Difference between revisions of "Golem Quest"

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{{Infobox
|<big>Golem Quest by Bob</big>
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*[[Golem Quest Mordre Abilities| Mordre's Abilities]]
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*[[Golem Quest Skillsets| Skill Sets]]
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*[[Golem Quest Secret Bonuses| Secret Bonuses]]
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*[[Golem Quest Deep Spawn| A List of Deep Spawn Names]]
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*'''irc.rizon.net #golemquest'''
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|thread2pre=<nowiki></nowiki> ([http://pastebin.com/T7TLAtRe Summary])
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|thread4pre=<nowiki></nowiki> ([http://pastebin.com/bnq9892N Summary])
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|thread5pre=<nowiki></nowiki> ([http://pastebin.com/DmgjWGGq Summary])
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[ [http://tgchan.org/kusaba/quest/res/83524.html First Thread]]<br>
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:''There are multiple quests by this name.  For other uses, see [[Golem Quest (Disambiguation)]].''
  
[ [http://tgchan.org/kusaba/questarch/res/142119.html Second Thread]]<br>
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Golem Quest is about a newly sapient Soul Grave that names itself Mordre, then goes about building an empire. Started on November 29, 2009 by [[Bob]].
 
 
[ [http://tgchan.org/kusaba/quest/res/156884.html Third Thread]]<br>
 
 
 
[ [http://tgchan.org/kusaba/quest/res/177882.html Fourth Thread]]<br>
 
 
 
[ [http://www3.tgchan.org/kusaba/questarch/res/186331.html Fifth Thread]]<br>
 
 
 
[ [http://www3.tgchan.org/kusaba/questarch/res/195348.html Sixth Thread]]<br>
 
 
 
[ [http://tgchan.org/kusaba/quest/res/203684.html Seventh Thread]]<br>
 
 
 
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[ [http://tgchan.org/kusaba/questdis/res/316616.html Discussion]]<br>
 
 
 
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Golem Quest is about a newly sapient Soul Grave that names itself Mordre, then goes about building an empire. By [[Bob]].
 
  
  
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In no particular order as of yet (help?)
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The list has been ordered by first appearance/mention.  
 
 
The list has been ordered by first appearance/mention. Certain characters like for instance Lenryt and Eisenhardt are tricky to order as they technically appear early on in the quest, but through meta knowledge. - Grail
 
 
==Friendly==
 
==Friendly==
  
 
'''Mordre'''<br>
 
'''Mordre'''<br>
The primary character of Golem Quest, Mordre is a Soul Grave, a metal golem designed by the now dead Mosmordren Empire to use the souls of the fallen as it's fuel source. Finding itself newly sapient and sentient upon awakening to the blasted landscape of its former homeland, Mordre has vowed to take revenge on its destroyers, while at the same time crafting an Empire of its own design. As a sapient non-Life Golem, Mordre suffers the stigma of being anathema to nearly every major civilization on Zakrath, an immortal and powerful creation of war given the ability to plan and think for itself without orders. In order to avoid discovery and the subsequent annihilation that would likely follow, Mordre has adopted the personality of a kindly old mage, with a love for cats and maids, who has discovered how to control a golem over long distances. His true nature is now his most closely guarded secret, known only to two individuals other than the Premen, the first allies other than Arkus to accept his nature without trying to outright destroy him for it.
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[[Golem Quest Mordre Abilities| Mordre's Abilities]] (Sentient Anathema) The primary character of Golem Quest, with a soul of pure unadulterated Chaos (paradoxically while being fixed to a universal stillpoint: timeless, a horrendously Order quality), Mordre primarily inhabits a Soul Eden. Finding itself newly sentient and sapient--the mass of souls within the golem formed a gestalt consciousness due to the Curse/Mordecai's presence, caused by the recoil of Mordecai's Chaotic Soul magic working--upon awakening to the ruined landscape of its former homeland, vowed to take revenge on its destroyers and at the same time craft an Empire of its own design. As a sapient non-Life Golem, to nearly every major nation on Zakrath, Mordre suffers from the stigma of being Anathema: an immortal, potent creation of war given the ability to plan and think for itself without orders. To avoid discovery and likely subsequent annihilation, Mordre adopted the personality of a kindly old mage, with a love for cats and maids, who discovered how to control a golem over long distances; due to the resultant Belief, and posters' lack of sense when suggesting, Mordre suffers from bouts of forgetfulness. Its true nature is now its most closely guarded secret, known only to: Arkus, Kyorto, the Drazken, Lenryt, Ulzrick, Ellayia, the Order of Harmonious Discord, the Deep Spawn, Mordre's consumed Hero Souls. As an individual, only exists in one reality. Granted the title of Honorary Master Mage of Spacial Manipulation and Golemcraft, allowing Mordre access to every Mortal Coil outpost and their resources.
  
'''Arkus'''<br>
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'''Arkus'''<br>  
A major supporting character, and the first person to know Mordre's secret, Arkus also happens to be the one who originally woke Mordre from his stasis-like slumber. A poor destitute, Arkus grew up around death and poverty (though the location of his homeland is still unclear), an upbringing that instilled in him a firm sense of apathy to death and horror. As such, Arkus finds himself easily adaptable to new occurrences, however distasteful and outright horrible. It also fostered a desire to rise above such a position, and he now seeks to become a true mage, with his ultimate goal being to have the Mortal Coil directly request that he join them. As one of the few to know Mordre's secret, Arkus is functionally his second in command in all endeavors in the kingdoms, as he has a surprisingly vast wealth of knowledge of recent events in the core kingdoms. Under Mordre's sponsorship, he has also vastly improved in magical skill, reaching a level of power most aspiring mages work at for years in the space of months thanks to the wealth of study materials he has been provided in conjunction with own predisposition to learning. He plays the role of "Mage Mordre's" only apprentice to those who do not know the secret.
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[[Golem_Quest_Skillsets#Arkus| Skill-set link]] (Human/Male/Mage) A major supporting character, the first person to know Mordre's secret, the one who originally woke Mordre from his stasis-like slumber. Childhood poverty fostered a desire to rise above such a position: he seeks to become a true mage, with his ultimate goal being to have the Mortal Coil directly request he join them. As one of the few to know Mordre's secret, functions as second in command in all endeavors in the Warring States; has a surprisingly vast wealth of knowledge of recent events in the core states. Under Mordre's sponsorship, playing the role of "Mage Mordre's" only apprentice to those who do not know the secret, vastly improved in magical skill, reaching a level of power most aspiring mages work at for years in the space of months, helped by the wealth of study materials provided in conjunction with his own predisposition to learning. Currently generates World energy from around his veins and nerves: his two exposures to epic amounts of World energy altered his body and soul into a Mortal Caged One, a human patterned after a bound Planet God; spiritually immortal, capable of surviving bodily death, with more changes pending. A State Mage; tasked with the management of the Arcanoworks.
  
'''Logrk'''<br>
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'''Lorgk the Red Knight'''<br>
(Premen/Male/War Chieftain) First encountered in the Frostback Mountains, Logrk was the first organic being to block direct hits from Mordre and manage to damage him. As the Leader of the Drazken Clan, Logrk's motives were to attack the yeti and reclaim the bronze and ruby mine that had been wrenched from the Drazken's control for 70 years. After Mordre realized that he was being used by the yeti, he joined forces with Logrk and the Drazken to help take back the mine. Now, Logrk has renamed the mine Mordreden, to honor the metal warrior that had aided them and given them a second chance to rebuild and protect what was rightfully theirs. Logrk is a straight to business type, he doesn't screw around or mince words when he can help it. Logrk holds Mordre's words in high regard, and even gives him overwhelming control in political or diplomatic issues.
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(Premen/Male/War Chieftain) First encountered in the Frostback Mountains, the first organic being to damage and block direct hits from Mordre. As the Leader of the Drazken Clan, Lorgk's motives were to attack the Yetis and reclaim the bronze/ruby mine that had been wrenched from the Drazken's control 70 years ago. Foreseeing the Yetis' betrayal, Mordre joined forces with Lorgk and the Drazken to help take back the mine. A straight to business type: doesn't screw around or mince words when he can help it. Holds Mordre's words in high regard, giving Mordre overwhelming control in political or diplomatic issues. After giving over his family sword, True Edge, he now bears <b>Legalloth</b>, the Legacy of Lorgk, formerly Abaeloth's crystal magic-absorbing sword, containing all the souls of Lorgk's ancestors, the bearers of True Edge, save Draz, and will probably contain his own soul too, when he dies. Wears the <b>Slayer's Bastion</b>--formed from his old bone armor, blood vestments, and the Shell of Gavrock, bound with Goran bone and Red Steel--a reactively offensive set of durable armor stealing spilled blood to form sanguine armor. Bang's gift, the <b>Boots of the Earth</b>, grants Lorgk significant land speeds.
  
 
'''Mingsk'''<br>
 
'''Mingsk'''<br>
(Premen/Male/Head Shaman) Mingsk is the relatively young, but head shaman of the Drazken clan. He is originally from the clan, but had to campaign against Fekk for his position. He argued that the clan Fekk had come from has not had to battle for two years and Fekk would be a poor leader in the face of battle. When the matter came down to a duel Mingsk defeated Fekk handily. He used his own style of combat magic, a style which is focused on empowering his body, giving him hardened skin, increased muscle, and flexible bones.  
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(Premen/Male/Head Shaman) The relatively young head shaman of the Drazken clan. Though originally from the clan, he had to campaign against Fekk for his position, arguing that the clan Fekk had come from had not had to battle for two years, making Fekk a poor leader in the face of battle. When the matter came down to a duel Mingsk defeated Fekk handily. His own style of Combat Magic focuses on body-empowerment: hardened skin, increased muscle, flexible bones.  
  
 
'''Sugro'''<br>
 
'''Sugro'''<br>
(Premen/Male/Shaman)Surgo is an elder shaman of the Drazken clan. He was once the head shaman, but his position had been wrested from him by Mingsk.  
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(Premen/Male/Shaman) An elder shaman of the Drazken clan. Once the head shaman, but Mingsk wrested the position from him.  
  
 
'''Kyorto'''<br>
 
'''Kyorto'''<br>
(Human/Female/Mage/Deceased) Kyorto is a past mage of Mosmordre, now manifesting as a spirit. She is bound to a building in the ruins of Mosmordre, close to where Mordre was found. She is close to being resurrected by Mordre in return for promised service/assistance.  
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(Human/Skin Life Golem/Female/Mage) A past mage of Mosmordre, manifested as a spirit bound to a building in the ruins of Mosmordre, close to where Mordre was found. Resurrected by Mordre in return for service/assistance, in the form of a Life Golem made from the skins of World mages woven together into a tapestry. Her illusion magic allows her to appear to others in her old form. Currently disguised as an old colleague of Mage Mordre. A State Arch-Mage; supervising half of the State's outposts.
  
'''Oggroth the Mountain'''<br>
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'''Oggroth the Hungry Mountain'''<br>  
(Premen/Male/Warrior) Oggroth respects power in a warrior and holds Mordre in the highest regard. He wields a large ball-on-chain and sports heavy armor made by Del Roga.
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[[Golem_Quest_Skillsets#Oggroth_The_Mountain| Skill-set link]] (Premen Life Golem/Male/Warrior) Respects power in a warrior and holds Mordre in the highest regard. Wields a large ball-on-chain. Now a Life Golem created through Soul Infusion. Modified by Dorgrum, Jojo, Heol, and Mordre to be able to eat for conversion to the building blocks of his body, to handle the mass of souls within his body; innate durability and strength much increased, allowing him to support fighting unarmored, crumple armor, and shatter bone with bare-handed strikes. Being used by Lorgk as a prestige booster, as a Goran-like underling.
  
'''Jojo'''<br>
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'''Jojo'''<br>  
(Premen/Male/Shaman) Jojo is a user of the rare Soul Dreaming magic. He has the ability to affect the reality of people who are asleep. Jojo is crippled but manages to move around using magical 'legs' that cannot be seen with the naked eye.
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[[Golem_Quest_Skillsets#Jojo_the_Stand| Skill-set link]] (Premen/Male/Shaman/Physical Souldreamer) A user of the rare Souldreaming magic, and Ulzrick's and Heol's Souldreaming teacher. Moves around using invisible Dreamed legs.
  
 
'''Fekk'''<br>
 
'''Fekk'''<br>
(Premen/Male/Assistant Shaman to Mingsk) Fekk comes from the Garott clan, a clan larger than the Drazken. He campaigned to become the head shaman, touting his experience working with large groups of shaman. He practices a style of combat magic in which he infuses cold or heat onto his limbs, making his blows exceptionally dangerous. Fortunately for Mingsk he managed to avoid many of these and defeated Fekk in single combat for the position of head shaman.  
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(Premen/Male/Shaman/Deceased) From the Garott clan, a clan larger than the Drazken. Campaigned to become the head shaman, touting his experience working with large groups of shaman. Practiced a style of Combat Magic in which he infused cold or heat onto his limbs, making his blows exceptionally dangerous. Fortunately for Mingsk, he managed to avoid many of these and defeated Fekk in single combat for the position of head shaman. Eaten by Goran in the battle between the Drazken and the Gorkin.  
  
