe. International trade, naturally, has greatly suffered. Many countries have been forced to fend for themselves and so they've had to step back a century. Returning to the old ways in order to support the population. They are not without growing uncertainty in their lands. Before the dragons landed upon their eastern shores Ireland, like many other nations, was dealing with lycanthropes and zombies, among other 'magical incongruities'. Many of their communities are walled, some have even taken refuge in ancient castles, refortifying the archaic structures. They've taken a step back in time in order to press forward into an unknown future. Travel to and from Ireland is mainly by sea. Planes are in short supply and incredibly expensive. Only a few airports are operational, serving to bring in much needed supplies that the country itself is unable to produce. The major airport that they maintain is the Western Ireland Airport in Knock. The other strip, is the military's Shannon Airport, in Shannon, County Clare. There may be other smaller strips, here and there able to service smaller aircraft but they are far and few between. The reality is, like many other areas of the globe surrounded by water, that Ireland is isolated from the rest of the world. Aside from family there is very little that would motivate a person to travel there. The 'modern lifestyle' yet enjoyed by New Yorkers has all but faded. The Irish, in general, live far more 'rustically'. POLITICS Ireland's government structure is loosely held together by a struggling military. Many have put aside political differences, but cultural prejudices remain. Thankfully, in such small numbers that their voices can be easily stifled. People are more concerned with basic survival and maintaining a government with the freedoms that everyone had simply taken for granted. These are threatened by growing factions and what can be loosely termed as 'war lords' seeking to impose their own versions of the laws over parts of the populace. FACTIONS The Vanguard of Humanity were quick to set up in Galway, the largest surviving city in Western Ireland. The new capital, if there was one. They have strong presence it a nation faced with an uncertain future but they are not without their 'altered' part of the populace. Providing council for the government in the matters of magic is the Order of First Light. Lurking in the shadows are many outlaw groups. Irish mafia and other criminal organizations are a constant threat to the peace, but they also assist in supporting the structure by, in their own way, promoting a balance. The Sheut Nation as well, shares the shadows. They have existed since the beginning, staking out their territory and controlling their kind to ensure their survival. Outside of the human populations, the Fanya Niasa exist to offer support and guidance to their kind. Ireland, especially, was a hot-spot for the emergence of beings of Elfin and Fey heritage, and rightly so given the country's rich legends concerning them. Ancient areas of Ireland have awoken giving rise to enchanted groves and mystical mounds frequented by the Faerie of old. The Irish landscape is slowly descending back into a nation of superstition and these days one would be wise to take the ancient tales to heart. (CLICK ON MAP TO SEE LARGER)
    17. AN ESSENTIAL READ... THIS SITE POSSESSES AN EXTENSIVE AMOUNT OF INFORMATION AND RIGHT HERE IS THE BEST PLACE TO START. IN ORDER TO DEVELOP YOUR CHARACTER AND EXPAND THE WORLD AROUND THEM ONE NEEDS BUILDING MATERIALS AND YOU'LL FIND NO SHORTAGE HERE. THAT BEING SAID - WE NEVER EXPECTED A PLAYER TO READ ALL THE LORE JUST TO JUMP INTO THE GAME! SO HERE IS YOUR CLIFFNOTES - WHAT YOU NEED TO KNOW TO CREATE A CHARACTER THAT WILL READILY FIT INTO THE WORLD OF RESONANCE. THE REST YOU CAN READ OVER TIME! GAME PREMISE In 2010, the world drastically & permanently changed by what became known as the multiverse resonance event. In a single breath, our world crossed with an unknown number of alternate universes, bleeding into each other, stranding outworlders here and ripping earthborn from our world never to be heard from again. Earth was suddenly a realm of magic and monsters. RESONANCE CHAPTER #1: SURVIVE... IF YOU CAN For nearly ten years the name of the game was survival, in a world that bordered on truly apocalyptic people struggled to find food, shelter and fought those scrounging for the same meager resources. Like animals fighting for the last scraps, outworlders and earthborn alike became vicious survivalists. This is the chapter under which the game has spent the first 5 years of writing. But as our writers unfolded beautiful stories of perseverance and the plots irrevocably altered the landscape of the world it became clear, a new chapter was about to begin......... RESONANCE CHAPTER #2: RESURGENCE A swing has finally occurred. Basic needs are once again being met, people no longer struggle just to survive. It has taken nearly ten years, but the world is finally rising from the ashes, finally experiencing a Resurgence of life. With stability in the world again, the name of the game has shifted to power, who has it, who can takes it away, which apex predators will find themselves able to claw to the top of the foodchain and once there, how long can they keep it. People are like shifting sands now, aligning with the likely "winners". But not all apex predators are sporting abilities, the mundane can be just as dangerous in their quest