Character List of Down to Earth
This list includes people mentioned in all Arcs to date.
Aki - Crystal Raz removed from the dungeon below the Sunrise Clan holdings
Althyr - Eldest of the Conclave of Dragons, Elder Dragon of Order, Serenity’s mentor
Ancient Temple Dungeon Core - Childlike dungeon core
Anna - In charge of assigning new people to groups in the mercenary(?) camp Gustav led Raz to
Bethany Rothmer - Thomas’s mother
Blaze - Instructor and Healer. Grumpy with people who don’t follow his advice, completely unsympathetic with people who try to make things worse
Captain Larsen - Captain of the Necropolis City Watch; escorted Serenity, Stojan Tasi, et al to the City Lord’s Residence
Coyote - Trickster god. Appears to be helpful?
Curio - Serenity's familiar; visual appearance is a shadowkitten.
Darian Ebongrove - Linked to the A Rest From Death dungeon; member of Rising Phoenix mercenary company
Death - Personification of Death Himself. May be a god?
Desariin (Rin) - Tzintkra Mercenary Guild Healer
Desinka te A’nar Rakyn - Daughter of Rakyn; Formerly cursed, now a Daywalker vampire bound to the A Rest from Death dungeon.
Dezan - Package sorter at the Tzintkra Messenger’s Guild
Doyle - ally, helped people through trials. Former military
Echo - Cheerful girl, “tutorial mascot”. 16 years old, hard life previously but knows how to deal with people
Ekari - Head Administrator of Earth’s Tutorials, instructor. Heretic (or apostate?) because she did not choose to be Lykandeon’s Slave. Wants to be Serenity’s ally but prohibited from telling him so.
Entherys - Trial instructor. Leader (in his mind) of the conspiracy to kill Serenity. Sent back to his home in disgrace by Order’s Voice
Finley - Gatherer and shopkeeper who overdosed on monster cores; Serenity never got the full story after helping to remove the excess stale essence that was corrupting him
Frank Smith - Shady antiques dealer; may have other sidelines. Was the person behind Macho’s original attempted theft and the later theft of all of her magical artifacts
Garrett - Leader of the party Raz is placed into; has a reputation for “losing” trapfinders
Greyvine - Mage in the party Raz was placed in; ran from the Last Refuge of the Deathless dungeon and survived
Gustav - Recruiter for an unknown group of mercenaries(?) operating on Tzintkra
Hegemon Worm Queen - Leader of the Hegemon Worms that came to Earth; Dead
Hollis - Guildmaster of the Tzintkra Healer’s Guild; old friend of Rakyn. Lightning Azata bloodline
Irene - Tzintkra Mercenary Guildmaster
Iva - Fighter in the party Raz was placed in; died in the Last Refuge of the Deathless dungeon
Karen A. - Thomas’s Boss (if he still has a job)
Katya Kyrika - Outside the dungeon when Serenity and Raz emerge; member of the Rising Phoenix mercenary company
Kerr (Aardya a’Kerinth) - Weapons instructor who knows Sterath. Looking to have Serenity as an ally. Possible friend
LaCroix - undead student
Lak - Member of the Tzintkra Mercenary Guild; Formerly Cursed
Lancaster - Police officer who takes Thomas and Rissa’s statements about Macho. Serenity’s friend and ally
Larsen - Captain in the Necropolis Watch
Lex (Alexander) Rothmer - Thomas’s father, Secretary of Defense
Liam Brown - Obsessive ritualist (dead)
Liuyedao - ally, helped people through trials. College student, martial artist; Swordmaster Path
Lykandeon - God of Ekari’s homeworld; ascended mortal
Macho - Man who “originally” killed Rissa. Attempts to kill Serenity (twice?). Current status unknown (escaped custody in the Tutorial)
Made (Madeleine) Fulton - Reporter for Channel Six, first identified person with Hegemon Worms
Mandy - Child Serenity encountered in a Tutorial, then again in the Blue Line Dungeon; magical prodigy
Miranda Elliott - British Prime Minister
Margrethe - Cleanser for Earth’s Tutorials. Saved Moira. Attempted to kill Serenity twice. Forgiven(?)
Marti - Receptionist at the Tzintkra Mercenary Guild. Suspicious of Serenity
Moira - Ambitious mage, wanted to learn “all elements”. Thought Raymond was a friend until he tricked her into attacking Serenity while she was loopy from a misguided attempt to gain Death affinity. Saved by Serenity and Margrethe. Sworn follower to Serenity. Shares emotions with him when they are close enough.