'''Lenryt'''<br>
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'''The Wanderer/Lenryt'''<br>
(Human(?)/Female(?)/Grand Elder mage) She is an enigma shrouded in mystery. She first appeared in the forests outside Duras to meet with Mordre and recover 'The Caged One', a being that was residing within him. She granted him the power necessary to crate Immortal Genocide and the ability to do magnetomancy in exchange for surrendering 'The Caged one'. She has called on Mordre in the past to do favors for her in exchange for granting him a gift of his choice and has indicated that she will continue to do so.
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(Planet Eater/Human/Female/Grand Elder Mage) A super-sized entity, the soul of a planet that underwent Maginova and ate the souls of the other planets of his solar system, fused with a human girl (who was, and still is, part of a drama group before the merge, forming the reason for the only time the Wanderer puts aside all his planning and does everything it can to act like a normal little girl). As Lenryt's soul was annihilated in the merging, the Wanderer desires to revive her soul if possible, which he strives to do by eating souls. First appeared in the forests outside Duras to meet with Mordre and recover a Caged One Fragment. Granted Mordre the stabilization of the Chaos that became Immortal Genocide and the ability to do Magnetomancy in exchange for the Fragment'. Has called on Mordre in the past to do favors for her in exchange for a gift of Mordre's choosing; indicated she will continue to do so. The first person to kill a Grand Elder mage, and also a child that killed two. Restricted to never steal but to 'pay' for anything of value (exact wording unknown).
  
 
'''Delro'''<br>
 
'''Delro'''<br>
(Premen/Male/Peace Chieftain) Mordre has only met Delro a few times, and has not had a direct conversation of substantial length to reveal more about him. All Mordre is aware of is that Delro is Logrk's second in command and is more suited to diplomacy rather than straight combat.
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(Premen/Male/Peace Chieftain) Lorgk's second in command: leads the Makers, handles non-combat diplomacy.
  
'''Ugrokk the Tall'''<br>
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'''Ugrokk the Tall/Reaping Thunder Shadow'''<br>  
(Premen/Male/Warrior) Specializes in tactical combat and axes. Lots and lots of axes.
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[[Golem_Quest_Skillsets#Ugrokk_the_Tall| Skill-set link]] (Premen/Male/Warrior) Specializes in tactical combat and axes. Has an armor made by Del Roga which grants invisibility by absorbing heat and light; allows releasing all stored energy in a very painful bright flash; attached to the armor is a prosthetic arm ('''The Whispering Grasp''') made by Gialgorra and his three youngest daughters; built into the armor is a Gialgorran-made engine powering two back-mounted arms bearing grappling cannons, air-to-fuel converters for elbow-mounted thrusters, and spiked tungsten maces in place of hands with each spike a perpetually spinning drillbit.
  
 
'''Del Roga'''<br>
 
'''Del Roga'''<br>
(Human/Male/Blacksmith) His workshop, Del Roga & sons, located in Hletwa crafts amazing arms and armor using a blood absorbing axe that provides a complete image of the customer as well as a rundown of all their strengths and weaknesses.  
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(Human/Male/Blacksmith) His former workshop, Del Roga & Sons, located in Hletwa, crafted amazing arms and armor using a blood absorbing axe that provides a complete image of the customer as well as a rundown of all their strengths and weaknesses. Forced to leave his shop after being effectively ruined by the Steel Fists for delaying their order in favor of Mordre's. Currently works at the Arcanoworks.
  
'''Derkin the Machete'''<br>
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'''Lord General Derkin the Machete'''<br>  
(Human/Male/Rogue) Derkin is a former bandit who was captured in the forests near Duras. He now serves Mordre as a military CO.
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[[Golem_Quest_Skillsets#Derkin_the_Machete| Skill-set link]] (Human/Male/Rogue) A former bandit who was captured in the forests near Duras, now serving Mordre as a military CO, and as the commander of the Air Calvary. A Lord General of the State's armies.
  
 
'''Ozmand the Hammer'''<br>
 
'''Ozmand the Hammer'''<br>
(Human/Male/Heroic Warrior) Ozmand was a capable warrior with his trademark hammer. He died while assisting Mordre defeat Verther. He was absorbed into Mordre willingly as a way to keep fighting after death. His soldiers are now commanded by Ozrick.
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(Human/Male/Warrior/Deceased) A capable warrior with his trademark hammer, died while assisting Mordre defeat Verther and assented to being consumed by Mordre as a way to keep fighting after death. His soldiers are now commanded by Ozrick.
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'''Olmezca'''<br>
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(Sapient Stone Golem) A Stone Golem with a sapience apparently much like Mordre's. Serves Lenryt, encountered with her in the woods near Duras. Can speak Premen from when he wandered their land long ago, when his creators waged war with the Premen.
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'''Dulu The Golemslayer, Golemslain and Golemforged'''<br>
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[[Golem_Quest_Skillsets#Dulu_The_Golemslayer.2C_Golemslain_and_Golemforged| Skill-set link]] (Half-Premen/Half-Human/Male/Small Tomb/Golemnslayer) '''DUUUUUUULUUUUUUUUUUUUUUU'''!!!!!!! Bound to Weinsho's service by threats and some form of magic. Mordre's most worthy foe, having been noted to be exceptionally powerful and perceptive for a mortal. Prefers to approach problems and diplomacy honestly and head-on, finding tricks and deceit distasteful. Naturally, this put him at odds with his one-time employer, who had put him into a Small Tomb as both punishment and insurance against his further defeat. All three Soul magic bindings on him have been removed: one by Jojo, another partially by Mordre and Jojo, and the last along with the remnants of the second by Eldghodd. Currently in the Land of Dragons, after acceding to traveling with Mordre there for unknown reasons.
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'''Askeladd'''<br>
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(Human/Male/Warrior) An agent of the Reavers Of Nibelheim known for being unflappable. Met during a job: to hunt down a mage, Mordre, and somehow remove him from Duras. The group itself is small, expensive, but in high demand for their skill. When fulfilling contracts, they prefer to find the easiest path and avoid combat when possible. If forced into it however, they are incredibly effective.
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'''Bjorn'''<br>
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(Human/Male/Berserker) A member of the Reavers of Nibelheim. Outside of combat he is a very skittish and cautious man. When in battle, becomes a berserker, fighting unarmed, ripping out throats with his bare hands and leap twenty feet in a single jump, all the while screaming.
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'''Ozrick the Ogre Mauler'''<br>
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(Dream Construct/Human/Male/Warrior) Constructed through the Dream techniques Mirroring and Redaction by Ulzrick to provide someone who accepted him unconditionally; can utilize Dream as a Combat magic. With Ulzrick's focus, effort, and power, and while Ozrick is within Ulzrick's line of sight, Ozrick can 'teleport' by simply existing in a different location and regenerate from all harm. The apprentice to the late Ozmand 'the Hammer' and now leads his troops. Part of the State army, a captain commanding a hundred heads. Strangely, Phohn gives no appellate to Ozrick. A Council's Champion.
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'''Sir Keddic Harksburton the 4th The Golden Lion'''<br>
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[[Golem_Quest_Skillsets#Sir_Keddic_Harksburton_The_4th_the_Golden_Lion| Skill-set link]] (Human/Masharksben/Male/Warrior) His soul is a giant core of Order, a self-building tower that replicates newly experienced Order, the experience of adventures added, layer by layer; mastered White Blood, to gain Universal White Blood Competancy. The inheritor of the Way of Harksburton, a fighting style created by his family. Created the offensively focused Way of Harksburton sub-style, Sanguine Kinetic Pugilism, and the Haemosphere, whose creation made Keddic a Masharksben, Mortal and Blood combined, a weaver and claimer of blood. Can summon his sword out of his own blood so long as the Proud Lion is close enough to be detected. Wears the '''Lion's Hide''', a Blood cloak woven with the Spined Lion's skin. Works with Mordre to promote own growth. A State Mage and Council's Champion.
  
'''Ozrick'''<br>
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'''Moss Withermane'''<br>
(Human/Male/Warrior) He is the apprentice to the late Ozmand 'the hammer' and now leads his troops. He is also Ulzrick's older brother.
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(World Parasite) Attracted to the World Magic from Mordecai, Moss acts like Mordre's faithful hound, when by Mordre's side. Fed the strange stone that emitted World Magic, it has been growing ever since--twenty five feet tall at last mention. Little is known about its origins. Produced several strange seeds that suck up World magic.  
  
'''Sir. Keddic Harksburton the 4th'''<br>
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'''Ulzrick (Prime) the Ogre Swordsman/Knight'''<br>  
(Human/Male/Warrior) Keddic is the inheritor of the WAY OF THE HARKSBURTON, a fighting style created by his family. He is charged with adding to it in some meaningful way before passing it on. All members of the Harksburton bear a blood oath against Aurockoth, the god of blades, a humanoid life golem who has slain several of the Harksburton successors. He is currently traveling with Mordre as a way to ease boredom and improve his technique.
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[[Golem_Quest_Skillsets#Ulzrick| Skill-set link]] (Human/Male/Schizophrenic/Warrior/Physical and Mental Souldreamer) Ozrick's brother, Jojo's former apprentice, Eisenhardt's current apprentice. Shows talent in the planning and strategy side of warfare, unmatched in infiltration in the Arcanoworks. Has a natural affinity for Will Magic and SoulDreaming--manifestations of Ulzricks' Cosmic Soul and Transdimensional Stillpoint, meaning that Ulzricks naturally are Order-aligned and lack the barriers separating their mind from other Ulzricks' minds. Inherited Dream Recollection after melding with First, and Muscle Space/Flexrick after defeating Fellaloon. Due to the results of incredible fuck-ups on the part of the suggesters, Prime currently is cut off from the Greater Dream, the core of Ulzricks' existences; however, Prime-bound existences can still communicate with Ulzrick (e.g. Ulzricks from collapsed possibilities that were pulled to Prime so as to preserve as much of the Ulzrick collective as possible due to Prime's status as an Anchor--an anchoring point for the Ulzrick collective). Wields <b>Crash Course</b>, and wears a purple fur cape as a sign of his officer status in the State military, Abaeloth's Cloak, and Ogrimarick (an eyeless, ogre-themed purple leather Mask). Strangely, Phohn gives no appellate to Ulzrick, nor can Phohn hear the minds of those bound to Prime. Blind. A State Mage and Council's Champion.
  
'''Ulzrick'''<br>
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'''Ellorika'''<br>  
(Human/Male/Schizophrenic/Warrior/Apprentice Shaman) Ulzrick shows talents in the planning and strategy side of warfare. He has some magical skill in the area of will magic and can use very basic Magnetomancy. He is a rare user of SoulDreaming Magic and is Jojo's newest apprentice. He is Ozrick's younger brother.
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[[Golem_Quest_Skillsets#Ellorika| Skill-set link]] (Human/Female/Former Peasant/Warrior/Leader) Commands troops for Mordre and serves under Derkin. I'd hit it. Arkus would too. The commander of the Arcanoworks' Golem Armor regiment, a regiment of walking tanks, currently being experimented with by Derkin, Arkus, Del Roga, and Jezebel. A Council's Champion.
  
'''Ellorika'''<br>
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'''Vespinto'''<br>  
(Human/Female/Former Peasant/Warrior/Leader) She now commands troops for Mordre and serves under Derkin. I'd hit it. Arkus would too.
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[[Golem_Quest_Skillsets#Vespinto| Skill-set link]] (Human/Male/Former Peasant/Warrior) A stealthy fighter specializing in bladed warfare of all forms with an affinity for stealthy operations. Serves under Derkin as a CO for Mordre's troops. Wields the <b>Dawn Craze</b> (two very keen blades of gold and steel, forged by Eisenhardt, connected from the hilts by a chain), two Blood swords, with a multitude of various lesser blades. A Council's Champion.
  
'''Vespinto'''<br>
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'''Jezebel'''<br>  
(Human/Male/Former Peasant/Warrior) A stealthy fighter who specializes in bladed warfare of all forms. Has an affinity for stealthy operations. He serves under Derkin as a CO for Mordre's troops.
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[[Golem_Quest_Skillsets#Jezebel| Skill-set link]] (Human/Female/Inventor) From the Western Islands, now working at the Arcanoworks. I'd hit it. Ulzrick would too.
  
