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After the End: Serenity
Appendix 24 - Character List, Status, etc

Appendix 24 - Character List, Status, etc

Character List of Invasive Species

This list includes people mentioned in all Arcs to date.

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

Aaron - Abducted from another world; not useful to Priestess Alanaeon. Ended up at Steadfast Seventeen as an acolyte; emigrated to Tzintkra with Denise (and the rest of the Steadfast Seventeen Church staff)

Acolyte Tinar - Assigned to be Serenity’s guide on Lyka

Acolyte Deek - Tinar’s partner and observer for Rourke; probably a former member of Karit’s military. Loyal to Rourke

Acolyte Varandaeon - Escorted Earthlings from Zon to Lyka. “Interviewed” by Ekari disguised as High Priestess Karin and returned to his normal life

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

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

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

Agent Smith - Agent of an unknown agency, the sniper

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

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

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

Alain - Member of the Mercenary’s Guild in Takinat

Alanok - Lawyer in Celestials’ Rest

Alrin - Member of the strike team assembled by Hand Tillon to liberate Stallet Academy; Draykin, strong and stealthy

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

Amani Valles - Inventor and Technocrat of A’Atla; built the Vault and did most of the design work on the mana plug to seal the drain on A’Atla’s nexus

Amily Sen Keraeth- The Viper’s Assassin

Ancient Temple Dungeon Core - Childlike dungeon core

Andarit - Daughter of Kalo Lichbane; Heir of Lowpeak

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

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

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

Arbiter - Unknown woman who attempted to kill Rissa in the Timestream. Twice

Ardeval - Assigned to Steadfast Seventy-three by Priestess Alanaeon to hide her takeover of the church

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

Arrimet - Xarx’s aunt; innkeeper

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

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

Baron Celestials’ Rest - Ruler of Celestials’ Rest

Baron Heavenfall - Ruler of Heavenfall

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

Baron Restali - Lord Cymryn’s superior

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

Bethany Rothmer - Thomas’s mother

Bethyr - Imperial Agent working for Lord Cymryn

Blaze - Instructor and Healer. Grumpy with people who don’t follow his advice, completely unsympathetic with people who try to make things worse. Diehar with the power of a Phoenix bloodline and Path

Broken Mirror of the Repository of Secrets - A knowledge repository specializing in the intersection of biology and magic buried under the Great Library of Takinat. Contains a subset of the data stored in the Repository of Secrets on Earth. Known as the “Locked Archive” by the Great Library’s Librarians until Serenity opened it. Probably the “Vault” Lord Cymryn was looking for.

Brown - Boston FBI liaison for Russ, often works with the Boston UERT

Bylek - Member of the strike team assembled by Hand Tillon to liberate Stallet Academy; Human, sneaky

Calu - the Guard at the Deep Gate of A’Atla

Captain Larsen - Captain of the Necropolis City Watch; escorted Serenity, Stojan Tasi, et al to the City Lord’s Residence

Carl “Legion” Taylor - Rebecca “Becca” Taylor’s husband; part of Legion; attempting to recover the important parts of his Earth life; Father of Caleb

Ceney - Armorsmith and secret princess

Chronos - God of Time

Coyote - Trickster god. Appears to be helpful?

Cronus - Previous Lord of A’Atla; overthrown by Ea. May have escaped captivity at least once

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

D’ackt - Crossing Guide on Berinath

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

Darrin Winterslo - Duke Lowpeak’s spy in Zenith

Daniel - Gabriel’s cousin. Blind since birth until Serenity and Blaze healed his eyes

Daryl - Tier Nine member of the Silver Blades in Takinat

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

Denise - Jacob Latimer’s girlfriend; also a teacher

Denise - Earthling rescued at the Steadfast Seventeen church; emigrated to Tzintkra to be with Aaron

Desariin (Rin) - Tzintkra Mercenary Guild Healer

Desinka te A’nar Rakyn - Daughter of Rakyn; Formerly cursed, now a Daywalker vampire bound to the A Rest from Death dungeon.