for the summit…perhaps even moreso. The story is centered in new york city but extends across the world. It blends a variety of genres; a mosaic of overlapping realms including elves, lycanthropes, altered humans and,of course, magic. In this section you will find not only the cliffnotes for all things resonance, but more information regarding the state of the world, what the nevus is, what the state of politics is, and even a timeline of events. This section gives you a good feel for what happened after the resonance event that splintered the world from the world we know today. THE CHANGING WORLD The world has changed and after 10+ yrs the Human populace has been forced out of its denial to disgruntled acceptance. The majority just want things to return to the way they were but have resigned themselves to the fact that the world is different now. Humanity still clusters around their city centres that have begun evolving as the "new world" seeps in. For over 10 years, Humans were simply not ready to embrace the 'altered' with open arms. But with time a new Chapter begins and now it is evident the changed world will never go back to what it once was, leading many to re-evaluate their strategy. Now... while many still struggle to survive in a bigoted world, far more are concerned with who gets to run the rebuilt playground. TIME We take time seriously which is why we request time-stamping your thread with a date. This is to ensure that we don't have paradoxes and that our site events and our stories flow together. We maintain a TIME LINE for significant events and urge members to keep a time-line for their character's stories in their About Me portion of their profiles. THE RESONANCE EVENT — 2010 In the span of a single day everything changed. In 2010 our understanding of the universe, the very nature of reality, drastically changed by the event we now refer to as the Resonance. There were signs to be sure, but they were missed, or simply ignored. Scientists assured the planet that the strange anomalies that preceded the event were nothing to be worried about. They explained away the strange sounds in the night as rare atmospheric distortions of no consequence. The immense sink holes and enormous mirages appearing across the world were dismissed as hoaxes. Only a few suspected they were more than they appeared to be but there was no amount of preparation that could stop it. In the end, one could only embrace the change and mourn the loss of an era. Fantasy became reality as worlds lay over eachother in the same space for the briefest moment. That moment stranded outworlders on earth and stole more than half the human population from the world in the same breath. In the span of a single day, the world, our universe, was transformed. What had only been written of in fiction now became reality: the good and the bad. Now humanity and the other creatures that have been bound to this world will either learn to coexist, adapt to survive or battle for supremacy. THE NEVUS 
By the setting of the sun and rise of the moon the night sky reveals the remnant of the Resonance. A great black rift, void of light, haloed in shimmering violet hues it sprawls from horizon to horizon. The celestial body moves in no scientifically discernible fashion, sometimes high, other times low on the horizon, an eerie backdrop to our cityscapes. The Nevus is perhaps the most distinct feature of this post-apocalyptic world. Just what is it? No one really knows for sure. Some scientists postulate that it is definite proof of the multiverse theory, a tear in the very fabric of space and time through which other realities spilled through, mixing together like the multi-coloured hues of oil upon water. The frightening reality is that we simply don’t know what this ‘rift’ is and what it spells for our existence. We are utterly and hopelessly at the mercy of the cosmos. As of November 2018, the Nevus has been acting up and causing strange events. More information on this is found in the NEVUS article. Randomly, there will be periods of time where the environment is affected by the Nevus. It is up to members whether or not they wish to develop a story on these days, but it is, however, your responsibility to ensure that your character acknowledges these events. FIRST 10 YEARS AFTER THE RESONANCE After the Resonance the world was cast into chaos. The sudden influx of magic compromised the world grid, modern technology required modification to work but would never be the same again. The dead rose from their graves. The zombie-virus first infected the recently deceased, the undead monstrosities preyed upon an unsuspecting populace spreading the virus through their victims. To make matters worse, Humans were stricken with two other super-viruses creating various forms of Lycanthropes and Vampires. People struggled to make sense of it all, to hold onto their world — their sanity. Years later there are few that are not haunted by that turbulent time. It is not fondly recalled but people will always remember the rise of such factions as the Order of First Light and the Vanguard who stood alongside detached forces to carve out the semblance of structure amidst the mayhem. This is not the world people of the twenty-first century remember. Technology, entertainment, economics have all taken several steps backward. Television had been reduced to syndicated programming, the struggling North American industry able to scrape together a couple movies a