'''Jezebel'''<br>
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'''Lucrazzia Gialgorra'''<br>
(Human/Female/Inventor) Jezebel came from the Western Islands. She is standoffish and specializes in non-magical weapons of varying forms, especially those designs involving water or electricity. I`d hit it.
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(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. Prone to long winded and overly exuberant tangents; has a propensity for invention like her father. Met at the entrance to her father's home, manning the front desk; she then led Mordre to her father's arena. Known to wear several pairs of goggles and many scarves.  
  
 
'''Dr. Toledo 'Steel' Gialgorra'''<br>
 
'''Dr. Toledo 'Steel' Gialgorra'''<br>
(Human/Male/Inventor) Dr. Gialgorra loves '''SCIENCE!'''. He invented CANTI, a Golem operated by technology rather than magic. He is displeased with the fact that magic is used as a stopgap way to overcome problems when science is perfectly capable of doing the same, if not more. Due to this he blames magic for holding back scientific advances and has issued a challenge to the world to defeat CANTI using any other Golem. He has not lost as of yet and has faced over 800 opponents including Lord Donwick Dregas and his former golem, Silicanthos. He has 4 Daughters.  
+
(Human/Male/Inventor) Loves '''SCIENCE!'''. Displeased with the stopgap usage of magic to overcome problems when science is perfectly capable of doing the same if not more, he invented C.A.N.T.I., a Golem operated by technology rather than magic. Blaming magic for holding back scientific advances, he issued a challenge to the world to defeat C.A.N.T.I. using any other Golem; in his Dapper Adventurer, a suit of armor made for fighting alongside C.A.N.T.I., he and C.A.N.T.I. have not lost as of yet, facing over 800 opponents. Has 4 daughters. The governor of a collection of islands, the Gialgorran Expanse. Regards C.A.N.T.I as the son he never had.
  
'''Lord Donwick Dregas'''<br>
+
'''Lord Donwick Dregas'''<br>  
(Human/Male/Noble/Golem Operator) First encountered in the western islands, Lord Dregas was seen as a participant in the contest to defeat Gialgorra's steam golem. His golem Silicanthos performed valiantly against CANTI until it was demolished by Gialgorra's Supreme Voltaic Beam. With no golem, and hard times cast upon his family, Lord Dregas had resigned himself to return home empty handed. That is, until Mordre extended an invitation to the Kyogrock Arcanoworks. After finding a piece of Silicanthos that wasn't vaporized, and claiming a clay golem by the name of Giodiaz that was left behind in a failed assassination attempt, Lord Dregas accepted the offer. Now he works in Mordre's service by managing finances and other diplomatic measures.
+
[[Golem_Quest_Skillsets#Lord_Donwick_Dregas| Skill-set link]] (Human/Male/Noble/Golem Operator) First encountered in the Western Islands, as a participant in the contest to defeat Gialgorra's steam golem. His golem Silicanthos performed valiantly against C.A.N.T.I. until it was demolished by Gialgorra's Supreme Voltaic Beam. With no golem, and hard times cast upon his family, resigned himself to return home empty handed. That is, until Mordre extended an invitation to the Kyogrock Arcanoworks. After finding a piece of Silicanthos that wasn't vaporized, and claiming a clay golem, Giodiaz, that was left behind in a failed assassination attempt, he accepted the offer. Now working in Mordre's service as Minister of Finances. Reactivated Silicanthos with the State Capital's Leyline Geyser.
  
 
'''Mage Wendelin'''<br>
 
'''Mage Wendelin'''<br>
(Human/Female/Mage of the Mortal Coil) She is skilled in rune craft and has inscribed her staff and stone golem with a multitude of runes. Met when she was attacked by the operator of the small tomb Diozagrath. The golem severed one of her arms, but through quick action she was saved by Mordre, Professor Gialgorra, and Sofiazza Gialgorra. In gratitude she gifted to Mordre several books the Mortal Coil uses to teach its students rune craft.
+
(Human/Female/Mage of the Mortal Coil) Skilled in runecraft, inscribing her staff and Stone Golem with a multitude of runes. Met when she was attacked by the operator of the Small Tomb Diozagrath. The golem severed one of her arms, but through quick action, Mordre, Professor Gialgorra, and Sofiazza Gialgorra saved her. Gifted Mordre several books the Mortal Coil uses to teach its students runecraft in gratitude.
 +
 
 +
'''Sofiazza Gialgorra'''<br>
 +
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. Enjoys explosions and firearms. Her arms have been replaced with (detachable) synthetic prostheses that give her capabilities far beyond the human norm. Her weapon of choice: a belt-fed 40 millimeter repeat fire gun with a drum canister.
 +
 
 +
'''Anastazia Gialgorra'''<br>
 +
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. Mentioned as creating advanced medical devices used within her father's facility. Her creations managed to save Mage Wendelin's arm after it was severed by Diozagrath.  
  
 
'''Ellayia'''<br>
 
'''Ellayia'''<br>
(Human(?)/Female(?)/Rogue) First encountered in a raid on Diomand's warehouses, she has thus far been able to elude face to face contact by perching herself on rooftops. She has been keeping tabs on Mordre for quite some time now, but her intent has not been malicious. A deal was brokered for her services before departing the western islands, if she procured information on Weinsho or succeeded in killing and taking his skin, a very handsome sum of money would await her. Her most direct form of travel is through an enchanted item called the Spatial Grapnel, it allows her to attach a grappling hook to anything and swing about from point a to b and so on, this is only limited by what her mind can conceive the grappling hook attaching itself to.
+
(Immortal/Human/Female/Rogue) First encountered in a raid on Diomand's warehouses, she had been keeping tabs on Mordre for quite some time, though her intent had not been malicious. Her most direct form of travel is through an enchanted item, the Spatial Grapnel, a grappling hook that can attach itself to anything her mind can conceive the grappling hook attaching to and swing from point a to b and so on. Mordre possesses a stone for the purposes of communication to Ellayia. Apparently an Immortal soul possessing various bodies. Working for Mordre.
 +
 
 +
'''Lord Brigadier General Quinton Delevas'''<br>
 +
(Human/Male/Warmage) A Warmage of the Azelhaedran State, tasked with the supervision of an outpost near the Arcanoworks, formerly Mordre's direct superior in State matters. Apparently tried to pass off Mordre's accomplishments in the State as his own.
 +
 
 +
'''Magnum Bang The Human Dynamo, Annihilator Of Armies, Smasher Of Sieges, Cracker Of Castles'''<br>
 +
[[Golem_Quest_Skillsets#Magnum_Bang_The_Human_Dynamo.2C_Annihilator_Of_Armies.2C_Smasher_Of_Sieges.2C_Cracker_Of_Castles| Skill-set link]] (Human/Male/Masked Warrior) His abnormally small soul is almost pure Chaos, creation, tying in with his roguish eccentricities, a product of his gifted Quantum Computation. An unarmed fighter beyond compare, capable of incredible feats, sworn to use only Curatiomancy. Wears the Forever Rising, an ever-shifting scarf, shading from scarlet to brassy sunrise orange upon which seven masks stand in stark relief (each with their own individual appearance), throbbing with a form of life, yeti leather bonded with the threads. A strong battlelust compels him to travel all around to find conflicts to satisfy himself. Currently travels with Mordre for the conflicts wherever Mordre goes. Wears a dark red mask named Red Eye of the Dynamo (teasingly, Nagging Wife; original name was White Sapient Legacy), with gaps over his scalp, mouth, jaw, and nose, eyeholes barely as large as his eyes, adorned with spiral stylized to look like an eye, ends canted and angled, the coiled line a brilliant orange, like fire made cloth. Would like to get to know Collete the Colossus more intimately. A State Mage and Council's Champion. Holder of the Champion's Belt, which manifests the Mask's persona.
  
'''Magnum Bang The Human Dynamo, Annihilator Of Armies, Smasher Of Sieges, Cracker Of Castles'''<br>
+
'''Fierce Dragon Lubu The Unparalleled'''<br>
(Human/Male/Warrior) Magnum Bang is a unarmed fighter without comparison and is capable of incredible feats. He has various runes of power tattooed unto his very bones. They allow him to 'draw out his latent energy' and make full use of his bodies potential at any given moment. He uses a style of combat magic to supplement his technique. He has a strong battle lust and travels around the country to find conflicts to satisfy himself. He is currently traveling with Mordre because Mordre attracts conflict wherever he goes. It has been revealed that he would like to get to know Collete the Colossus more intimately.
+
(Human/Male/Warrior/Dragon) An absolutely enormous and ever-growing Legendary Soul, the High Dragon, the Emperor, of the Land of Dragons, he has mastered the ten most famous arts of the Mass Connection styles, allegedly the first and only individual in recorded history to master all aspects of Mass Connection. Ridiculously strong, instantaneously mastering and surpassing the original's techniques when shown those techniques with his perpetual Moment of Inspiration save for Dream techniques. After killing the former Emperor and the said Emperor's only son and heir, a civil war sparked off; a custom of his peers is to test their strength against an Emperor that overthrows the previous Emperor by force--with which he responded by gathering powers to him to defend his army and striving to weaken his own strength to preserve the joy of battle. Really, all he wants is a challenging fight.
  
'''Carkiano'''<br>
+
'''Figment'''<br>
(Human/Male/The Blue Knight) He is The Blue knight, Golem Armor operator/Warrior. Much like Mordre, Carkiano leads a force to restore Order in the Azelhaedran State. Trade and talk of future alliances was discussed at length before a storm interrupted and forced the two to go their separate ways. Carkiano employs the use of a Golem Armor entirely composed of Blue Steel, also in his arsenal of resources are the Hounds, Life Golems under Carkiano's direct control that travel and assist where he cannot.
+
(Dreameater/Localized God) A Souldreamer personality that took over a Dreameater when it consumed him, inhabiting the Souldreamer's still-living body. Can completely integrate the Dream into reality up to fifty feet around him; as the resulting reality is his Dream, effectively a god within that field. Speech patterns indicates he sees Zakrath as a play: the Caged One is 'the stage', the Deep Spawn are 'the stagehands', Lubu, Broggamek, and potentially Mordre are 'central characters', and everybody else are 'characters'. Mmade references to the 'fourth wall' and 'the audience'.
  
'''Dame Valiria'''<br>
+
'''Lord General Carkiano the Blue Knight'''<br>
(Human/Female/Knight) She is the Daughter of Carkiano and sister of Vonjeen. She escorted Mordre to meet with her father, the Blue Knight. Dislikes the overprotective nature of her father and brother alike.
+
(Human/Male/Knight) Much like Mordre, led a force to restore order in the Azelhaedran State, with a comprehensive setup of several captured outposts in the South. Uses a Blue Steel Golem Armor, that takes a small piece of his soul and magnifies it to golem levels to enhance his actions, a sword ('''Midnight Storm'''), a spear ('''Dawn Thunder'''), a shield, and a cloak for the storage of all his equipment ('''Dreamcloak'''); also in his resources are the Blue Hounds, Life Golems under Carkiano's direct control that travel and assist where he cannot. Feels indebted to Mordre. A Lord General of the State's armies.
 +
 
 +
'''Dame Valiria'''<br>  
 +
[[Golem_Quest_Skillsets#Dame_Valiria| Skill-set link]] (Human/Female/Knight) Daughter of Carkiano and sister of Vonjeen, Valiria escorted Mordre to meet with her father, and stayed for a while at the Arcanoworks. Dislikes the overprotective nature of her father and brother alike. A Council's Champion.
  