Dezan - Package sorter at the Tzintkra Messenger’s Guild

Diane - Jenna’s primary nanny

Director Collins - Museum Director for the Metropolitan Museum of Art

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

D’Nehr - More commonly known as the First Guardian; man-shaped semiliquid rock; known as Calu back in the days of A’Atla, the Guard at the Deep Gate

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

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

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

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

Ea - Previous Lord of A’Atla, according to Amani. May also be known as Manannan mac Lir, according to Psyche

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

Elder Lizven - Dryad elder on Berinath

Emily - one of the founders of Serenity Settlement; mother

Emira (Emi) - A guide on Berinath

Emry - Sillon’s irresponsible sister

Ekari - Head Administrator of Earth’s Tutorials, Serenity’s ally on Lyka and Aeon; descendant of the rulers of Karit; Planetary Manager of Lyka and Aeon

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

Emery (Emerald) - Enchanter; Daryl’s sister

Emery Lane - aka Ralph Lands or Tristan Patterson, among other names; summoner who attacked the inner camp while enhanced with Night Fire; killed and zombified by Serenity

Entherys - Trial instructor. Leader (in his mind) of the conspiracy to kill Serenity. Sent back to his home in disgrace by Order’s Voice; abducted Andait to get her to agree to marry him; Dead

Finley - Gatherer and shopkeeper who overdosed on monster cores; Serenity never got the full story after helping to remove the excess stale essence that was corrupting him

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

Gabriel - Tier Nine member of the Silver Blades in Takinat

Gaia - Earth’s World Core

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

Greenstick - Extremely excitable Traa dungeon-master

Greyvine - Mage in the party Raz was placed in; ran from the Last Refuge of the Deathless dungeon and survived

Gustav - Recruiter for an unknown group of mercenaries(?) operating on Tzintkra

Hand Esme “Grandma” Tillon - Quest-Giver of Stallet Center before the invasion; Hand of Order’s Guild; leader of Asihanya’s Resistance

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

Helen Leos - First person rescued by Serenity on Lyka; went to Order’s Guild on Ranar instead of Earth

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

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

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

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

Human - Beast-God for the Human species

Innat - Fixer / event planner in Celestials’ Rest

Irene - Tzintkra Mercenary Guildmaster

Irma - Caravan leader and guard

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

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

Janice - Serenity’s assistant

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

Jeff - Rescued from an Infirmary on Aeon by Ekari; poisoned by greendust and partially healed by Blaze. Returned to Earth

Jemma - Master Runeweaver at the Runemasters’ Guild in Takinat. Administered Serenity’s Journeyman test.

Jenna Adrienne Rothmer - Firstborn daughter of Serenity and Rissa

Jeremy White - Cataloguer at a public library in Kansas; Nat’s uncle; had demon summoning supplies he thought were fake stolen from him by his niece

Jim Rechet - Inspector from Locust Farms

Jine - Sillon’s wife

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

Juka - Guild Master at the Mercenaries’ Guild on Lyka

Kalo Lichbane, Duke of Lowpeak - Andarit’s father

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

Karin - Former High Priestess of the Church of Aeons; Ekari’s mother. Recovering from Lykandeon’s influence

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

Kerr (Aardya a’Kerinth) - Weapons instructor who knows Sterath. Looking to have Serenity as an ally. Possible friend

LaCroix - undead student

Lak - Member of the Tzintkra Mercenary Guild; Formerly Cursed

Lak - Sillon’s Daughter

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

Larsen - Captain in the Necropolis Watch

Legion - Composite person created by Priestess Alanaeon and the overuse of greenstone; currently assisting Serenity while he/she figures out the future; extremely sensitive to being called by anything plural

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

Lyle Baker - Coordinator for the multinational investigative area on A’Atla; involved in acquiring items to investigate. Temporarily infected with Night Fire

Liam Brown - Obsessive ritualist (dead)

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

Linda - Employee at Lorenzo’s Magic Shoppe in Takinat

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

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

Lord Cymryn - Imperial Agent assigned to find the Vault hidden on Asihanya

Lykandeon - God of Ekari’s homeworld; ascended mortal. Dead.