year. Hollywood near destroyed. The internet is a pale shadow of what it once was. Slow connections and electrical devices affected by the affliction of magic are pervasive. Computer networks are unreliable forcing the world as a whole to return to currency, plastic and paper transactions. Even the base physical laws of gravity and combustion are not always consistent. The only real rule after the Resonance... was survive.... if you can. THE DRAGON WAR During those first ten years the world also was plunged into a war unlike any it was prepared for. It was the war to end all wars. Shortly after the Nevus ripped across the night sky the United Kingdom was plagued by massive monstrosities. They descended from the sky on wings or rose from the depths of the earth. People were at first reluctant to speak their name, it seemed impossible and yet here they were — Dragons! Why they converged upon the United Kingdom was unknown. In the face of destruction it was difficult to ponder a relationship between the monsters and the place of which their legend was entwined. These legendary beasts sought to assert themselves at the top of the food chain and claim the island of the United Kingdom as their rightful territory. It was a slaughter, thousands were killed before the military mobilized. The campaign lasted almost three years (2011 - 2013). During this time it was learned that there were two strata of Dragons, a 'lower' and 'higher'. The 'lower' were what would come to be known as the 'Common Dragon', animalistic, a direct reflection of the lore of the land. The 'High Dragons' were something else entirely, not unlike gods. The world had no chance against them, understanding of magic was simply too young and that's all that could be used against these titans. Fortunately they were few in number and consisted of two opposing factions, one malicious, one benevolent and their numbers were limited. While the military forces were winning the war against the 'Common Dragons', these two higher factions wiped one another out. England and parts of Scotland and the eastern side of Ireland were nothing but smoldering wastelands. Many fled to other parts of Europe and the Tri-Americas, but others stayed closer to home. Western Ireland remained untouched, a new home for millions of refugees. Today it is not known whether or not any dragons yet live. Occasionally there are sightings, blurry pictures or videos from questionable sources. It is only known that any recent explorations into the desolate waylands of the dragon war have never returned. MORE THAN 10 YRS AFTER - NOW WHAT? It is a very different world, but humans are above all, resilient beings. They adapt, they maintain, they innovate and they revise their plans. Ten years of fighting to survive, of trying to "make it go away", of wishing it had never happened.. have given way to power struggles and growth. Much of the power that was established in the first ten years was forced upon others who could not get their wits about them to care. Now, the world is waking up and more and more begin to question who should be holding a seat at the proverbial table of this altered Earth. Factions that were seen as saviors in the early days are crumbling under the weight of reality as the role they once played isn't really needed anymore. Companies are starting to finally make a come back and with their growth, comes shifts in power. But growth doesnt mean healed either. While life in the cities appears civil and controlled a storming sea of prejudice and racial hatred continues to rumble beneath it’s surface. TRAVEL Planes were grounded nearly completely the first 6 years but as private factions have worked to restore the ones that survived, they are becoming a more common sight again. Very few are flying yet commercially, there just isnt the equipment or manpower to maintain a commercial airline and they have found the big jets struggle in the changed atmosphere the Nevus scar has left in the sky. But private jets can be hired for those with the cash to start travelling again. Ocean and train travel however has made a strong comeback as cruise liner ships have been rehabbed for long distance commercial travel and development on bullet trains has begun again. Since 2015, the popularity of trains has greatly increased. Mag-lev trains have proven safe, efficient and environmentally friendly. There are now new railways connecting larger cities providing fast transport (85 - 120 MPH on average) to the populace, including in North America where train travel had been dwindling before the event. RACES Since the Resonance, the definition of Humanity changed. People changed. The temporary overlap of alternate realities and universes deposited beings we had always referred to as ‘mythic’. Some Earthborn were transformed into these ‘other races’ possibly bearing some genetic pre-disposition or perhaps it was all random. Nobody knows for sure. One of the most profound changes in our gene pool are what we simply refer to as ‘Altered Humans’. There are two types: Empowered Humans and Metahumans. The Empowered Humans have been gifted (perhaps cursed) with a particular set of abilities. It was as if the heavens parted and the pantheon of comic-book superheroes were all at once born into the population. They look Human, some with features or ‘markers’ that make them stand out but they can always blend in so long as they keep their abilities hidden. Metahumans are those ‘Earthborn Humans’ who