 
'''Knight Vonjeen'''<br>
 
'''Knight Vonjeen'''<br>
(Human/Male/Knight)He is the son of Carkiano and brother of Valiria. Mordre briefly interacted with him on the way to the lodgings of the Blue Knight. Vonjeen is the overseer of a mining operation under the Blue Knight. Vonjeen was noted to have some manner of hidden strength, Oggroth observed that Vonjeen's sword did not furrow the ground despite it being much too large for a man of Vonjeen's stature. Whether this phenomenon is caused by pure wrist strength or some means of magical augmentation, is currently unknown.
+
(Human/Male/Knight) The stuttering son of Carkiano and brother of Valiria, overseer of a mining operation under the Blue Knight; noted to have some manner of hidden strength: Oggroth observed that Vonjeen's sword did not furrow the ground despite it being much too large for a man of Vonjeen's stature--currently unknown whether this phenomenon is caused by pure wrist strength or some means of magical augmentation. Before it was stolen by Jak, had a Golem Armor, scavenged from Mosmordre (<b>The Blue Devil</b>, named for the blue tint of its red/almost-black metal when surrounded by the blue Soulfire, formed from Order and Chaos coexisting in the same area to mutual benefit rather than destruction, it produces), that drains the wearer's soul or the souls of the buffer, to power the Soulfire. A Council's Champion.
 +
 
 +
'''Samuel 'Sam' Vimes'''<br>
 +
(Human/Male/Mercenary Captain/Deceased) A retired soldier turned career watchman, the head of a freelance security force. Personified stubborn determination, an expert of Blood Combat Magic and a master of blood rage. A good friend of Del Rogo and a friend of the people. His platoon includes possibly Anathema life golems. In the service of the Azelhaedran State, investigated the Arcanoworks and Mordre's recent activities (and nature, be it sapient Soul Grave or eccentric mage) before being called away. Killed by Domintus.
 +
 
 +
'''Reinhardt'''<br>
 +
(Armor-Suit-Bound Soul/Small Tomb) A Paradox Knight, of the Order of Harmonious Discord, dedicated to keeping the balance of things. Eisenhardt's ancestor, a dead soul bound to a suit of armor, sent to the Arcanoworks with Kyrchesia to verify if Mordre is not a threat to civilization. Approaching the Arcanoworks aggressively, though backed off once Kyrchesia told him off, and once they were persuaded that Mordre was not a psychopath.
 +
 
 +
'''Kyrchesia'''<br>
 +
(Rainbow-Robo-Unicorn-Bound Soul/Small Tomb) A Paradox Knight, of the Order of Harmonious Discord, dedicated to keeping the balance of things. A dead soul bound to a metallic, chromatic unicorn, sent to the Arcanoworks with Reinhardt to verify if Mordre is not a threat to civilization. Reinhardt's mount, and the one to reveal that the two's true natures.
 +
 
 +
'''Dolg'''<br>
 +
(Premen/Male/Shaman) A Shaman who joined the Drazken during their merger with a smaller tribe. Taken off the task of constructing a magical binding to cage Khordu and Dorgrum to teach Lorgk Combat Magic. With his aid, Lorgk began his journey to become a Shaman, first focusing on magically increasing Lorgk's speed and swiftness.
 +
 
 +
'''Dorgrum'''<br>
 +
(Deep Spawn) Embodies the concept of HUNGER, and his form revolves around FACES and EATING. One of the two individualized Deep Spawn that attacked the Drazken. Currently serving as liason between Eldghodd and Mordre (and, by extension, the Drazken).
 +
 
 +
'''Khordu'''<br>
 +
(Deep Spawn) Embodies the concept of RENDING, and his form revolves around FANGS and EDGES. One of the two individualized Deep Spawn that attacked the Drazken.
 +
 
 +
'''Eldghodd'''<br>
 +
(Deep Spawn) A Scientiomancer, the System Administrator for the region surrounding the Drazken Clan mine (presumably the Frostback Mountains region).
 +
 
 +
'''Captain Falcon'''<br>
 +
(Human/Male/Mercenary) The only independently contracted mercenary force fighting in the Azelhaedran state at the behest of the State operating without any assistance or support, this singular fighter is renowned for being a one man army, and for having perfected brutal, one hit kill techniques able to smite anything he can touch. Known for being able to jump on air as if it were a solid, weight bearing surface without issue, achieving a pseudo-flight, and being completely impervious to fire of all known sorts. Said to be supremely fast, though there have been no direct observations to support this claim as of yet, unlike his pseudo-flight and fire immunity. Lost both his physical and spiritual arm in the Domintus fight. Tutoring Vonjeen.
 +
 
 +
'''Fersh'''<br>
 +
(Premen/Female/Maker/The Wounded Healer) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. Despite having her legs chewed off and blinded, managed to heal himself, possessing great power over healing--but she herself is crippled, almost worse then a Souldreamer: she can never heal her own wounds and has no powers to replace them. Lukgo's mate. Brought from Gialgorra custom-made mechanical legs and eyes that allow her to move and 'see' with a form of tremorsense.
 +
 
 +
'''Lukgo'''<br>
 +
(Premen/Male/Warrior) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. A nasty blow to the head during the battle left this young warrior with blinding pain when struck by even light blows, ruining his chances at ever being the great warrior he'd always envisioned himself as. Strives to perfect all those warrior's skills which do not involve direct fighting (e.g. tactics, scouting, tracking) so that he might continually prove himself valuable to the clan in spite of his limitations. Cranial surgery and implants from Gialgorra removes his weakness and betters his improved cognition capability.
 +
 
 +
'''Nanal'''<br>
 +
(Premen/Male/Shaman/Deceased) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. Always fascinated with the power of Blood Magic more than the others, used his power to try and destroy the Deep Spawn, but lost an arm for his trouble. Having been conscious while losing large amounts of his own blood, had time to think and feel on the blood magicks he wielded. Eventually, gained such mastery over Blood that he could form an arm sculpted from blood. Devoured by Goran in the battle against the Gorkin clan. ;_; tears were shed.
 +
 
 +
'''Heol'''<br>
 +
(Premen/Female/Shaman/Physical Souldreamer) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. During the Great Spell that opened the cavern, Heol was the shaman that held the magic together. The backlash from the spell releasing the Deep Spawn from the mine and the spear of a backstabbing Yeti left her broken and her soul disjointed from her body. Weak, too weak to be noticed save to those sensitive to disembodied souls (like Mordre), she needs to build her power, relearn magic of every sort, and will then become a being of pure magic--but until then, she is a ghost upon the ice. Currently learning Dream magic from Jojo; as she sacrificed her entire physical existence, she has great potential, though she still is less powerful than those who sacrificed their mind or soul, proportionally.
 +
 
 +
'''Oz The Breaker, Left Handed God of the Fist'''<br>
 +
(Human/Male/Warrior/Living Legend) A master of several styles of Mass Connection, the creator of Ghosthand and Breaker style, a combat addict; a left arm of Lorxotite and palladium, a right forearm of Blood Iron. His only family is dead; he blames Hui for that. Finally gained a student in Bagrom and started his school in the capital.
 +
 
 +
'''Bagrom Tyotworro'''<br>
 +
(Human/Male/Warrior) A practitioner of the Jade Soul Style of Mass Connection, but, because he refused to comply with his master's orders to use only what he is taught, never to experiment with the style, he cannot master the style and learn to use the greatest techniques the Jade Soul Style has to offer. Sought out Oz to teach him--the style Oz created will likely sync well with Bagrom's way of fighting--and was accepted as Oz's first student after Oz chopped off his right arm at the elbow.
 +
 
 +
'''Korgotyo the Chained'''<br>
 +
(Rageglut/Male/Warrior) A self-owned Rageglut, is a practitioner of the Chaining Calamity Style, likely a Master of the style; teaches the style at the school in Waltora. Very old, living from before Shangod (the High Dragon before Lubu) was High Dragon.
 +
 
 +
'''Ancestral Dragon Jaegrezweistrik The Radical AxeGod'''<br>
 +
(Armor-(or Axe-)Bound Soul/Small Tomb/Dragon) An Ancestral Tomb, a Paradox Knight of the Order of Harmonious Discord, and a Dragon (the only Ancestral Tomb to hold that title for three hundred years [two hundred of those years <i>as</i> Dragon, but the difference doesn't matter]) dwelling within the Land of Dragons. The suit of armor he may be bound to (the other candidate is his axe) is an excessively colorful blue-base suit, which matches with his giant ever-shifting axe he talks and produces music from in excessively attention-getting oriented speech patterns, which is entirely Word Magic.
 +
 
 +
'''Ash Dragon Jioga the Arbiter'''<br>
 +
(Human/Male/Warrior/Dragon) A Dragon and a vassal of Lubu, joining Lubu to have ready access to a superior soul, to forcibly evolve himself in this fashion. Highly proficient at runecrafting, Chronomancy, and Tractomancy, he fights by striking once with a simple and plain sword, but makes it so that he strikes many times in many places. Has a slightly antagonistic relationship with Mordre, professing his enmity to stem from Lubu's fickleness; with Mordre's arrival and actions to earn favor with the High Dragon, he believes his own position would be damaged if Mordre succeeds.
 +
 
 +
'''Torruga'''<br>
 +
(Rageglut/Male/Warrior) Part of Mordre's Metal Skulls of the Indelible, the new 17th Imperial Giant Brigade, the command of which was gifted to Mordre as a reward for going above and beyond expectations. The most promising of the Ragegluts under Mordre's command: though first impressions (dressed without the uniform and bearing a non-standard weapon: a sword) cast him as the rebellious one, he later proved to be the one to most quickly absorb the lessons his trainers had to teach. Looking to understand Rageglut blood more, Keddic currently teaches Torruga the fundamentals of Blood Magic when there is time; he has shown ability to create 'sticky' blood tendrils.
 +
 
 +
'''Goggalor'''<br>
 +
(Rageglut/Male/Warrior) Part of Mordre's Metal Skulls of the Indelible, the new 17th Imperial Giant Brigade, the command of which was gifted to Mordre as a reward for going above and beyond expectations. One of the more unique Ragegluts under Mordre's command: he bears some Imperial make variable lens contraption strapped over his eyes to correct for near-sightedness, wears constantly a skullcap between head and helm, has some resistance/immunity to lightning, very impressive jumping ability, and has issues with larger beings attacking/bullying smaller beings (which, as a Rageglut, presents a mental obstacle for him as he is bigger in almost every way than most of the beings he has to fight).
 +
 
 +
'''Ellenaym'''<br>
 +
(Blood Parasite) Manifesting as a female maid of blood. Named for Keddic's dead wife. A construct, with a soul of her own, made with a combination of Blood and Soul magic of an alternate Keddic Harksburton the First after meeting a wandering Puppeteer; she exists so long as there is blood under the ownership of a living Harksburton. Her capabilities are: independent action and movement up to thousands of feet, manipulation of form to any degree of hardness/rigidity/flexibility, assistance in repurposing claimed blood and converting it to Harksburton blood, and anti-magic. Manages all living Harksburtons' set of blood. Sarcastically self-effacing.
 +
 
 +
'''The Lined One'''<br>
 +
(Human/Male/Warrior/Immortal) A Living Legend, who created the Winding Pathway styles after attaining Immortality. Owns a Soul Grave, Sync, apparently with magic scaling abilities; the circumstances in which mastership over Sync was obtained are as of yet unknown. Master of Keddic in the Winding Pathway.
 +
 
 +
'''Captain Gilbrent'''<br>
 +
(Human/Male/Warrior) The Captain of the Edge Purists, a division of the State capital forces specializing in utilizing magical items to overwhelm excessively lethal foes for which armor is a hindrance with multiple fast, nimble and heavy-hitting soldiers. Wields Capital Edge, a Blue Steel broadsword that is his symbol of office, and two thin and curved custom-work sabers.
 +
 
 +
'''Dolrick'''<br>
 +
(Human/Male/Warrior) An Edge Purist. His sole magical item is Break Blade--a Sword Grave, currently composed of the Everfeast's sword, a yellow crystal sword with Black Steel studs, a massive greatsword, and the original Break Blade--a Ordered Red Gold grip and guard paired with a Chaotic Red Steel blade slaved to be multi-phasic and trans-dimensional in its application of harm, permentantly keyed to his Ownership, preventing outside manipulation while held in hands or in sheathe. The sword has a single stylized L etched onto the blade, a symbol of the Dolrick's status as one of Lenyrt's vassals. Has received many alchemical augmentations, the primary being an universal super soldier augment boosting durability/toughness/stamina/reflexes, with another being magic sensing--allowing him to locate and typify any nearby magic, and have a default base understanding of what is being wrought. The first Ulzrick, the one who created the Collective, for the purpose of giving him time and power to achieve Immortality, by reincarnating him in his prime. Independently Legendary in Dream, Soul, Order, Blood, working to return Belief to Legendary status, and upper-tier heroic in all other aspects of magic; hides his true strength though. Disappeared after reading a manuscript concerning Chaos and Order Motes. Working in the Western Front of the Second State.
 +
 
 +
'''Mauser'''<br>
 +
(Cat) Apparently one of Catbeard's cats, met in one of Weinsho's outposts; warned Mordre and company away, claiming Catbeard was battling a Dreameater. Due to what apparently was a collective Dream Redaction on Mordre and company's part, Mauser became the Mauser referenced throughout Mordre's HAM antics--the effects: memory implants, tin armor and lance changing into Morphic toy armor and the Spear of Temporal Dominion (which means Tractomantic magics imbued). With dried fish and catnip bribes, Mordre lured Mauser into becoming something like Mordre's pet, maybe.
 +
 
 +
'''Keddic Harksburton the 3rd the One-Eyed Lion'''<br>
 +
(Human/Masharksben/Male/Warrior) An inheritor of the Way of Harksburton Combat Magic style, and the current head of the Harksburton family, the Third focuses on durability and strength. Heavily-runed platnium-plated, tungsten-carbide alloy prosthetics, inset with massive sapphires, replaced the lost forearms and lower legs--with the prosthetics, the Third can replicate the Fourth's Winding Way shockwave; a magic-sensing rune is housed in the socket of the lost eye. Not great at politics--blunt and impossibly direct in personality, though that makes him great at commanding soldiers.
 +
 