Macho - Man who “originally” killed Rissa. Attempts to kill Serenity (twice?). Current status unknown (escaped custody in the Tutorial)

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

Madelyn Alexander - State Department negotiator assigned to the Traa

Maerite - Anti-slavery organizer in Celestials’ Rest

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

Margrave Iron Mountain - Ruler of the Mountain’s Crest Estate on Iron Mountain

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

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

Mike Miller - Liam’s “bodyguard” from Team Two

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

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

Minu - Lioness-like Pride demon known as a talmis; decided she wants to be Serenity’s mount

Miranda Elliott - British Prime Minister

Mischief - the first alilu Serenity met

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

Misty (Crow) - Teenager in Kansas talked into summoning a demon

Moira - Ambitious mage, wanted to learn “all elements”. Thought Raymond was a friend until he tricked her into attacking Serenity while she was loopy from a misguided attempt to gain Death affinity. Saved by Serenity and Margrethe. Sworn follower to Serenity. Shares emotions with him when they are close enough.

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

Mr. Williams - British liaison

Nadia Davis - Oliver Davis’s niece; got the Dungeon Keeper Path and asked Raz Sunshine for help learning it

Nadia Kyrika - Katya’s aunt

Naomi - Tier Seven member of the Silver Blades on Takinat

Narin - Member of the strike team assembled by Hand Tillon to liberate Stallet Academy; Excitable draykin

Nat (Natalie) Freeman - Cameraman for Channel Six

Nat (Raven) - Teenager in Kansas who planned a demon summoning

Nightmare Wraith - Boss of the 3rd level of the Ancient Temple Dungeon; Dungeon Guardian; can be summoned by Serenity

Nightwitch - ally, helped people through trials. Pilot. Military; coordinated a significant portion of the invasion portal effort

Obas - Member of the strike team assembled by Hand Tillon to liberate Stallet Academy; Human

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

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

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

Old Man Rinsetti - Master of Runic Synthesis in Takinat on Asihanya. Helped Serenity analyze the runescript found on the attacking biplanes

Oliver Davis - Helicopter Pilot for the Rothmers’ attempts to reach the island Lex believes holds the “Well of Souls”

Order’s Voice - Somewhere between an interface and a person. Sometimes speaks to Serenity

Pelni Sukaj - Inventor of the Curse used on the Shining Caverns

Phoebe Latimer - Rissa’s mother, Seer

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

Priest Evan - Priest of the Steadfast Seventeen church, he is the last survivor of a previous religion captured and controlled by Lykandeon’s Eternal Church; he was mutilated in the process. Serenity and Blaze healed his wings. Emigrated to Tzintkra after swearing loyalty to Serenity

Priest-Healer Tirina - Healer on Lyka, affected by Lykandeon but content enough that Blaze wasn’t certain he could heal her. Very dedicated to her profession

Priestess Alanaeon - Priest-Thumaturge, Commander-Priest, or Priest-Inquirer Alanaeon commanded the facility “investigating” Lyka’s world core that produced greenstone, Legion, and greenstone-based “overcharged beam weapons”; Dead

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

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

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

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

Quincy - Boston FBI liaison for Russ, often works with the Boston UERT

Rakyn - Father of Desinka, Friend of Guildmaster Hollis, Former vampire hunter

Raymond - Lancaster’s partner before the Tutorial. Attacks Serenity twice. Dead

Raul - Owner/manager of an underground fighting arena on Aeon

Razinkh ‘e Sunrise (Raz) - A Draykin from Asihanya, near Stallet Center. Raz’s Clan was destroyed and he fled to Tzintkra

Rebecca “Becca” Taylor - Carl “Legion” Taylor’s wife, approached to sell her home by someone using very shady tricks; Mother of Caleb

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

Remvir - Dryad guard on Berinath

Ren’shel - Member of the strike team assembled by Hand Tillon to liberate Stallet Academy; Human Light Mage