adopted the form and abilities of a mythic race from another realm or time. The important factor here is that these are non-humans who once were human. They were once like everyone else, but now are fae, minotaurs, elves......suddenly transformed. We also have ‘Viral Races’. These are Lycanthropes and Vampires more specifically known as the ‘Sheut Ka’. When the Resonance swept across our solar system and our world it brought three super-virus strains, the Vampire Virus (nocturnaeximius-virus), Lycanthrope Virus (lycaneximius-virus) and Zombie Virus (morteximius-virus). The last created a mindless, voracious, undead monstrosity that still on occasion plague the world today. The other two created creatures able to hide themselves within Humanity. Magus, Shapeshifters, Faerie and Elves now count earth as home. Some pass as human, others cannot. Those dropped from other worlds are called OutWorlders or 'Veil Crossers’. These were naturally born as they are, as opposed to the Earthborn humans that were violently changed to seem like the OutWorlders themselves. The only difference between an Elf from beyond the Veil and a Metahuman Elf is that one was once Human. The Metahuman Elf has no memory of another world while the Veil Elf knows his homeworld. MAGIC and TECHNOLOGY Magic is now a part of the world. The Resonance triggered changes that have allowed many to harness, at varying degrees, the manifestation of magic. Still, since the Nevus' appearance the control and manipulation of magic is still considered difficult. Only about 10-15% of the populations of both Human-kind and Meta-kind show the ability to successfully manipulate it, and even fewer are trained to a level that can tap their full potential. Magic is an element of chaos, disrupting the mathematical perfection that balances the other forces of the world (gravity, magnetism etc). As such, physics and especially forces like electromagnetism will not always perform as expected or calculated. Electronics and all complex human machines are based on a precise understanding and the predictability of these forces which is why the first 10 years complex machines rarely functioned. Now, people are learning what it means to build in a world that has magic and slowly these things are coming back, albeit differently constructed than they once were and with far less computer parts. SUPER-VIRUSES 
Three super-virus strains (Vampire Virus (nocturnaeximius-virus), Lycanthrope Virus (lycaneximius-virus) and Zombie Virus (morteximius-virus)) have managed to infect a small portion of the human and meta-human populations. The super-viruses cannot be modified by science or magic. This is because they are a corner stone of our setting and any alterations to them would cause drastic changes to our world. Your characters are, however, welcome to experiment away so long as those attempts end in failure. It is already suspected that the super-viruses are a combination of biology and magic, so many experiments are simply trying to prove that theory. It is important to note that this is not ZOMBIE APOCALYPSE or VAMPIRES and LYCANS TAKING OVER THE WORLD site. While these creatures are a constant threat in the world, the virus is manageable and incidents are relatively low. Highly accessible vaccines now exist for all of the super-viruses and so long as they are administered within a 24 hour period a person will make a full recovery. FACTIONS 
Governments collapsed after the event and nations had to adapt. Necessity and survival forged new factions and powerful corporations have also thrown their hats into the power vacuum of this new global structure. The Order of First Light long hidden behind a veil of secrecy has always been a part of the civilized world. After the Resonance many of it’s members gifted with ancient and arcane knowledge became Magus. They filled the void in the first years but after seeing a splinter group leave their ranks and with discord in their midst, they are waning in their power. ARMA, a faction of Magus that have split off from the Order of First Light has also seen discord grow. Originally built by those that rejected the Order's hoarding of arcana and their suspect/even outright dark motives, ARMA is a group of mages and other powered individuals (and unpowered sympathizers) who have devoted themselves to pushing back against those products of the Resonance that would do harm to the world's innocent. In the Americas, they served as advisors and backup to law enforcement, while conducting their own investigations and providing proactive protection against imminent threats of the paranormal variety. But the loss of several in their governing body has seen them too begin to falter. Then rising from the ashes of the old world another powerful faction stemming from same order of Templar knights took their place opposite their magical brothers. They called themselves the Vanguard of Humanity, another secret society born to stand against the ravages of the Resonance. The apocalypse was their sign, their time to emerge from the shadows, into the light. They oppose magic, support belief in a ‘higher power’ and work to perpetuate the template of twenty-first century society. They are also known to be highly suspect in their treatment of OutWorlders. Bakkhos are the mob, but organized at a level that is unprecedented. As a vacuum begins to emerge again in the seats of power around the world, Bakkhos is enjoying growth, often filling the vacuum. The