Nat (Natalie) Freeman - Cameraman for Channel Six
Nightmare Wraith - Boss of the 3rd level of the Ancient Temple Dungeon; Dungeon Guardian; can be summoned by Serenity
Nightwitch - ally, helped people through trials. Pilot. Former (or maybe current?) military; The Stars Shine Down, Earth Witch Paths
Order’s Voice - Somewhere between an interface and a person. Sometimes speaks to Serenity
Pelni Sukaj - Inventor of the Curse used on the Shining Caverns
Phoebe Latimer - Rissa’s mother, Seer
Rakyn - Father of Desinka, Friend of Guildmaster Hollis, Former vampire hunter
Raymond - Lancaster’s partner before the Tutorial. Attacks Serenity twice. Dead
Razinkh ‘e Sunrise (Raz) - A Draykin from Asihanya, near Stallet Center. Raz’s Clan was destroyed and he fled to Tzintkra
Red - Cousin of Phoebe Latimer; Spellwitch. Possibly cursed.
Rhea - Goddess; motherly and associated with Earth. Bakes excellent cookies.
Rissa (Clarissa Latimer) - Thomas’s girlfriend; Auspex/Time Dragon hybrid
Roy - Helped Serenity & Raz travel the Metro; appears to work in a job tracking Tutorials and people that come out of them? Possibly military?
Russ (Russell) Latimer - Rissa’s father, Guardian, Auspex and psychic
Serenity - Main character; former name is Thomas Rothmer; known as Vengeance and The Final Reaper in the previous timeline
Sillon - Trial instructor. Friend of Serenity
Stojan Aith - Dhampir City Lord of the Necropolis (temporary); Breaker of Tzintkra’s World Core (dead)
Stojan Kenna - Dhampir, Son of Stojan Aith, Nephew of Stojan Tasi. Mastermind behind the plan to curse the Shining Caverns
Stojan Tasi - Dhampir City Lord of the Shining Caverns; DeathLord; City Manager of the Necropolis. Brother of Stojan Aith, Uncle of Stojan Kenna
Sunrise - Founder of the Sunrise Clan; Raz’s ancestress
Syri - Dhampir healer at the Tzintkra Mercenary Guild. Outwardly subservient to Serenity
Tek - Earth’s God of Technology
The Deathless - Ancient mage that wanted to live forever
The Final Reaper - Thomas’s final name the first time around
Thomas Rothmer - Serenity’s name before everything started
Tibral Unalgos - Pelni Sukaj’s sponsor
Tranquil Conviction - Sterath gor (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; shattered by Stojan Aith
Vengeance - Thomas after Rissa’s death the first time around
Vladimir Angeloff - Russian interrogator from a Tutorial. May have asked for asylum, or may have asked for something else
Yngoliat Hale - Ynsarac Hale’s father; current head of the Rising Phoenix mercenary company
Ynsarac Hale - Outside the dungeon when Serenity and Raz emerge; member (heir to) of the Rising Phoenix mercenary company
Zan - Outside the dungeon when Serenity and Raz emerge; former member of the Rising Phoenix mercenary company; ripped them off for a lot of Etherium; Zekia’s brother
Zekia - Zan’s sister (Dead)
General
Name: Serenity
Species: Chimera
Subspecies: Void Sovereign (Kernel), Essence Dragon (Hatchling)
Core: Unique
Progression: 78%
Tier: 2
Features: 5/11
True
Crystal
Link
Death
Void
Path: Void Dhampir of Essence and Mana
Level: 13 (180/280)
Tier: 2, 0/13 Spent
Path History:
1: Unbound, Steadfast, Evoker
0: Death-Eater, Battle Adept
Condition: Healthy
Healing Available: Full
Mana: 2000/5000
Essence: 2000/5000
Stamina: 2600/2600
Might: 250
Agility: 250
Phys: 250
Understanding: 250
Will: 250
Mind: 250
Perception: 250
Ambit: 250
Essence
Pure (Innate)
Ev: 446,651 (Purified)
Titles
Previous Supreme Existence
First of A Kind
Named
Ghost in the System
Aspect Pathfinder
Incarnate
Lord
DeathLord
Tyche’s Mark
Home
Coin
1376 Etherium
Magic
Essence Techniques
Stolen content warning: this tale belongs on Royal Road. Report any occurrences elsewhere.