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

Rissa (Clarissa Latimer) - Thomas’s girlfriend; Auspex/Time Dragon hybrid; mother of Jenna

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

Roberts - First name and rank unknown, commander of Team Two

Rockfist - Fighter at an underground fighting arena on Aeon

“Rose” Rosemont - Owner of Rosemont’s Specialty Pets and Tamed Monsters

Rourke - Former Captain in Karit’s military; former Priest of the Eternal Church, was in charge of the “Pillars of the Faith” (the Eternal Church’s Inspectorate) while working to bring it down. Supporter of World Manager Ekari

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

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

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

Samantha Rice - Lead Investigator for magical items found on A’Atla for the multinational cooperative. Enchanter

Serenity - Main character; former name is Thomas Rothmer; known as Vengeance and The Final Reaper in the previous timeline

Sillon - Trial instructor. Friend of Serenity; bodyguard of Planetary Manager Ekari

Stojan Aith - Dhampir City Lord of the Necropolis (temporary); Breaker of Tzintkra’s World Core (dead)

Stojan Kenna - Dhampir, Son of Stojan Aith, Nephew of Stojan Tasi. Mastermind behind the plan to curse the Shining Caverns

Stojan Tasi - Dhampir City Lord of the Shining Caverns; DeathLord; City Manager of the Necropolis. Brother of Stojan Aith, Uncle of Stojan Kenna

Sub-Priest Vinal - Assistance to the priest of Steadfast Seventy-three

Sunrise - Founder of the Sunrise Clan; Raz’s ancestress

Syri - Dhampir healer at the Tzintkra Mercenary Guild. Outwardly subservient to Serenity

Royal Road is the home of this novel. Visit there to read the original and support the author.

Tek - Earth’s God of Technology

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

The Deathless - Ancient mage that wanted to live forever

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

The Final Reaper - Thomas’s final name the first time around

The Viper - Leader of the group attacking Takinat; left a ritual to create Hollow Ones behind as a trap while he ran (which didn’t quite work out for him)

Thomas Rothmer - Serenity’s name before everything started

Tibral Unalgos - Pelni Sukaj’s sponsor

Timmat - Revenant in the Dead Swamp

Timothy Dale Rothmer Et’Tart - Lex Rothmer’s grandfather; came to Earth from Surinaz using the Well of Souls

Tirmanak Oathbinder - Guildmaster of Order’s Guild on Ranar

Tom Cooper - Serenity’s alias on A’Atla, false Owner of A’Atla

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

Tyche - Lady Luck; has a mean sense of humor

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

Uri Brightscale - Kobold

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

Verit - Elder of the Iron Mountain Sect; Entherys’s aunt

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

Vurin - Member of the strike team assembled by Hand Tillon to liberate Stallet Academy; Draykin

Widetail - Lord of the Traa who decided to invade Earth

Yngoliat Hale - Ynsarac Hale’s father; current head of the Rising Phoenix mercenary company

Ynsarac Hale - Outside the dungeon when Serenity and Raz emerge; member (heir to) of the Rising Phoenix mercenary company

Xarxinal (Xarx) - Ceney’s bodyguard and friend

Zan - Outside the dungeon when Serenity and Raz emerge; former member of the Rising Phoenix mercenary company; ripped them off for a lot of Etherium; Zekia’s brother

Zanzital “Zany” Aniza Zitanar - Guildmaster of the Silver Blades on Takinat, Knife of Order’s Guild, agent of the Empire (or at least of Lord Cymryn) on Asihanya

Zekia - Zan’s sister (Dead)

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Current To-Do List

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

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

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

Spend time with Rissa

Flying practice

New Affinity practice - Magitech, SpaceTime, Liminal, Nihility

Essence magic & runes!

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

Zon is shrinking. Have a quest for that; I know I talked to Andarit and Ceney a lot about it, but is there more I should do?