Sheut Nation is completely hidden from public knowledge, a faction living in secret organized by ‘vampires’ but holds many in their ranks - their goals unclear but it seems they have been affecting the events of the world since the Resonance. Vampires have managed to remain fairly fictitious predominantly from the iron hand the Nation wields when it comes to those that would expose the race. We also have the Fanya Niasa otherwise known as the Veil Alliance, an Elfin/Fae faction formed to represent the rights of the Fae/Veil crossing kind. Once dismissed as irrelevant, in the shifting world that now sees stability and structure, this faction sees growth in its future. Pharos is one of the few factions not seeking to publicly hold power in the world. More popularly known as Ward Holdings before the Resonance, Pharos was a powerful conglomerate concealing a secret society of archivists and scientists. They exist to preserve knowledge, interceding throughout history, risking their lives to ensure the survival of the world’s precious antiquities. They are for the most part a neutral faction trying to promote solidarity and prevent a civil war. (think Warehouse 13 - keepers of things unearthly) LOCATIONS: NORTH AMERICA New York City has emerged as the dominant presence in North America, residing in what is now the Eastern American Alliance. This is also our core game location. The United States collapsed in the early years after the Resonance, becoming what is loosely referred to as the Tri-Americas. The E.A.A. - Eastern American Alliance, F.W.A., the Federation of Western America and the S.C., Southern Coalition. A large part of the continent, especially Canada is wild, the cities and towns never rebuilt. These places harbor many horrors, zombies being the least of one’s worries. The animated dead, however, are prevalent and always a concern. In the latter part of 2017, governments were finally formed and leaders selected in an attempt to bring law back to the lands. Realistically the factions that support them control the regions but figure-heads and a semblance of a familiar political structure are required if the Tri-America's wish to progress. LOCATIONS: THE REST OF THE WORLD Our setting does not stop at New York, however, the world is vast and you are allowed to explore it — help us expand it. The heart of Africa is a technological free zone. Ancient mysticism permeates the Yakuza controlled islands of Japan. Russia is irradiated, what remains of their population condensed into a few of their major cities. From sealed train windows iridescent zombies can be seen wandering the wastelands. We then have South America, a land transformed, where magic and technology have truly collided. Here the fantastic cities of another realm manifested next to modern cities like Rio De Janeiro. It is now land of Elves and Faerie, outlanders counselled by the Fanya Niasa.
    18. --OVERVIEW-- Do you have what it takes to survive the modern day coliseum? This is the ULTIMATE in cage fighting. Two enter, one leaves under their own strength... if they are lucky. Opened in 2020, this is Bakkhos' latest major endeavor in the states. Throngs of screaming fans came quickly, enticed by the concept of a free for all blood sport that allows people to test their abilities in a "legal" way. --MATCH SCOREBOARD-- --FACILITIES-- Satyr Stadium (formerly MetLife Stadium) was abandoned after the Resonance. Bakkhos moved in around 2016 and began to rebuild the entire venue with the purpose of a coliseum. Fast Facts Venue Size: 2.1 million square feet Capacity: 30,000- it held 70k in its day, but the very top rows have been replaced with enclosed, bullet proof black glass outlooks for Bakkhos guards, ready in the event a fight, or the crowd, gets out of hand. The lowest rows are also now off limits, the seats removed and replaced with the second mage enchanted cage that engulfs the entire first cage that encloses the former field of the Satyr Stadium. This second barrier between the rowdy audience and violent combatants not only prevents the fight from spilling over into the audience and causing injuries, but also prevents drunk and dumb spectators from trying to enter the ring in the middle of a fight. Opening night and the first 3 months only had 10,000 tickets as they didn't want to pack the stadium until they saw how it would hold up under a real altered fight Suites: 90 private suites on four separate levels; 10-20 seats per suite Clubs: Bakkhos Minor now stands where MetLife 50 Club once was, the party between fights is rowdy and loud Food: 20 venues are located around the stadium to invite patrons to grab food and stay for the show Technology: Bakkhos spent a fair bit of money and time on restoring the original technology of the Stadium. 