 +
'''Keddic Harksburton the 2nd'''<br>
 +
(Human/Masharksben/Male/Warrior) An inheritor of the Way of Harksburton Combat Magic style, the Second focuses on speed and attrition--famously, he complained that armor only slowed him down. The manager of Harksburton finance, and generally the one smoothing over the Third's political mistakes. Has the most success with Keddic's teachings.
 +
 
 +
'''Kyalora Harksburton'''<br>
 +
(Human/Masharksben/Female/Warrior) An inheritor of the Way of Harksburton Combat Magic style. The sister of the Fourth, interested in the power of the Blood Lions; the second best in the learning curve, with signs of fractal design and structural Order boosting in her Haemosphere.
 +
 
 +
'''Oxlion'''<br>
 +
(?) Constructed by the First to be the ultimate servant to the head of the Harksburton family, a combination of the Obdurate Ox and the Proud Lion.
 +
 
 +
'''Weismahn'''<br>
 +
(Deep Spawn) A Scientomancer, the System Administrator for the region about the State; has enough trading partners for corpses and tech that only living, mortal forms are of interest; 100 mortals are enough for 1 Deep Spawn core (no bulk deals, but bulk trades are viable). Can be reached at any time by saying his name at the Arcanoworks; has requested name to be kept from Mordre's followers, as he does not like being called without purpose.
 +
 
 +
'''Kaisara'''<br>
 +
(Human/Female/Mage) A World mage in training, a Magic Sensor powerful enough to detect Truth, kidnapped by Ellayia in fulfilling a job from Mordre, who offered a research position under Arkus, which Kaisara accepted. Maniacally curious concerning magic.
 +
 
 +
'''The Fan'''<br>
 +
(Planet Eater/Human/Male/Research Assistant) A Planet Eater who likes entertainment, something to play audience to. Hosted in a lowly, expendable assistant in a LoD War Hound research facility.
 +
 
 +
'''The Critic'''
 +
(Planet Eater) A Planet Eater who follows The Fan to fix up any problems which may arise from The Fan's heedless actions.
 +
 
 +
'''The Jester'''
 +
(Planet Eater) A Planet Eater who booted the Chaos Motes from Ulzrick's head.
 +
 
 +
'''Magnum Boom the Unmasker'''<br>
 +
(Human/Male/Warrior) Bang's father, a former Masked Warrior who took off his Mask, Tomb Sight, and started to kill Masked Warriors and Fell Masks alike to collect Masks to craft a cloth Mask suit and Leather Mask overlay which would allow him to travel back in time to the time of his wife's death. Has a skull, Carlos, that accesses and manipulates massive amounts of Death Belief. Working with Bang to save Magnum Kapow.
 +
 
 +
'''Mar Grun Ram Mag Mon The Wise'''<br>
 +
(Morgren/Male/Warrior) The Stone Knuckles' leader, whose pelt whitened with age; leads with cunning. Leads the Pan-Morgren Army.
 +
 
 +
'''Gorr Rup Mar The Destroyer'''<br>
 +
(Morgren/Male/Warrior) Gorth's son, acting-leader of the Iron Skulls clan; larger and bulkier than an Overarmored-Soul Eden; leads with force. Serves as Field Pariah under Mordre's banner.
 +
 
 +
===Mordre's Deep Spawn===
 +
 
 +
[[Golem_Quest_Deep_Spawn| A List of Deep Spawn Names]]
 +
 
 +
The 50 Deep Spawn that Eldghodd gave Mordre--33 actual Deep Spawn: 15 used for Mordre's soul, 2 used to upgrade Burduko and Velada. If left unhatched for at least a season, the eggs will gain too much chaos (consequences unknown). (Three months left, as of day 150.) Mordre's soul recovers exponentially, fully recovering in a cycle after making nine Deep Spawn. Implanting eggs into existing Deep Spawn forcibly evolves, improves, and restarts their existances, which could result in new abilities. All Deep Spawn know all languages Mordre knows.
 +
 
 +
Unless stated otherwise, all Deep Spawn presumably are a perfect balance of Order and Chaos, their souls in two distinct parts for the chaotic now and the ordered forever. Deep Spawn grow by adding to their souls' Chaos/Order balance--normally done passively over time via exertion and experience providing enough potential energy to cause the shift, though directly manipulation via Soul Magic is possible if dangerous.
 +
 
 +
Current general restrictions: to Mordre, to truth, to not create technological implants, to not speak of Mordre's nature to those who do not know of it, to not start violent confrontations unless in the defense of their own existence/that of designated allies' or under Mordre's specific command, and one more as of yet unknown.
 +
 
 +
'''Nihilino'''<br>
 +
(Deep Spawn) Embodies NOTHINGNESS, form of EXISTENCE and EMPTINESS. A twelve foot tall and completely featureless humanoid shape with a hole that opens into oblivion where its face would be. A cloak writhes free from gashes that sprout on its body, and leather black as sin tightly bind about the form, as excess nothingness floats behind the figure, a cape and wings alike from moment to moment. Has Order dominating, forming two-thirds of his soul. Can slowly erase others' existences through touch, render the souls of those who gaze into the maddening hole in its blank face into nothing, and create Chaos Annulment Cores (Order spheres that sacrifice their existence to unravel Chaos in all its forms). Bound to do no harm to allies by means of his gaze or inadvertent touch, though it will only dull friendly fire as much as possible, not outright banish it. Nihilino's spawn are simple orbs of shadow, consuming what they touch, omnidimensional pits that swallow all without fear of growing full.
 +
 
 +
'''Mothbern'''<br>
 +
(Deep Spawn) Embodies the Concept of DESSICATION, form of DUST and BONES. A ten foot tall archetype of an organic deathknight, merely a skeleton--its bones alien: spurs, spikes and fangs naught seen on any living thing traverse it's surface; upon its body, chitinous armor worked into depictions of wailing beings of all sorts, seeking reprieve from their own frailty, the images in question constantly shifting, displaying the quintessence of mortality, of knowing an end comes. A sword shimmers into existence in its hand, a blade vaguely reminiscent of True Edge if swollen to immense proportions, a dark, pitted metal that seems only partly there. Has Chaos dominating: change and time happening far too fast. Contact with Mothbern, whether through sword or Armor of Dessication, ages/decays/etc. the touched. Mothbern's spawn are dessicated corpses with freakish strength, capable of tearing bodies limb from limb.
 +
 
 +
'''Sadronm'''<br>
 +
(Deep Spawn) Embodies the concept of LEADERSHIP (STRATEGY), form of MAGNIFICENCE and INSPIRATION. A vaguely amphibious, vaguely reptilian precursor slaved to humanoid shaping with a staff of carved bone, throbbing as clumps of ochre goo slips and slides about the staff, vibrating as the air flows by, clutched in the hands of this eleven foot tall fresh existence. Sadronm usually does not fight directly, but directs its spawn--tangled masses of snapping serpents with fangs dripping with venom--and other spawn if leave is given, to fight optimally.
 +
 
 +
'''Phohn'''<br>
 +
(Deep Spawn) Embodies the concept of COMMUNICATION, form of WIRES and SOUND. A mass of wires with a humanoid upper body and an unraveling lower body, eventually fading into a haze that spreads about the ground for feet around it, towering some fourteen feet high. Capable of hearing words spoken/thoughts "spoken" by anyone Phohn meets when thinking of Phohn, translating them, and projecting the translated words into a target's head. Innately typifies everyone met. Drains a very tiny bit of Will with every communication.
 +
 
 +
'''Zelgoto'''<br>
 +
(Deep Spawn) Embodies STRENGTH, form of STONE and STEEL. A being one would almost take for a Stone Golem, if the stone did not heave with breaths, if it did not emanate a clear sapience. Nearly the size of the Soul Eden, Zelgoto has a Resilient form, with mountain peaks-turned spikes jutting from its form. The strongest of Mordre's Deep Spawn, in a purely physical sense, and second in durability. Zelgoto's spawn take the form of hunching beings with stone teeth and horns emerging from beneath heavy pelts of hair.
 +
 
 +
'''Vandgurd'''<br>
 +
(Deep Spawn) Embodies the concept of PROTECTION, form of METAL and IMPENETRABILITY. A massive being with arms dwarfing even the Soul Eden's siege arm, with skin pitted and dully gleaming as if wrought of a baleful metal. Its horrendously top-heavy body is some eleven feet above the ground, minus its neckless head atop its shoulders. The most durable of Mordre's Deep Spawn, the second in strength, and the most capable physically. Can ignore depth, folding space, as its arms leap through perception to reach distant objects. Vandgurd's spawn take the form of heavyset life-size dolls of metal.
 +
 
 +
'''Aggocrag'''<br>
 +
(Deep Spawn) Embodies the concept of GUTSY EARTH, form of MOUNTAINS and RED HOT ROCKSLIDE. A figure some thirteen feet tall, mountain and magma conjoined, fury radiating from its every fiber. Crystals hewn from the heart of the Mountain cover its form. The third toughest and strongest, in terms of durability and physical strength, of Mordre's Deep Spawn, but also able to exude magma at will.
 +
 
 +
'''Burduko'''<br>
 +
(Deep Spawn) Embodies the concept of SPEED, form of TRANSPORT and CONVEYANCE. Before a core was implanted, a thin form some eleven feet tall, body like alabaster tortoiseshell, adorned with a prolific number of vents, obscuring smoke emitting from each one in turn like some humanoid pipe organ. After, beneath what used to be cloth wrappings, with sullenly burning eye sockets, a hollow metal humanoid cage, organically cast, in the center of an aerial vortex, howling winds swirling into an eternally tiny tornado. The hilt of an oddly sheathed blade that formerly was Burduko's right arm casually cupped, the living metal fusing between the points of contact. Transportation available to visited areas, locations identical to visited areas, and Mordre given time to focus if Mordre is in an unfamiliar area; barring outside aid or identical locations method, safe transportation only of those with Deep Spawn-level regeneration and non-living objects. Has localized wind current manipulation, centered around the three-dimensional cyclone around form, allowing flight in speeds considerably above its impressive ground speed. Burduko's Deep Spawn Tractomantically imbued sword, made from its own body, has Severance inclined aspects. When Burduko is conjoined together with Velada, they protect an area from spacial and temporal shenanigans. <s>Burduko's spawn takes the form of masses of cloth and blurred air, wrapped and coiled about until the trapped wind looks like fluttering mummies.</s>
 +
 
 +
'''Velada'''<br>
 +
(Deep Spawn) Embodies the concept of CHRONOLOGICAL STABILITY, form of GEARS and CONTINUITY. A cloud of red fliers swarming about a metallic hive in a vaguely humanoid shape, always shifting and buzzing, the beats to their wings seeming to almost make a pervading backbeat of an ever ticking clock. Serves as a temporal anchor, undoing any aberrations in the flow of time. Velada's spawn are monstrous mechanical bees.
 +
 
 +
'''Murhyihal'''<br>
 +
(Deep Spawn) Embodies the concept of RESTORATION, form of TOOLS (For repairing metals) and CRYSTALS (For healing fleshbits). A being growing as a mass of crystal and metal in a vaguely humanoid shape, it is able to give up its own body to replenish others; spines on its metallic portions allow incredible manipulation, to aid in construction as well. Its voice is like a saw on metal. The crystals dotting its form, similar to Inverted Soulfire, hold within them the potential to revert, to unharm, restoring injuries by sacrificing their existence. Can supply proto-metal that takes on the characteristics of metal around it, rather than specific types of metal; can fully restore five Deep Spawn before running out of materials for further healing, and needs half a cycle to recover (or one Deep Spawn's worth of healing per day). The regeneration provided requires a compliant recipient (i.e. healing cannot be administered on the fly, time must be put aside for it), and allows even magically sustained wounds that would otherwise pierce regeneration to be combated. Murhyihal's spawn are giant leeches, only able to grant passive, non-stacking regeneration of a spawn of equivalent quality possesses to their (living, at least partially organic) host.
 +
 
 +
'''Akeakam'''<br>
 +
(Deep Spawn) Embodies the concept of STRENGTHENING, form of OIL and NEEDLES. A being not to fight, but to make others fight more ably; a towering mass of shifting needles festooning a transparent membrane holding thousands of gallons of some perilously shadowed fluid, an oil so dark it eats the light around it flows all about, radiating a power one can scarce fathom. Akeakam's personal enhancement is multi-tiered: a passive Combat Magic that steals magic from foes on contact to add to one's own mana pool, which is then directly converted to direct body amplification--body hardening and improved reaction time. Akeakam's spawn are simple sacks and a single needle, carrying a brilliant red elixir, granting a stackable strength enhancement equivalent to conventional spawn though still inferior to Deep Spawn; all twenty on a single person can potentially make a normal human stronger than Vandgurd or Zelgoto. The spawn hold enough energy to provide a ten minute boost before needing at least an hour to regenerate fluids, while Akeakam regenerates more slowly but has a much larger reservoir.
 +
 