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Planets near Earth mentioned so far:

Aeon - moon of Lyka

Asihanya - Raz’s origin

Berinath - dryads’ moon

Dhellen - origin of the group that attacked Asihanya, known as the “world of fire with cold nights”

Eklimat - damaged by “World Eaters”

Grayson - not friendly to foreigners

Lyka - Ekari’s home planet

Myrta - Planet Blaze knew where they bought flyers after fleeing Berinath

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

Suratiz - Moon Timothy Rothmer came from; may not be close to Earth

T’cherna - Desinka delved with some people from there

Tzintkra - Planet of Death, Necropolis

Zon - Andarit’s origin

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General

Name: Serenity

Species: Chimera

Base Form: Essence Dragon (Wyrmling)

Core: Unique

Progression: 88%

Tier: 8

Features: 6/11

True

Crystal

Link

Death

Origin

Holy (Dungeons)

Path: Incarnate of Death

Level: 13

Tier: 6

Path History:

5: Dungeon Deity

4: Magitech Abomination

3: Origin’s Potential, Zonal Evocation Mage

2: Magic Dhampir of the Origin

1: Unbound, Steadfast, Evoker

0: Death-Eater, Battle Adept

Core History:

8: (Not Selected)

7: -Error- SERENITY

6: Incarnate of Death

5: Dungeon Deity

4: Magitech Cyborg

3: Sovereign of Potential

2: Dhampir (Mana/Essence)

1: Child of Time

0: Essence Dragon

Mana: 19000/19000

Essence: 19000/19000

Power: 9100/9100

Might: 900

Agility: 900

Phys: 900

Understanding: 900

Will: 900

Mind: 900

Perception: 900

Ambit: 900

Essence

Pure (Innate)

Ev: -Error-

Why am I bothering? You have enough.

Titles

Aspect Pathfinder

DeathLord

First of A Kind

Ghost in the System

Incarnate

Lord

Named

Previous Supreme Existence

Tyche’s Curse

Worlds’ Friend

Reaper of Souls

Lord Wizard of A’Atla

Magic

Affinities

Energy: 45%

Liquid: 6%

Liminal: 90%

Magitech: 68%

Mind: 41%

Nihility: 50%

Plasma: 56%

Solar: 25%

Solid: 17%

SpaceTime: 73%

Vapor: 16%

Concepts

Arcane: 89%

Energy: 54%

Essence: 56%

Liminal: 39%

Magitech: 72%

Mind: 18%

Nihility: 36%

Plasma: 26%

SpaceTime: 58%

Topology: 13%

Aspects

Arcane (Mana): Adept Art (Vital)

Essence: Adept Skill (Vital)

SpaceTime: Nascent

Incarnate of Death

Resistances

Chemical: 137

Cold: 303

Curse: 265

Darkness: 177

Debasement: 13

Death: Immune

Heat: 533

Life: 417

Light: 298

Mind: 278

Pain: 641

Poison (Neurotoxin): 486

Pleasure: 32

Shock: 334

Sleep: 57

Space: 250

Time: 1000

Unknown

Heritages

Chimeric

Pure (Innate)

Essence Dragon (Primary)

Asura

Child of Time, Unbound

Dhampir, Essence/Mana

Draugr, Sage

Elemental, Essence

Elemental, Mana

Godling

Human, Earth

Lich, Paramount (Primary)

Vampire, Daywalker

Potential, Sovereign

Wraith, Nightmare

Other Known Heritages

Azata, Lightning

Curse Witch

Healing Light

Hexen

Heavens’ Fire

Jiang-Shi

Knight of Blood

Malevolent Spark

Mote of Decay

Mote of Stasis

Mummy

Remnant Wisp of Life

Revenant, Star

Sea Lion, Earth

Abilities

Monster Biology

Eyeless Sight

Colorless vision that does not require light; no visual effect

Inherited from Final Reaper

Vital Sight

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

Inherited from Final Reaper

Blossoms’ Sleep

Can induce sleep on self with a defined wakeup time

Dream Blossom Dust

Runic Shielding Tattoos

Resists one attack of any sort. Does not require preactivation if the attack will kill or disable. Fully drains current MP to establish, drains SP to maintain, ends when hit. MP drained determines strength of blow that can be resisted, will fail if strength is exceeded but may reduce the power of the attack even if it fails. Effect is better with automatic activation