2,000 HDTVs and four 30’x 118’ high-definition LED video boards in each corner of the seating bowl, fans are presented a great view of the match from any angle in the building. An elite sound system built into the floors and ceilings was a new addition to allow for music venues between fights. --FIGHT DIVISIONS-- All fighters first fall into one of two divisions, unaltered (humans without any abilities), and altered. Fighters caught cheating (altered pretending to be unaltered and fight in a class where they have an advantage) will be banned for life and possibly dealt with personally by Bakkhos. Note that there are not separate divisions for male and female - both genders are welcome into any class/division. UNALTERED DIVISION Unaltered are placed in a class by weight. Lightweight - up to 155 pounds Middleweight over 155 to 195 pounds Heavyweight over 195 to 265 pounds Super Heavyweight over 265 pounds ALTERED DIVISION Altered fighters are matched by their Level not by their ability type. This allows for some fairness in the fight without always matching an elemental with another elemental. These games are expected to be thrilling venues pitting fighters against eachother in a way that truly tests the limits of their capabilities. All altered fighters get ranked by an independent review based on an abilities questionnaire they submit as part of their application into the games. Their actual abilities are not shared beyond the independent reviewer to ensure there is an element of surprise for all the fighters when they get in the ring for the first time - this makes it more exhilarating for the audience as well. The fighters get ranked as Level 1-3 with Level 1 being the lowest, and 3 the highest in the division. NOTE: in game you do not need to "submit" an application to get leveled - assume it is done via NPC. If you are unsure where your character might rank ask staff in a ticket. If you plan on "lying" on the application and getting into a lower level than your character would qualify for be sure you know that Bakkhos will go after you in game! To aid in your decision on where your character might rank we have some info below as a guide. Elemental/Energy Manipulators Level 1 - Elemental that has only mastered a couple abilities Level 2 - Elemental that have mastered not only the basic elemental abilities but also some of the mid levels Level 3 - Elemental that has significant mastery over low and mid abilities while also sporting some high. Personal Physical Enhancement Level 1 - Basic sense enhancements (ie Daredevil) Level 2 - Physical enhancement that are offensive such as spitting poison (ie Poison Ivy, Banshee) Level 3 - Maxed out strength/resistance/attack capability (ie Hulk) Other Altered Level 1 - Low level abilities or non-offense abilities Level 2 - Mid level abilities Level 3 - High level abilities Infected (Lycanthropes ) NOTE: during full moon cycles Lycanthrope fights are normally restricted to Lycan on Lycan as there is no refereeing a wild animal battle which can lead to death. Non-Lycan fighters are matched with Lycanthrope at their own risk and will sigh waivers that management will not be held responsible for their deaths. Level 1 - Lycanthropes are not permitted in Level 1 division fights. Level 2 - Lycanthropes less than 5 years infected. Level 3 - Lycanthropes greater than 5 years infected and mastered their infected abilities. Magus Level 1 - Mastery of low level spells Level 2 - Mastery of low and mid level spells Level 3 - Mastery of low, mid and at least 1 high level spell --RULES-- DIVISION RULES The divisions are in place to give some form of level playing field. Altered MUST register themselves as altered and are not permitted to fight in unaltered division fights. No higher ranked fighter can fight in a division lower than himself, however, the Bakkhos establishment is not responsible for those of lower levels that insist on competing in higher divisions, including unaltered competing in altered divisions. They do so at their own risk. Waivers are always signed. ROUND LENGTH Each non-championship mixed contest is to be for 3 rounds, each round no more than 15 minutes duration, with a rest period of 10 minute between each round. Each championship mixed contest is to be for 5 rounds, each round no more than 15 minutes duration, with a rest period of 10 minute between each round. STOPPING CONTEST The referee is the sole arbiter of a contest and is the only individual authorized to stop a contest. The referee may take advice from the ringside physician with respect to the decision to stop a contest. The referee and the ringside physician are the only individuals authorized to enter the ring/fighting area at any time during competition other than the rest periods. Note: this is ultimate cage fighting - a little blood doesn't stop these fights! FOULS Not much is off limits in the UMCFA matches. However, the following acts constitute fouls and may result in penalties, at the discretion of the referee: Eye gouging of any kind Biting Groin attacks of any kind Striking to the spine or the back of the head Throat strikes of any kind, including, without limitation, grabbing the trachea Kicking or stomping a grounded opponent Attacking an opponent on or during the break Attacking an opponent who is under the care of the referee Attacking an opponent after the bell has sounded the end of the round Flagrantly disregarding the instructions of the referee Using altered abilities in an unaltered fight division. If a combatant uses abilities when he is registered as an unaltered fighter in order to have the upper hand, they will be swiftly subdued by security (formidable altered) and receive a lifetime ban. Purposefully misclassifying yourself as a lower level altered fighter in order to have an advantage in the fight, also dealt with swiftly - including a lifetime ban. If a foul is committed: The referee shall call timeout and order the offending contestant to a neutral location. The referee shall check the fouled contestant's condition for severe injury. The referee shall then assess the foul to the offending contestant and deduct points if deemed appropriate, notifying the