 +
'''Nidhogg'''<br>
 +
(Deep Spawn) Embodies the concept of BEASTS, form of WRATH and STRENGTH. A Beast Parasite, inhabiting and drawing power from a unensouled body and its existence, warping it, changing forms by slaying and consuming the creature desired as host. Gains power through the experiences of these bodies and can bring that potency with it to new hosts (e.g. an older Nidhogg potentially can elicit similar potency as a dragon from a cat). Cannot articulate words in any way, so bound into dominating animalistic and primal essences, though comprehends verbal orders or via Phohn. Fully brings the Deep Spawn augmentations, regenerative and direct bolstering alike, and methods of consuming power through feasting (e.g. eating members of the same species as the current host for quick empowerments which can potentially lead to Core Being levels of power given enough individuals) into its host, and removes the need to eat from its host. The form, abilities, and number of spawn are partly dependent on the current host. Currently, host is a fairly young female dragon and has the following modifications: significantly stronger physically, enormously more powerful magically, regeneration unscaled at the rate of its smaller brethren, sixty significantly stronger than normal wyvern-like spawn, twice original strength of its innate ability to feast on magic, and expanded methods of Combat Aeromancy and Gravimancy (much more nimble, partly extended innate magic into the realm of the Arcane, now able to reach up to fifty feet from its body).
 +
 
 +
'''Dompaggio'''<br>
 +
(Deep Spawn) Embodies the concept of INQUIRY, form of ESPIONAGE and STEALTH.  A pile of jet black clothes, the stitching and tailoring style always shifting, a masked face with a monocle ringed in eyes the only accent visible beneath its tophat of smoke, a gloved hand, and a voice ''too'' normal, rich, calming, indulgent, the voice of a storyteller one longs to listen to.
 +
 
 +
'''Welgahoo'''<br>
 +
(Deep Spawn) Embodies the concept of LAND IMPROVEMENT, form of LIVING WORLD SPIRITS and CONNECTED NETWORKS. A biped, green and brown, like a forest made flesh, with no eyes or mouth. Main purpose is to convert inhospitable/infertile land into a paradise of greenery; can also help plants grow faster.
 +
 
 +
'''Bobobo'''<br>
 +
(Deep Spawn) Embodies the concept of KNOWLEDGE, form of BOOKS and WORDS. The Tome Bobobo, The Book of Possibilities--eight feet tall, five feet deep, and two feet wide, its cover a shaggy pelt, its pages lined with teeth. It can accurately answer almost any question asked, drawing on knowledge from many realities, identifying patterns to conclude information about this reality. As its spawn are its anchors to other possbilities, its spawn cannot be manifested in the Setting it occupies.
 +
 
 +
'''Rutgur'''<br>
 +
(Deep Spawn) Embodies the concept of STORAGE, form of WHITE CLOAKS and BLACK COFFINS. A robed figure, a series of chained coffins floating around him, each one fit with double doors, ever so slightly cracked open. Two shadowed wrinkles could be eyes, but with no mouth. Things stored are sunk into a trasdimensional pocket where time does not flow: everything is kept in static storage until release. A significant amount of magically active items stored together can overwhelm Rutgur's ability to contain.
 +
 
 +
'''Mahklargg'''<br>
 +
(Deep Spawn) Embodies the concept of TRAINING, form of INSIGHT and RESPECT. A black-skinned humanoid monster whose size equals Mordre's, its veins blowing as blood so brilliantly red beats through its system; despite its piercing scarlet glare, flat white teeth, a face less monstrous than misshapen.
  
'''Collete the Colossus'''<br>
+
'''Aehroahquia'''<br>
(Human(?)/Female/Warrior) Mentioned by Bang.
+
(Deep Spawn/Weapon Grave) Embodies the concept of FLOW, form of ACID and SHAPESHIFTING. Implanted into the Edge of Oblivion, granting the sword all the usual Deep Spawn augmentations.
 +
 
 +
'''Ekron'''<br>
 +
(Deep Spawn) Embodies the concept of LIGHT, form of ENERGY and LIGHTNING. An entity of solid light, photons made flesh, formed from an Inferno Golem. Can move near the speed of light; speed drops below sonic when as Hard Light, which is required to affect matter. However, can create photon rays with sufficient energy to burn or melt. Invisible if not emitting photons.
 +
 
 +
'''Fortgon'''<br>
 +
(Deep Spawn/cannon barrel) Embodies the concept of FAVORABLE PROBABILITY, form of GOLD and JADE. Implanted in topmost barrel of the Ruin Revolver.
 +
 
 +
'''Nechrahno'''<br>
 +
(Deep Spawn/cannon barrel) Embodies the concept of MISFORTUNE, form of SHATTERED MIRRORS and RAVENS. Implanted in bottommost barrel of the Ruin Revolver.
 +
 
 +
'''Fjordak'''<br>
 +
(Deep Spawn/Circulatory System) Revolves around the principles of Blood and Flow. Implanted in Techno-Organic Circulatory System. Fjordak's spawn take the form of microscopic amplifiers in the whole mix of Blood Iron and Colored Mercury where it imbues its entire essence into the resonating magic of Goran, Mordre, and the internal Deep Spawn.
 +
 
 +
'''Yamanatos'''<br>
 +
(Deep Spawn) Implanted in the Heaven Forge as a System Administrator. The Gatekeeper of Eden.
 +
 
 +
'''Ridfanre'''<br>
 +
(Deep Spawn) Implanted in the Heaven Forge as a System Administrator. The Administrator of Eden.
 +
 
 +
'''Acronum'''<br>
 +
(Deep Spawn) Embodies the concept of ADMINISTRATION, form of CALCULATION and TRANSLATION. A hive existence whose body is made of small cubes, each side inscribed with a character or a number.
 +
 
 +
'''Colossi'''<br>
 +
(Deep Spawn) Embodies the concept of ARMOUR, form of DEFLECTION and ARTICULATION. Implanted in Overamor.
 +
 
 +
'''Tallagga'''<br>
 +
(Deep Spawn) Embodies the concept of VISION, form TRUTH and EYES. Implanted in right ruby eye.
 +
 
 +
'''Orochoth'''<br>
 +
(Deep Spawn) Embodies the concept of ILLUSIONS, form of FALLACIES and MIRRORS. Implanted in left ruby eye.
 +
 
 +
'''Ark Ascendant'''<br>
 +
(Deep Spawn/Sphere) A Sphere that became a Deep Spawn after the implantation of a Deep Spawn core.
 +
 
 +
'''Idoneus'''<br>
 +
(Deep Spawn) Embodies the concept of CONSTRUCTION, form of SHAPING and ASSEMBLY. A sculpture made of thousands of thin, translucent strips of paper, a hollow humanoid vaguely inclined towards arachnids--beyond having eight long, delicately fingered hands.
  
 
==Known 'enemies'==
 
==Known 'enemies'==
 +
 +
'''Yeti Elders'''<br>
 +
(Yeti/Shaman/Deceased) Mordre's first real enemies, who attempted to trick Mordre into helping them defeat the Premen Drakzen Clan, from whom they'd stolen a valuable ruby mine. Mordre saw through their ruse and helped the Premen retake their mines.
  
 
'''Goran The Magic Eater'''<br>
 
'''Goran The Magic Eater'''<br>
(Premen/Warrior/Mage(?))Goran is the leader of the Gorkin Clan who in turn lead many Premen clans with an iron fist
+
(Premen/Male/Warrior/Mage/Deceased) The leader of the Gorkin Clan who in turn lead many Premen clans with an iron fist. Known to have survived hundreds of years past the normal lifespan of a Premen, made nonmortal by his binding to the concept of Hunger, ala the Deep Spawn--fittingly, as a student of Dorgrum. His skin completely immune to magic; his mouth consumed it. A Combat Phonomancy and basic Arcane Gravimancy user, picked up and refined over the centuries. Now dead, soul eaten by Mordre.
 +
 
 +
'''The Caged One'''<br>
 +
(Core Beast/Planet God) A Core Beast/Planet God, still sleeping and has not awakened/undergone Maginova. Encountered two identified fragments of the Caged One: the entity that first possessed Arkus in the Frostback Mountains, then possessed Mordre, and finally taken by Lenyrt to be given back to the Deep Spawn; and Lorgk's family sword, True Edge, who attempted to possess Lorgk and turn him into its puppet to commit genocide to the Deep Spawn, and threatened to unmake Mordre. As per information given by Eldghodd, the Caged One is caged by the System, which had to be modified because, instead of most, it developed a life after having a soul (most develop a soul after having a life); like all Cosmic Souls, it is a Dimensional Stillpoint; it desires freedom, able to warp the world around it if the the System does not siphon off excess energy.
 +
 
 +
'''Core Beings/World Nightmares'''<br>
 +
(Sanguine and Ethereal Excretions and Runoff of The World) A threat and an inevitability of the System, formed when pressure is shunted from the System. Despite/because of their nation destroying power, cannot support themselves without a vessel to host them, without which leads to them burning their existence. In-quest, met two Core Beings: Timmy, and the Core Being in the Land of Dragons that was summoned into a host. Both are Bad News, as the Timmy tapped into a deep running Leyline to gain power, draining the color from the world around it (which is highly ominous), and the LoD Core Being couldn't even be hurt until Mordre destroyed its damage-nullifier with Immortal Genocide's anti-magic field.
 +
 
 +
'''Timmy'''<br>
 +
(Core Being/Caged One Fragment?/Deceased) The talking!Core Being in the cellar of the barn in the northern field of Trekel; suggested to be a talking Caged One Fragment by Kyorto and Eldghodd. Powered by Chaos/Order explosions and ambient souls drawn from leagues around. Killed by Lubu, who subverted Timmy's soul-draw into directing all its energy into preserving the souls contained.
  
 
'''Verther The Bandit King'''<br>
 
'''Verther The Bandit King'''<br>
(Human/Mage/Magnetomancer) Verther was Eisenhardt's apprentice. Ran an army of bandits with the (assumed) purpose of attacking Del Roga for the information stored in his magical axe. (Deceased)
+
(Human/Male/Magnetomancer/Deceased) Eisenhardt's apprentice, ran an army of bandits with the (assumed) purpose of attacking Del Roga for the information stored in his magical axe.  
  
'''Dulu The Golemslayer, Golemslain and Golemforged'''<br>
+
'''Albert Weinsho'''<br>
(Half-Premen/Small Tomb/Golemnslayer) Dulu is bound to Weinsho's service by either threats or some form of magic, also '''DUUUUUUULUUUUUUUUUUUUUUU'''!!!!!!! Dulu is Mordre's most worthy foe, having been noted to be exceptionally powerful and perceptive for a mortal. Dulu prefers to approach problems and diplomacy honestly and head-on, finding tricks and deceit to be distasteful. Naturally, this puts him at odds with his current employer, who has put him into a Small Tomb as both punishment and insurance against his further defeat
+
(Human/Male/Archmage/Deceased) A mage who gained some measure of competency with Soul Magic, wished, along with Eisenhardt, to take Del Roga's axe to find information on one of his customers. Had holdings in the Azelhaedran State, among them several captured research outposts, and in the Land of Dragons. After Dulu's death, summoned away the soul and bound it into a Small Tomb designed specifically to play against Mordre's weaknesses. In combat, always preferred the odds stacked in his favor. Unlike Eisenhardt, believed in taking multiple apprentices at a time, several of whom made off with some of his papers and summoned a Core Being in the fields near Trekel. Ultimate goal: acquire power, enough to make him a ruler. Eisenhardt believed he would be a visionary but lacked the means to actually get a seat of such power. Apparently found a way to survive death, growing stronger and assuming a more monstrous form (the last observed was a amorphous mass of Black Soulfire surrounding a Soulfire star-core) with each death. Currently stored as a mass of Inverted Black Soulfire star-core, beating slowly like a heart-beat, in Mordre's Gialgorran island base.
  
'''Weinsho'''<br>
+
'''Lord Barcho'''<br>
(Human(?)/Archmage)
+
(Human/Male/Wannabe/Deceased) A mage who had taken control of one of the abandoned research outposts in The Azelhaedran State. After a clever ploy, Mordre had him and his men surrendered within his own base and learned he was in fact no mage at all--skill-wise: less competent than Arkus at the time, only managing to figure out how to recreate the hand-cannons by piecing together the notes and testing them over the course of two years. Mordre ultimately snapped his spine and ate his soul, earning him not much more than he would from a normal soul.
  