Self-created ability (Not actually tattoos, his skin/scales grows “naturally” in the correct pattern and color to create the effect)

Crystal Seed Remote Link

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

Linked Crystal Seed (True Core)

Dhampir’s Default

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

Dhampir

Down to the River

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

Sovereign of Potential

Link Core

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

Sovereign of Potential

Multiform

You may assume the shape of any Form you know. All Forms reflect yourself and all Forms are reflected in some manner in your Chimera Form. Detailed control of Forms increases with familiarity. Any Forms above the minimum require a continual maintenance cost of both Mana and Essence. Minimum number of Forms: 1. Maximum number of Forms: 4. Forms may be repeated.

Forms passively return to their normal condition.

Current known forms: Chimera, Wyrmling Essence Dragon, Sovereign of Potential (Kernel), Human(?), Crystal Hilt, Armor, Sterath(?), Arcane Asura

Sovereign of Potential

Rift of Potential

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

Sovereign of Potential

Path Abilities

Loot Core

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

Death-Eater

Resilience of the Dead

Slightly increased resistance to certain status alterations

Death-Eater

Eat Death

Absorb Death energy found within the Death Eater’s aura. Absorption based on Affinity. Intensity of absorption can be varied but the ability cannot be completely disabled. Absorbed Death energy may be used as if it were Death mana. Dissipates with time.

Ability damaged

Death-Eater

Basic Analyze

Analyze a being for basic information. The being may be animal, Pathed, or monster. Other beings may be analyzed if they have any appropriate features. Items may not be analyzed

Battle Adept

Intermediate Unarmed Combat (Claw Variant)

Losing your weapons is not a disaster when you have weapons attached to your hands. Your expertise with claws is nearly nonexistent, but your general training with unarmed combat is transferable

Battle Adept

Adept Aspect Form

Instead of infusing an Affinity into your weapon, infuse your Aspect into yourself. Limited time, consumes both stamina and mana, induces unconsciousness when the Form lapses

Battle Adept

Basic Sense Raw Magic

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

Child of Time

Linked Sight

You may share your vision and vision-based abilities with your Seer or anyone whom you share a similar Link with. They may also share their vision and vision-based abilities with you. Consumes Stamina per vision or vision-based ability shared in either direction. Vision ability costs are paid by the user instead of the originator of the ability, if applicable

Child of Time

Moment of Prescience

Know a moment ahead of time when something will kill or disable you or someone you wish to protect. Activation is automatic. Cannot be activated more than once a minute. Consumes stamina in inverse proportion to the threat

Child of Time

Time’s Eye

Your eyes see the motions of Time as it stretches and changes. The hidden is easier to see and the false easier to see through. Consumes Stamina

(Note: the Stamina cost is low enough that it can be maintained for hours at a time, though that will significantly reduce Serenity’s available Stamina for other uses)

Child of Time

Unbound

Time does not quite have the same hold on you as it does on others, and Fate does not rule you. You can slip between the lines of the future and past or even blur them if you have the desire and the strength. That which will be has no power over you, and you can break the strands of Destiny for others if you dare. This ability is always active and has always applied to you

Child of Time

Basic Identify

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

Steadfast

Scale Hardening

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

Steadfast

Wait for an Opening

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

Steadfast

Second Wind

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

Steadfast

Stand Tall

Whether you are the last wall between your loved ones and your enemies or you simply love to fight, your ability to take a beating is exceptional. Blood loss, bruises, injuries, and even broken bones will not stop you. You can fight at the full effectiveness your body is capable of despite your injuries

Steadfast

Essence Sight

You can already sense Essence with your Aura. Sight adds precision and distance to your detection capability. This may be enabled or disabled at will. A visual effect may be present

Evoker

Physical Storage

You can store spells inside your own body to be evoked later. Stored spells may be evoked only by you and may be triggered at any time. All variable effects must be determined prior to casting. Stored spells will degrade with time and use of mana or essence in the area the spell is stored.