judges of his decision on whether the foul was accidental or intentional and whether a point is to be taken away. Lying about one's fighting class is grounds for immediate lifetime ban - lying and causing a life altering injury or death in the ring as a direct result of the mis-classification results swiftly in the fighter being dragged from the ring and thus far in all cases, they have never been heard from again. Bakkhos is keen to keep the fighting as "legit" as is possible so as not to draw the ire of NWDD, ARMA, The Order or Vanguard. CONTEST RESULTS Submission by: Physical Tap Out Verbal Tap Out Knockout by: when Referee stops the fight and calls a knockout when an injury is severe enough to terminate a bout when contestant is rendered unconscious Decision via the scorecards, including: Unanimous Decision of all 3 judges Split Decision - 2 to 1 decision by judges Draws, including: Unanimous Draw - all three judges score the contest a draw Majority Draw - When two judges score the contest a draw Split Draw - When all three judges score differently Disqualification Division Cheating - the fighter exposed to have dumbed down their division level to get up in a fight will be instantly disqualified and the other fighter declared victor 10 Point Penalty - a fighter that accumulates from the judges 10 points in penalties will be disqualified and the other fighter declared victor. Weapons Cheating - a fighter caught bringing a weapon into the cage will be immediately disqualified and the other fighter declared victor. Forfeit At any time a fighter may declare forfeit to the referee and the other fighter will be declared victor. Items permitted in the ring Fighters are not permitted to bring any weapons into the cage other than themselves. Attire is recommended to be simple (tanks and sweatpants) but fighters are welcome to wear anything so long as no article of clothing includes any weapon, armor or reinforced padding. All fighters will be searched and scanned prior to entering the cage for violations.
    19. Amras is the Greater Fae council representative. The winged fae is the protector of the Fanya Niasa. Holding no real love for the elves, it was Amras that protected the woods from the early invasion of humans and then felt the need to insist there was representation for the fae with the Fanya. Amras is strong, eloquent, and easily attracts followers though he does not seek to lead. Huor sees him as a threat to his position at the helm of the faction, but named him to the council because the threat of Amras' supporters turning on him was too great to ignore. Amras is a natural leader, albeit a reluctant one. Alone he is already powerful, but those who would be willing to die fighting with him make him a force to be reckoned with. The humans only ventured twice into the wilds of South America with ill intentions, they have not dared to do so again. Abilities: The massive black wings that drag behind him when he walks can not only set him aloft but with powerful strokes once there, he is able to create gusts of winds upwards of 90 mph. His body has a fortitude that seems to rival that of the infected Sheut. Able to take tremendous blows while sustaining little damage. Coupled with a preternatural strength, Amras has been called a demon when he sets his sword upon his enemies.
    20. The Lesser Fae representative of the council, Nidhogg either has no human form or chooses not to use it. His natural form is a massive demonic wolf standing over six foot at his haunches. While a fierce protector of the woods, it is Nidhogg that the fae and elves come to for advice and comfort. Unlike the rest of the council Nidhogg does not have ulterior motives, no desire to assume power in this new world. He is the balance that prevents the council from falling into chaos. When the others fall on opposing sides, it is Nidhogg that arbitrates. Nidhogg has powerful abilities to make things grow and can purify that which is tainted. The Lesser Fae is also a powerful manipulator of the shadows, able to mask the presence of an entire army if he chose to do so. He often is in council with his Greater Fae counterpart as it is the two of them together that ensure the forests of the southern continent remain safe for their kind. Lesser Fae having a pension for being flighty and chaotic, Nidhogg seems not to suffer this affliction. It is believed this is because he is "mature" for a fae... some say as much as 1200 years mature.
    21. Deceptively beautiful and young in appearance, Alatariel is 160 years old and perhaps the most ruthless of the council. Her innocent appearance is used to her advantage. Often seen as a voice of "reason" in debates she is actually a master manipulator. Her voice often swaying the council in a direction she has deemed correct. On her homeworld she was a lower royalty and the push forward to such a key position in this new world, Alatariel is not willing to see her status slip. Alatariel is a powerful manipulator of water, able to turn droplets into bullets and streams into whips. At her higher levels she can pull water from the air to manipulate or more sadistically from a creatures very skin. Of all the council she is one of the most openly "tolerant" of the CEO of NARWA, her hidden agenda to take over the power company something that seems uncannily stalled at every turn. But she doesnt relent, knowing that the company already has an acceptance in the world that the Nation itself does not.