 
'''Balboa'''<br>
 
'''Balboa'''<br>
(Human/Hero/Magical Item User) Balboa worked for Weinsho. He slaughtered every man woman and child in Berluut with the help of Dulu. (Deceased)
+
(Human/Male/Magical Item User/Deceased) Worked for Weinsho. Slaughtered every man woman and child in Berluut.  
 +
 
 +
''' Daobo The Bloody'''<br>
 +
(Human/Male/Mage/Deceased) A Blood mage and student of Weinsho. His soul gave Mordre minor competency with Blood magic.
  
 
'''The Metal Titan Eisenhardt'''<br>
 
'''The Metal Titan Eisenhardt'''<br>
(Human/Mage/Master Magnetomancer) Eisenhardt allied with Weinsho.  
+
(Human/Male/Master Magnetomancer) A near-Legendary mage descended from Reinhardt allied with Weinsho, approached the Arcanoworks in search of Mage Mordre, and fought Mordre, seeking to kill Mordre in retaliation for the death of his apprentice, Verther. The first round ended in a standstill from Eisenhardt's perspective; the second was cut short due to Mordre's use of humor to remove Eisenhardt's willingness to fight at that time. Has a Blood Iron armor, though it is unused until he can pull up a Leyline close enough to the surface to replace the lost magical stamina. Controls half of the State's outposts from his base--one of Weinsho's formerly controlled outposts--as retirement, apparently; stills holds a grudge against Mordre.
 +
 
 +
'''Diomand'''<br>
 +
(Human/Male) A gang leader of the Western Islands, with an enmity for Gialgorra, and funded a failed attack against Gialgorra. Fled the island; picked up by Weinsho to use against Mordre. Staying under the radar, with Weinsho out of the picture: with no backer, he knows he cannot do much.
  
 
'''Cyfus Oteldt'''<br>
 
'''Cyfus Oteldt'''<br>
(Human/Pirate) He is the current owner of The Shell of Gavrock, former member of the port guard. Payed Gialgorra to repair the Shell's engine, disappeared shortly after. Resurfaced as a pirate, uses the Shell of Gavrock to terrorize and plunder merchant ships in the waters of the western islands. Gialgorra encourages us to search for him and end his criminal career, a venture we will no doubt be pursuing in the future.
+
(Human/Male/Pirate/Deceased?) Once the owner of The Shell of Gavrock, a former member of the port guard who payed Gialgorra to repair the Shell's engine and disappeared shortly after. Resurfaced as a pirate, using the Shell to terrorize and plunder merchant ships in the waters of the Western Islands. Presumably deceased: Gialgorra was able to use the Shell to improve the Slayer's Bastion.
  
'''Aurockoth'''<br>
+
'''Aurockoth, The God Of Blades, The Reaper Made Flesh, The Living Sword, The Soul Grave Slayer'''<br>
Life golem
+
(Life Golem) Fearing the Soul Graves, the Castiliathen Empire, with the help of the world's other nations, created a Life Golem specifically designed to combat them. Originally a man from the Cazterria house, a rival warrior house to the Harksburtons, nominated to act as the base for the golem. They fused his soul one hundred and ninety three times with souls of other beings. Somehow Aurockoth survived the process and became what some would call an avatar of war and power, responsible for the destruction of three of the six demolished Soul Graves, two of which he did without any aid. After the war, he disappeared, but is known to go wherever there is a good fight to be had. Nearly all other warriors fear him: Dulu notes that the only one he imagines that could best him in direct confrontation is Jak Stryfe The Golemslayer. Usual method of fighting: create a sphere of blades and spurs around him from his flesh, slaughtering all who come within the boundaries of the sphere; against those who present a challenge, uses a heavily runed sword, bound to some concept of Severence such that he can escape by cutting the air.
  
 
'''Abaeloth The All Consuming'''<br>
 
'''Abaeloth The All Consuming'''<br>
(Human/Male/Warrior) One leader of The Disciples of Domintus (Deceased)
+
(Human/Male/Warrior/Deceased) One leader of The Disciples of Domintus. Battled with a cloak of shadow hands, a Dream-based magic that allowed him to remove all matter touching the hands from reality in exchange of having bits of his soul consumed. His personal philosophy revolved around the survival of the fittest and even bowed to his enemies upon his death. The first fight saw his sword, made of Leyline crystal, taken as a spoils of war. The second, another Leyline crystal sword and a cloak conjuring Dream-shadows hands of matter removal were looted.
  
=Mordre's abilities=
+
'''Trollzaru'''<br>
 +
(Yeti/Deep Spawn/Organic Soul Grave/Male/Shaman/Deceased) The one to cement the YETI GENOCIDE objective, a Yeti who tricked Keddic into receiving a mind-control rune, by suggesting it to be a simple communication spell, then used magic to make them believe he was securely bound while they took him into Mordreden. After that, caused the clan's fortifications to disappear and led hundreds of Yeti to attack the village while he attempted to unleash the beasts from within the mines. Used the Goran fight to hinder Mordre, by empowering the avalanche above what it should have been, forcibly demanifesting the spawn, ''stealing'' Mordre's Soul Soldiers to replace its arm, and firing spells at Mordre. An elder shaman of a vast collective; abandoned them all to the Drazken when it sought to exit the Frostback Mountains. Through a method of Soul manipulation and crafting with Goran's arm, severed at the height of his power, became the Yeti equivalent of Goran. Found a way to exit the Frostback Mountains: spawn encountered in the State, killed in LoD. Redacted by The Critic to have never actually left the the Frostback Mountains, though small signs of the previous timeline exist.
  
 +
'''Duke Mordecai'''<br>
 +
(Human/Male/Chaos Mage/Deceased) Once the heir apparent of the Mosmordren Empire. A Legendary Soul mage who took control of Mordre's Soul Grave when the Soul Furnace was damaged and Blood Flow was active; the sole observed case of such happenning produced great improvements, heavily Chaos aligned, to the golem. Mordre's creator: he planned and made Mordre as proof of the power of hybrid magic, combining Soul magic with Chaos itself. Mastery of what he called Soul Chaos allowed him to rewrite his soul's history, like he could hone his soul so perfectly for a given task it was likely all his soul could even be used for, before snapping back to normal. War title: Master of Sorrow. When he died, under the Curse, through unknown events, he entered Mordre's Soul Grave. Somehow became the Mosmordren Administrator. If a soul is implanted into a Deep Spawn core, he can exploit the connection between the core and Furnace to switch places, thus gaining a stupendously powerful body. Current location: 'under' the Soul Eden.
  
Languages Known: Common, Premen, Yeti, Mornostic, Land Of Dragons Low tongue, Land Of Dragons High tongue.
+
'''Jak Stryfe the Golemslayer'''<br>
 +
(Human/Male/Magical Item User) The self-proclaimed king of golem hunting and slaying; a particularly talented natural magic sensor, with the appropriate paperwork in every nation to employ Blood magic as he sees fit, and possibly capable of Soul Magic: he can create faux-golems from his own blood and crystal from the earth. Soul seems to be every other soul, from moment to moment. Wields the Necronostrium sword of the former Mosmordren Emperor that grants Dream Tractomancy and unlocks the Blue Devil's Pride of Mosmordre form, a Lortoxite sword (possessed by a Core Being; powers unknown), Lortoxite armor granting functional immortality through instant regeneration (also runed to absorb thermal and kinetic energy, storing it in the Lonsdaleite embedded in armor, which can then be converted into energy discharges), and the Blue Devil (even though deactivation of the Pristine Soul should mean he could not support the price of using the armor). Has two known Small Tombs: Totters, a land-bound beast housing a Legendary Soul with unknown absurdly potent capabilities, and Felko--composed of yellow Rhodium, white Tungsten and blue Carbon, socketed with periwinkle rubies and emeralds in paired sets for flight, with a begemmed shield runed for defense, absorption, and channeling, paired with the sword's runes. Stole Old Bessie, Keddic's pipe, among other things. Made his home in the Western Front of the Second State.
  
Can continue to run indefinitely, as long as 12 base souls are contained, with a -1 soul for every month of activity needed.
+
'''Jeeba Hechlor'''<br>
 +
(Human/Male/Warrior) One leader of The Disciples of Domintus, with all the associated flaws (general insanity and violence obsession) and strengths (really fucking powerful). The current Head of the Hechlor family according to Keddic's knowledge; like all of his line, thinks all other houses other than his own and the royal house as lesser; which might be somewhat correct as his house is the premier in alchemical augumentations. Ridiculously durable: skin giving as easily as teak, wounds repairing themselves in minutes (except when he is using Soul Magic), and inexhaustable stamina ever powering his monstrous strength (Oz reports that when he met Jeeba, Jeeba had three hearts and a backup mind); Keddic believes him to be the most physically strongest warrior in Castiliathen. Pratices Soul Magic, powering a death field, and other techniques that allow him to unravel cells (the lance of blood Keddic launched was destroyed, though plasma only could absorb the energy), and his eyes allow him to see any and all moving objects, and only moving objects, in an omnidirectional format. Likes to use consumables, using a DragonSpark and a RageSphere in his fight with Keddic. If the battle seems to be not going his way, and unlikely to go his way in the near-future, sends his soul away to safety and leaves his mindless body to slow/hinder/cripple his opponents.
  
'''Soulfire''': At the cost of three souls, creates a penultimate fire, able to burn stone, water, metal, anything but a Soul Grave can be reduced to ash by this conflagration. However, there is a limit to how long the flames will persist, and as the souls used to fuel them are used up, the flames will dissipate. Approx. lifespan of flames: 30 seconds
+
'''Leatherface the Evermasked'''<br>
 +
(Human/Male/Warrior/Mental Souldreamer/Deceased) A Masked Warrior who stitched an Old Mask onto his face, grafting it to his skin, devouring its psyche in the process. Possesses the title of 'Most Powerful Masked Warrior', the Belt of Champions, for years, when the longest time one held it before was measured in months. Fought by using Dream to change his magic style to best fit the situation, pulling from the infinite number of Leatherfaces throughout the universe to heal any damage that got through. Killed by Bang.
  
==Magic==
+
'''The Pure Lady'''<br>
 +
(Human/Female/Chaos Mage/Physical Souldreamer/Deceased) The prophet of the Disciples of Domintus, noted to have a Soul Grave, Domintus. Bobobo stated that The Pure Lady is always something raw, primal, a precursor to conventional magic no matter how details may shift. Consumed by a Dreameater after using Dream too much too fast to recover from injuries inflicted by Mordre. Body destroyed with Chaos/Order Relativity Cannon, personality may survive in the Dreameater who ate her, who still watches Domnitus' core.
  
Note: Mordre, as a Soul Grave, is blessed with the combined magical stamina of every soul in his furnace (which discounts hero and mage souls). This means that Mordre is able to recover expended energy much faster than all but the most powerful of magic users. This is true for all Soul Graves, with the rate of their magical energy recover being proportionate to how many souls they possess.  
+
'''Domintus the World Reaper'''<br>
 +
(Sapient(?) Soul Grave) The god the Disciples of Domintus worships, claimed to dwell within the metal tomb of a Soul Grave by the Pure Lady, the prophet of the Disciples of Domintus. Eisenhardt reports that there is a dark, deep depth, an emptiness that seems alive only in mockery of the word, a fanatically intense and perfect void dwelling within a sea of anti-existence of an otherness greatly exceeding that of Lenryt's within this Soul Grave, who fights with Chaos, growing hundred of tons of metal--minutely shaped spears, axes, swords, pikes, arms, claws, all manner of metallic sculpture weaponized as self-purging tides--from its body at a rate even Legendary Souls could not hope to sustain, and that the golem itself possibly may be Anathema, with a sapience. Oddly, Bobobo could not find Domintus as an individual in any other possibility, the Pure Lady's Soul Grave much more conventional; Domintus the World Reaper exists only in one reality. Currently serves as a magic-generator in the Ark Ascendant.
  
-'''WILL''': Magnetomancy (gift of Lenryt, Verther's soul):[The magic of creating attraction and repulsion between magnetic fields, able to move metal nearly anywhere at any speed with sufficient strength and a servicable anchoring magnetic field, the bigger the better. Mordre is universally capable at any form of Magnetomancy, and is limited only by the magical potency he possesses, which only increases with the consumption of further mages. Currently the equivalent of an experienced and competent Magnetomancer.
+
'''Broggamek'''<br>
Geomancy (Souls of Domintus Geomancer magi):Able to replicate the earth gliding technique that Silicanthos used.
+
(Dragon/Male) Sapient fifty thousand feet long dragon, capable of living above the planet's atmosphere, spitting a mountain of burning acid, affecting multiple targets with Arcane Gravimancy and Aeromancy three miles away, and has/had the service of at least three thousand and two hundred seventy-eight dragons (none observed were of the Elder class). Has been noted by Figment to be implacable, unable to be deterred from goals, based on his tendencies to hoard items imbued with Belief. Consumes Belief.
Pyromancy (Souls of Domintus Pyromancer magi):Allows us control over existing flames, giving us power over the direction, velocity, and intensity of the flames. With enough amplification, Inferno Golems can melt straight through metal prisons with relative ease.
 