Evoker

Spell Conversion

You can convert the power of any spell you can Evoke into a ranged mana or essence strike. The power of the strike depends on the stored spell power.

Evoker

Store Spell

You may temporarily store spells in items to be evoked later. The item must be strong enough to hold the spell, and synergy with the spell will slow spell degradation. Stored spells will degrade with time and nearby mana or essence use. Storage of spells can damage items used.

Evoker

Designate Evocation Conditions

You may designate conditions on when a stored spell can be evoked. You can bypass any conditions you set, but you cannot bypass conditions set by other Evokers. This allows you to set conditions that will allow non-Evokers to Evoke stored spells, but spells Evoked by the untrained will be significantly degraded during the evocation.

Evoker

Entwined Magic

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

Magic Dhampir of the Origin

Gaze of the Origin

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

Magic Dhampir of the Origin

Aura of Magic

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

Magic Dhampir of the Origin

Mold Magic

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

Magic Dhampir of the Origin

Potential of the Rift

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

Origin’s Potential

Rift Control

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

Origin’s Potential

Call on the Origin

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

Origin’s Potential

Revivify

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

Origin’s Potential

Realize Potential

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

Origin’s Potential

Death Magebolt

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

Tutorial Reward

Magesight

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

Zonal Evocation Mage

Fireball

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

Zonal Evocation Mage

Cone of Lightning

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

Zonal Evocation Mage

Spot Nullification

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

Zonal Evocation Mage

Death Field

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

Zonal Evocation Mage

Synaesthesia

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

Magitech Abomination

Subconscious Synchronization

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

Magitech Abomination

Skill Integration

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

Magitech Abomination

Quickrune

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

Magitech Abomination

Abominable Absorption

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

Magitech Abomination

Gather Faith

Energy, even magic, has to come from somewhere. Those who follow you can send you some of theirs. This faith naturally adds to your available power, allowing you to advance more easily, but it may be directed into specific tasks or simply accumulated with practice.

Value and amount received depends on level of faith, willingness to sacrifice, power of the believer, and distance from origin. Other factors may apply depending on the specific beliefs and actions taken to show faith.

This ability is a prerequisite for the Deity Path and is simply recorded here.

Deity (Unique/New)

Detect Believer

Gods and those who believe in them are linked. While this link is the most active during prayer, it can be felt at other times.

Deity (Unique/New)

Appoint Intercessors

Priest, Shaman, or Shameless, almost all deities have mortals who act as the interface between the God and the Believer.

Deity (Unique/New)

Wrath of Dungeons

Those who follow the Dungeons’ Way are supported in their efforts against those who would act against it by their Faith in the Dungeon Deity.

Applies to both direct action and attempted persuasion of nonbelievers.

Deity (Unique/New)

Cursebreaker

Faith energy may be used to assist when breaking a curse.

Deity (Unique/New)

Miracle

Broad, powerful, and rare.

There is no one Miracle. All miracles must align with the deity whose Faith they use.

Deity (Unique/New)

Shield of Death

A modification of the standard Shield Skill, this Skill does not create a force bubble. Instead, it kills anything that tries to pass through it and should not, including momentum.

Incarnate of Death

Incarnate of Death -

Level 25 - Death Absorption - Death empowers the Incarnate of Death, whether that is Death-attuned mana or the loss of existence. Each empowerment is related to the Death that causes it. The ability replaces Eat Death and Adept Aspect Form.

Level 50 - Death Magebolt - Throw a mass of Death-attuned magic at your enemy. May cause lingering effects. This ability replaces the Tutorial award of the same name.

Level 75 - Shieldbreaker - All things die; that includes spells and Skills. This Skill is designed to end the most annoying of Skills: those that protect your enemies.

Level 100 - That is Not Dead Which Can Eternal Lie - Exhibit the Death that you are and break Eternity. This ability replaces Death Field.