Chimeric Alteration
Claim Mana
Devour Mana
Essence Drawing
Purify
Affinities
Energy: 40%
Liquid: 6%
Mind: 32%
Plasma: 42%
Solid: 17%
SpaceTime: 71%
Technology: 27%
Vapor: 14%
Liminal: 90%
Nihility: 50%
Concepts
Arcane: 80%
Energy: 52%
Essence: 25%
Life: 20%
Mind: 15%
Plasma: 26%
SpaceTime: 42%
Liminal: 30%
Nihility: 35%
Technology: 40%
Aspects
Arcane (Mana): Initiated (Vital)
Essence: Growth (Vital)
SpaceTime: Nascent
Incarnate
Death
Physical
Resistances
Chemical: 137+10
Cold: 303+10
Curse: 263
Darkness: 177+10
Death: Immune
Heat: 532+10
Life: 417+10
Light: 298+10
Mind: 276
Pain: 640
Pleasure: 32
Shock: 334+10
Sleep: 53
Space: 250
Time: 1000
Unknown
Chimeric Heritage
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
Void, Sovereign (Subrace)
Wraith, Nightmare
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 (previously called Life-Sight)
Shows the primary animating Affinity, usually Life, for creatures. Makes the eyes glow with blue-white fire
Inherited from Final Reaper
Blossoms’ Sleep
Can induce sleep on self with a defined wakeup time
Dream Blossom Dust
Runic Shielding Tattoos
Resists one attack of any sort. Does not require preactivation if the attack will kill or disable. Fully drains current MP to establish, drains SP to maintain, ends when hit. MP drained determines strength of blow that can be resisted, will fail if strength is exceeded but may reduce the power of the attack even if it fails. Effect is better with automatic activation
Self-created ability (Not actually tattoos, his skin/scales grows “naturally” in the correct pattern and color to create the effect)
Claws
Hands and feet have claws (all forms)
Essence Dragon
Wings
Six-limbed creature; all forms have wings. The wings are strong enough to be noticeable and might assist in gliding, but are not large enough to support actual flight.
Essence Dragon
Scaled Hide
Thickened, resistant outer skin layer, covered in most places with scutes
Essence Dragon
Filter
Details unknown; so far, Serenity has determined that it will output Essence when fed mana, but it does not seem to have a use at this time.
Linked Crystal Seed (True Core)
Amplify Aura
Details unknown; has a Power Reserve that appears to be required to allow it to function, but the method to fill the Power Reserve is unknown.
Linked Crystal Seed (True Core)
Increase Link Distance
Details unknown; has a Power Reserve that appears to be required to allow it to function, but the method to fill the Power Reserve is unknown.
Linked Crystal Seed (True Core)
Change Stone Type
Details unknown
Linked Crystal Seed (True Core)
Raw Mana Control (Horns)
When in a ley line or other high concentration of raw mana, choose where it flows in the body.
Self-created ability
Dhampir’s Default
When a Dhampir is casually examined, he or she appears to be a normal member of the living population.
Dhampir
Amorphous Restoration
Why should a cut matter when a body has no fixed form?
Turns energy into whatever the body needs, wherever it needs it. Can convert physical mass to energy; increased purity or organization or interest improves the conversion.
Voidling (Curiosity)
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
Deathstrike
Infuse your body or weapons with Death energy to deal additional damage. Costs Stamina
Death-Eater
Resilience of the Dead
Slightly increased resistance to certain status alterations
Death-Eater
Eat Death
Absorb Death energy found within the Death Eater’s aura. Absorption based on Affinity. Intensity of absorption can be varied but the ability cannot be completely disabled. Absorbed Death energy may be used as if it were Death mana. Dissipates with time.
Ability damaged
Death-Eater
Basic Analyze
Analyze a being for basic information. The being may be animal, Pathed, or monster. Other beings may be analyzed if they have any appropriate features. Items may not be analyzed
Battle Adept
Intermediate Unarmed Combat (Claw Variant)
Losing your weapons is not a disaster when you have weapons attached to your hands. Your expertise with claws is nearly nonexistent, but your general training with unarmed combat is transferable
Battle Adept
Infused strike
Infuse your body or weapons with energy to deal additional damage. Replaces Deathstrike. May use any Affinity held. Power of infusion scales with Affinity used. Costs Stamina
Battle Adept
Far Strike
Discharge the magic infused in your weapon to strike a single opponent at a distance. Stamina cost increases with distance
Battle Adept
Adept Aspect Form
Instead of infusing an Affinity into your weapon, infuse your Aspect into yourself. Limited time, consumes both stamina and mana, induces unconsciousness when the Form lapses
Battle Adept
Basic Sense Raw Magic
Detect background, non-attuned energy. This sense is always active
Child of Time
Linked Sight
You may share your vision and vision-based abilities with your Seer or anyone whom you share a similar Link with. They may also share their vision and vision-based abilities with you. Consumes Stamina per vision or vision-based ability shared in either direction. Vision ability costs are paid by the user instead of the originator of the ability, if applicable
Child of Time
Moment of Prescience
Know a moment ahead of time when something will kill or disable you or someone you wish to protect. Activation is automatic. Cannot be activated more than once a minute. Consumes stamina in inverse proportion to the threat
Child of Time
Time’s Eye
Your eyes see the motions of Time as it stretches and changes. The hidden is easier to see and the false easier to see through. Consumes Stamina