    22. Huor is the self appointed head of the Council. Harboring a deep seeded hatred for the inhabitants of this world he has been working to ensure South America belongs entirely to the Outworlders. Originally a noble of marginal standing, Huor struggled on his world to raise himself to a position of power. His puristic beliefs often conflicted with the elders who believed in harmony between the elves and other races. His insistence that they were a "higher" race kept him shackled to minor posts on the periphery of power. But that changed when he was ripped from his world and dropped on this Earth. Here he found a vacuum of power among his kind and quickly moved to fill it. Here the elves quickly learned that the Earthborn sought to harm them and his puristic beliefs were welcomed by the other elves who huddled together, joined in fear and outrage of the people of this world. It was Huor that formed the first council with himself and Alatariel at his side. As an elf that also seemed to feed on power, she had been a good choice in his eyes. They sold themselves on keeping the Elves safe on this world. The strict elven laws of his world and hers were their doctrine but these started to fray at the edges when elves of other worlds found the laws too confining, even subjugating. The fraying turned into outright unraveling when the Fae started to outnumber the elves in South America. They had been using the fae to ensure their protection from the Earthborn but as the Fae started to expand in numbers, they also began to want a seat at the table, a fact that Huor abhorred. They were in his eyes... lower lifeforms. Forced into allowing them on the council, Huor insisted on retaining his position at the top. He would fight to hold the power he was forever denied on his world. Huor is believed to be incredibly powerful. This is his shameful secret. The elf had limited powers on his own world, dropped onto this cesspit, he has seemed to have nearly lost them entirely. Secretly this lack of power is what fuels his loathing for the Fae who seem to wield it so easily, even for Alatariel who held her own from her world. It is also why the High Lord despises the head of NARWA whose charisma united Fae and Elves and strength can back up his promises to protect them. The two clash often and hard. Huor has two motives : Hold his seat of power Deny all Earthborn from "his" nation Both seem to be on shifting ground.
    23. The original council was made up entirely of Light and Southern elves. South America still had not undergone the second event and their meager numbers drew them to eachother with a bias against the fae that also found themselves abandoned on the new world. Elitist by nature the elves saw no need to include the fae as part of the original alliance. This is perhaps where some of the political tension and disagreements still stem from between the elves and the fae. After the second event, it became apparent that the fae might actually outnumber the elves that had crossed the veil and they might offer further protection from the native species that had been hostile since their arrival. The elves re-evaluated their need for a larger alliance and included the fae in the second incarnation of the council. Still reluctantly by some, the fae were invited to join the council in 2015. Unwilling to fully relinquish control, the Light elves retained their position as High Lord with assurance that this position would rotate through the races. Some only now start to question how long the position is retained as this was never part of the conversation, if it is a lifetime appointment, it could be centuries before the next race gets its turn. Taurn Heru (literally High Lord) Huor Mithrandir - One of the first Light Elves stranded on earth, Huor has "graciously" accepted to continue his position of High Lord on the council. Heru (literally Lords) Alatariel Anwamane - The Southern Elf representative on the council. Amras Singollo - The Greater Fae representative on the council. Nidhogg - The Lesser Fae representative on the council. The least human in his appearance, Nidhogg is perhaps the gentlest of the Fanya council and the most protective of all Outworlders, regardless their race. The biggest issue is the even number on the council. Too often any vote for action is split and in the event of a split vote, the High Lord decides. This means too many affairs are truly still decided by the elven races. This is changing however as a large portion of the Outworlders now flooding the territory are neither elf nor fae. They are the equivalent of altered humans on this world , just from their own, Putting one of their own on the council has become a cry heard throughout the southern nation. It is expected the High Lord would vote against this as suddenly his power would be diminished but the elf is also not stupid. To deny them a seat at the council could lead to an all out war in South America. The vote is coming soon and it is too soon to tell what will be the outcome. The council has taken up residence in the Fiacruz Moorish Pavilion in Rio. This is where all the council meetings occur, the council members are even permitted accommodations within the walls though most only use it to stay the night then return to their more secluded homes throughout South America.
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