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Planetary-level World Core Authorizations

Portal Management

Dungeon Taxation

Quest Visibility

World Citizenship

World Coalition

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Serenity’s Titles

Previous Supreme Existence

You were the Supreme Existence in a previous incarnation, and can remember some of what came before. Your status also grants you the Ghost in the System title. This title is hidden from all but you.

First of A Kind

You are the first True Chimera and the first Essence Dragon. Your Paths shall shape the future of those who follow in your footsteps.

Named

Your Name is known and respected or feared. No other can bear this Name.

Ghost in the System

You bypass certain restrictions. This title is hidden unless you share it with another.

Aspect Pathfinder

As the first person to discover a new Aspect, Concept, and Affinity, you set the path for those who follow you on the road of Essence Magic. Creating new methods and applying methods from other magical schools is easier.

Incarnate

More than an Aspect, you are an Incarnate. Your Concept sets what the meaning of the Affinity you Incarnate does and does not mean. Your Incarnate will always be a part of you, and you will always be a part of it.

As an Incarnate, you are not capable of combining or otherwise altering this Affinity.

There cannot be more than one Incarnate for an Affinity at a time, as no two people will ever have identical Conceptions of an Affinity.

Lord

You are recognized as the ruler of a Settlement. This comes with certain rights as long as you are within the Settlement or interacting with people who are identified as belonging to the Settlement. This Title will be removed if you are no longer the Lord of a Settlement.

DeathLord

You have a high enough combined Death Affinity, Concept, and Aspect to qualify to rule a Necropolis.

Tyche’s Mark

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

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

Worlds’ Friend

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

Reaper of Souls

Death is not the end, at least not for many. You guide those who have died and lost their way on to their next destination.

Your capacity to guide the dead is more likely to be noticed by those in need of guidance and others with related abilities.

Lord Wizard of A’Atla

Title granted by A’Atla; authorizes full access to all of A’Atla’s systems as the person in charge of design and maintenance.

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Serenity’s Gear List

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

Cloak of Minor Disguise

Void Elemental Armor

Boots of Far Step (nonfunctional except as boots)

Serenity’s Throwing Ax

Mercenary Guild tag

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

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

Knives of Duplication

Backup Armor (does not have space for wings)

Attuned Keys: Teleportation Beacon at Serenity Settlement, Earth

Tent of Comfort

Order’s Guild Uniforms (2 each for Human and Chimera forms)

Order’s Guild Insignia

Order’s Guild Emergency Beads

Solid Form Manablade Sheath

Quickdraw Ax Harness

Minor Belt of Illusions (clothing alteration illusion)

Footwraps of Air Glide

Wands (damage, Quickness, Slow, damage transfer, Severing)

Wand harness, storage

Staves (Fire Cone, Fire Magebolt)

Assorted everyday/camping items

Single-use charms (Battlefield teleportation, short-range communication (individual and group), specialized protective wards)

Charm Pouch, Quick Retrieval enchantment

Favor of Tranquil Conviction

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

Favor of Death

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

Favor of Luck x3

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

Favor of Coyote

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

Favor of Ptah

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

Favor of the Earth-Mother

A home is more than a place.

Favor of Tek x7

I’m so glad you called that I didn’t even make you use a favor. I also really like Amani; bring her by some time when you come to visit. Don’t tell me you don’t know how!

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Open Quests:

Restore the Lost

Path Quest Stage 5: Runemaster

A Past Built in Layers

The Fall of Zon

[Mentor Quest: Restore the Lost]

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

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

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

[Reward: Unknown]

[Failure Consequences: None]

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

[Path Quest Stage 5: Runemaster]

[You have the knowledge but not the power of a runemaster. Regain your title]

[Optional Goal: Gain an equivalent title with Guild leadership authority]

[Optional Goal: Gain an equivalent title in the Enchanters’ Guild]

A Past Built in Layers

Group Quest - Order’s Guild

No Time Limit

Variable Reward

Requirement: Wardsmith, Enchanter, or Runemaster

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

The Fall of Zon

Group Quest - Order’s Guild

No Time Limit

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

Requirement: None

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

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

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

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