(Note: the Stamina cost is low enough that it can be maintained for hours at a time, though that will significantly reduce Serenity’s available Stamina for other uses)
Child of Time
Unbound
Time does not quite have the same hold on you as it does on others, and Fate does not rule you. You can slip between the lines of the future and past or even blur them if you have the desire and the strength. That which will be has no power over you, and you can break the strands of Destiny for others if you dare. This ability is always active and has always applied to you
Child of Time
Basic Identify
Identify an object to gain basic information on it, such as its name, basic properties, materials, and/or minor enchantments
Steadfast
Scale Hardening
Use Essence or Mana to reinforce your scales, making them harder to damage and more protective. Costs Stamina to maintain
Steadfast
Wait for an Opening
Study an opponent’s actions in combat to gain an intuitive understanding of the right time to strike
Steadfast
Second Wind
Convert some of a more filled resource pool (Mana, Stamina, or Essence) into an empty one. Consumes some of the converted resource
Steadfast
Stand Tall
Whether you are the last wall between your loved ones and your enemies or you simply love to fight, your ability to take a beating is exceptional. Blood loss, bruises, injuries, and even broken bones will not stop you. You can fight at the full effectiveness your body is capable of despite your injuries
Steadfast
Essence Sight
You can already sense Essence with your Aura. Sight adds precision and distance to your detection capability. This may be enabled or disabled at will. A visual effect may be present
Evoker
Physical Storage
You can store spells inside your own body to be evoked later. Stored spells may be evoked only by you and may be triggered at any time. All variable effects must be determined prior to casting. Stored spells will degrade with time and use of mana or essence in the area the spell is stored.
Evoker
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
Take Shape
Take Shape - You may assume the shape of any Form you know. Your personality and goals remain those of the Void Sovereign. Number of forms that can be known is affected by Ambit. Accuracy of learned forms will decrease with time; rate depends on Ambit.
Current known forms: Chimera, Hatchling Essence Dragon, Void Sovereign (Kernel), Human(?), Crystal Hilt
Void Dhampir of Essence and Mana
Merge
You may merge with another being. The merge may be contested. Success rate in a contested merge is affected by Ambit. Requires Void Sovereign form.
Void Dhampir of Essence and Mana
Entwined Magic
You can mix Mana and Essence magic freely, to achieve effects not possible with Mana or Essence alone. Passive.
Void Dhampir of Essence and Mana
Void Dhampir of Essence and Mana Locked Abilities:
Level 25 - Gaze of the Void - When you choose, you can infuse your gaze with the power of your connection to the Void. Effects vary. Power depends on Ambit.
Level 50 - 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.
Level 75 - Void Protector - From your Void Sovereign form, you may envelop someone or something. Instead of choosing to Merge with them, you may choose to Protect them, giving them a layer of armor formed from your physical self. This may also leave a permanent Mark (consent required).
Level 100 - Mold Magic - You can alter magic that has been given a steady form. Passive.
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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.
Home
“Earth will always be a home to you.”
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Serenity’s Gear List
Shield
Bow of Energy Arrows (has normal arrows as well)
Comfortable Bedroll
Storage Bag (pocket of backpack)
Cloak of Minor Disguise
Elemental Armor
Claw Stone
Naginata
Quick Belt (4 slots) - currently holds the shield, bow, naginata, and throwing axe
Boots of Far Step
Serenity’s Throwing Axe
Dreamstone in a box (the one Rakyn was supposed to deliver to the Conclave of Stars)
Dry-Erase Marker with Mana-Compatible Ink
Small golem statuette (“Lessi”) - activation phrase unknown
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Open Quests:
Tutorial Instruction
Restore the Lost
Path Quest Stage 3
Global Quest: Invaders
[Tutorial Instruction]
[Serenity must participate as an instructor in Phase One (training phase) of a tutorial at least once per Real-Time Day on average. Student participation is permitted when it does not conflict with instruction]
[Student participation into later portions of each tutorial attended as an instructor is permitted]
[Serenity may participate in additional tutorials as an instructor]
[Tutorials Completed as Instructor: 44/180]
[Mentor Quest: Restore the Lost]
[Initial Goal: Find out what Althyr means by “the Lost”]
[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 3]
[Goal: Repel the invasions threatening your friends and family. Aid from others is permitted]
[Reward: Varies depending on number of invasions expelled and contribution]
[Optional Goal: Repel all invasions threatening Earth. Aid from others is permitted]
[Optional Reward: Choose the location for Earth’s World Core Interface Crystal]
[Penalty for Failure: None]
[Penalty for Abandoning Quest: Discontinuation of Path Quest, Change in Path]
[Global Quest: Permanently deal with all Invasion Portals and remove the threat of the invaders]
[Quest Status: 13/512]