  
-'''WORLD''': (minor mages): Comprehension of how to tap Leylines for World magic, but otherwise no capability to draw ambient World magic.  
+
'''Hui The Patient'''<br>
 +
(Human/Male/Warrior/Immortal) A Living Legend, a Master of the Jade Soul Style; over two hundred years old, the oldest founding member of a school to still teach, and an excellent businessman, opening new schools every few years. It is rumored that he has another 'preferred' style, despite his stance on his students' purity of style (they must only learn and practice Jade Soul; never any other style); Bang believes Hui steals parts of his students' souls while he homogenizes them, which might explain his stance. Dowsan implied Hui knows Puppetry, and his parasitic style is a form of Soul Puppetry. Quite a few hold seldom-voiced grudges against Hui, stemming from suspicious personal disasters falling upon those who go against Hui.
  
-'''BLOOD''': (Daobo The Bloody): Mordre has a heightened affinity with blood of all kinds. This provides a bonus to manipulating Blood Iron (that being the iron in blood cells), but otherwise does not yet have direct uses.
+
'''Dreameaters'''<br>
 +
(?) The Dream equivalent of Core Beings, these correction mechanism for paradoxes native to the collective Dreamscape actively feed on paradoxes in causality, drawn across worlds and dimensions under the right circumstances. Unlike Core Beings, Dreameaters live as long as they want if they eat enough paradoxes or any sort of magic; the victims of Dreameaters are eaten so completely and utterly husk won't even begin to describe them. Absorbs properties and traits of those consumed, in proportion to the scope of what was consumed: those powerful enough to hold off a Dreameater allow complete and perfect absorption--of appearance, memories, knowledge, skill, power.
  
==Heroic Souls==
+
'''Arcturo Fissykus'''<br>
 +
(Human/Male/Warrior/High King) The High King of Castiliathen, a noted Chronomancer. Apparently has an interest in Mordre and may be willing to interfere with Lenryt to do so. Has a connection to Arkus. Stole Scars of Yesterday.
  
'''Merrack The Swift''' (''Body''): passively increases the speed at which Mordre can move. Mordre would not be as fast with or without Magnetomancy without this soul.
+
==To Be Determined==
  
==Conventional Armaments==
+
'''Patchwork Creature'''<br />
 +
(?) First met in the Frostback Mountains. Noted to be odd, feeling patchwork. When questioned about the sense, Kyorto answered that the only known example of such a creature can only be found in the Cursed Lands, forming when powerful souls migrate to a new body, while their original body follows, constantly seeking the soul it lost. Met again in the State, after it hatched from a chrysalis, becoming a massive beast. Responds to some voice(s) in Mordre's Dirge. Oddly, Bobobo could not see another example of this creature in any other reality.
  
-'''Siege Fist''' (''Left hand''): Of prodigious size it is designed to smash through walls and doors, three feet across at the knuckles. The Immortal Genocide is set in this fist.  
+
'''Gwendelazia Gialgorra'''<br>
 +
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters, the eldest of the four. Sought adventure off her father's island, and fell in with the Disciples. Captured by the State in the Disciples siege against the State capitol, and interrogated afterwards; claimed to have been infiltrating the Disciples, looking to assassinate the Pure Lady, but deemed the State unsalvageable. Dompaggio noted she told the truth, but somehow managed to hide vital information. Released to Gialgorra in exchange for agricultural/construction machines at highly discounted rates.
  
-'''Sable Executioner''' (''Right Hand'') (''HS: Luo of the Winding Path''): Three Black Steel ribbons, each some twenty feet long, that take the place of Mordre's right forearm and hand. The ribbons are lined with fine saw teeth, and are subtly edged, with great cutting power. Each individual ribbon can be manipulated independently, and all three ribbons can be wrapped about to form a saw-toothed lance of coiled Black Steel ribbon some seven feet long (with upper arm included, total reach in this state is 13 feet, and uncoiled each ribbon has a range of 25 feet). When so wound, if the point of this coiled lance is placed against an object and forcefully unwound, it can act as a drill until such time it finishes uncoiling (3 seconds maximum, with shorter duration uncoiling having more intense drilling take place). Wounds caused by it have a high chance of infection, are prone to higher amounts of bleeding, and heal more slowly. The Black Steel ribbons are able to saw through hardened targets with sufficient force.  
+
'''Collete the Colossus'''<br>
 +
(Human(?)/Female/Warrior) Mentioned by Bang as being one of the strongest warriors he's ever faced. Supposed to be ludicrously durable and resilient, standing against Bang's vicious hits without taking much damage.
  
-'''Anti-Vanguard Blade Launcher''' (''Right Shoulder Mount'') (''HS: Balboa The Butcher''): Carries up to six large, fanged circular blades that can be launched individually. Each blade is capable of cleaving through armor far more effectively than the standard Anti-Infantry rounds. Further, Magnetomancy can be used to control their flight path. Blades create a vacuum field around themselves, and suffer no loss of speed to air friction. Each blade takes 1 hour to regenerate, with multiple able to regenerate simultaneously (10 minutes to regenerate with Magnetomancy fully focused on the act). Range 600 ft (Control via Magnetomancy), 2500 ft (no control)
+
'''ALEXANDER ARMSTRONG'''<br>
 +
(Human/Male/War Mage/Deceased) An eccentric war mage from a long line of mages in service to the Azelhaedran State, an expert at morphic magic (the reshaping of matter on contact) and close combat. The commander of the Armstrong Armada. Died in the Disciples' siege of the State capital.
  
-'''Anti-Golem Cannon''' (''Left Shoulder Mount'') (''HS: Ozmand The Hammer, Balboa The Butcher''): An enlarged and elongated cannon with heavy rifling, that fires a massive, spiral etched spike, designed to punch through even large masses of metal. Each shot has incredible piercing power, and anything the shell punches through will be struck by a ghostly hammerblow, able to crush stone and break bones. Further, the shell creates a potent vacuum about itself, and is able to maintain maximum velocity until impact. The round is larger and more complex than normal, and takes three hours rather than one to regenerate (30 minutes with dedicated Magnetomancy use). Further, the cannon itself takes up extra room, the massive cylinder of the cannon protruding both to the front and rear of the golem’s shoulder. Range 30ft+ (The cannon's maximum range is now only limited by what Mordre can perceive and direct it to target.)
+
'''Immortal Angormandius the Undying'''<br>
 +
(Immortal/Male) Formerly the God of Blades, from his restriction preventing him from wielding any blade save one (which went on to become one of Jak's swords, the one with the Core Being), now forced to fight only with his fists. Body has many weapons still stuck within his flesh, and misses many pieces, which are filled with his immense soul. Still not dead, even with Bang ripping his head off.
  
==Magical Equipment==
+
'''Dowsan The Contemplative'''<br>
 +
(Human/Male/Researcher) The lead researcher of a War Hound experimental facility in the Capital, and a Puppeteer. Experiments with different capabilities and abilities for the War Hounds he creates; the Spined Lion was a malfunctioned experiment of his. Interested in bypassing the anti-Puppeteer ability of Ragegluts and made a deal with Keddic for a supply of Rageglut blood in exchange for Puppetry lessens.
  
'''Immortal Genocide (w/ 2 Pristine Souls)''':
+
'''Catbeard'''<br>
 +
(?/Male/?) Proclaimed the master of Trollingwood by his cats. His battles are similarly claimed to never last to dawn. Able to battle a Dreameater.
  
-'''Default Function''': Upon activation, draws ambient heat, ambient magic and assorted other forms of energy. Requires no roll to activate or deactivate.
+
'''Gorth the Unyielding'''<br>
 +
(Morgren/Male/Warrior) The One-Named, absentee leader of the Iron Head clan, travelling in the south, likely in the LoD; the strongest warrior amoung the known Morgren.
  
-'''Primary Function''': When a charge has successfully been stored in the IG, any melee attack will, assuming the target survives the brunt kinetic trauma the blow conventionally brings, have part of it's own energy (soul, heat, life, etc) be converted by the stored energy into the magical equivalent of explosives. So the amount of charge affects the amount of energy converted into internal explosive force.
+
=Races/Creatures=
  
-'''Secondary Function''': When energy has been successfully collected from the environment via the default function and the absorption process halted, the stored energy can be used to power a burst of magical annulment, rendering spell-casters caught in it's grasp unable to cast temporarily and ending any active magics it touches. The size of the burst is proportional to the amount of energy absorbed during use of the default function. No roll is needed.  
+
'''Planet Eaters''': The awake form of Planet Gods, who have gone Maginova and have eaten other Planet Gods. Very powerful, to the point of breaking reality if not hosted in a weak entity. Has innately magical blood.
  
-'''Tertiary Function''': The default function can be re-purposed to absorb unbound souls, and start fusing them together into chimeric masses. Each mass usually requires ten ambient souls to be fully formed, and each mass will require a soul from Mordre's personal reserves to properly bind them. At this point, however many masses are created and bound can then manifest as Soul Soldiers, spectral warriors bound to Mordre's will. They require general orders on what to do, but otherwise can handle the specifics of general orders themselves (order them to attack enemies, they won't need to be told how to attack them.). No roll needed. Soul Soldiers vanish after approximately ten minutes.  
+
'''Core Beings''': Highly powerful magic beings comprised of the world's energy. Usually wrecks major havoc when released upon the surface world until they run out of energy and dissipate. Has innately magical blood.
  
 +
'''World Parasites''': Beasts that consume pieces of Planet Gods, be it flesh or magic, spawned by Planet Gods near hatching and waking, tied to that which they feed from. Eventually, once a critical mass is consumed, the beast becomes an avatar of the Planet God from which they spawned. Has innately magical blood.
  
'''COMBINED ABILITY''': Immortal Genocide Tertiary Function + Soulfire:
+
'''Blood Parasites''': Creatures that inhabit the blood of others, usually the result of White Blood manipulation or Blood- and Soul-based magic. As such, their blood is innately magical.
Inferno Golem: At the cost of 40 souls from Mordre's reserves, a short lived construct of Soulfire can be created. Capable of flight, blinding to the naked eye and able to incinerate or melt conventional materials with relative ease, the Inferno Golem is a modified Soul Soldier. Among the key differences besides power, Inferno Golem must consume themselves to provide themselves power, and constantly diminish in potency as they take actions (and even by existing). Depending on the amount of activity they endure, they can last anywhere from 30 seconds to 5 minutes. Inferno Golems must also be more intensively controlled to be effective, so the more simultaneously active, the less precise each will be under Mordre's handling.
 
  
'''COMBINED ABILITY''': Immortal Genocide Default Function + Inverter:
+
'''Human''': Basic humans. Highly common with many different Nations, Governments and the like.
Soul Infusion: A significant number (63 were used to heal Oggroth) of souls are infused into the target, swiftly healing all injuries and granting them increased power.  A side effect is that the souls remain in the target, causing the one healed to have strange dreams, involving the souls' lives and how they ended.  This essentially turns them into a sapient Life Golem.
 
  
 +
'''Froggock''': A frog-like race. (?)
  
'''Soul Nexus, Left Hand''':  
+
'''Yeti''': A tricky race that dwells in the north, known to have shamans and warriors of high caliber. Mordre has plans for their extinction.
  
-'''ACCELERATOR''': When activated, anything that comes into contact with Mordre's hand will, upon losing contact, have it's velocity greatly amplified in whatever direction Mordre wishes. This can lead to thrown objects achieving incredible speeds, as well as other potential applications such as deflecting slow-moving attacks.
+
'''Premen''': Strong Human-like race that dwells mainly in the north, operating in clans. Has warriors, makers, and shamans. Does not have a written language, so can't read or write.
  
-'''FANG TAKER''': When activated, a ghostly skull of gigantic proportions will manifest through Mordre's hand, and phases through inorganic matter while annihilating living tissue with spectral fangs. Can venture up to three feet from Mordre's hand. Can be stopped by certain large-scale runes, so is best used on smaller fleshy targets.
+
'''Morgren''': Life Golems crafted by the Mosmordren Empire as shock troops, bred and molded to be violent and powerful, vicious fighters. Made from a base Premen augmented with Gorilla, Tiger and Rhinoceros, they are eight to ten feet tall, have some seven hundred to twelve hundred pounds of slabs of ropey muscle; patches of thick pelt-like hair on their shoulders, forearms and pelvis; innately imbued blood; and rough pebbly skin, their hide tougher than good leather armor. Their massive and ludicrously overdeveloped jaws have viscous fangs; a horn protrudes from their forehead; their necks and spines heavily reinforced. They have formed a strange, perpetually warring set of Clans since the fall of the Empire, and now fight both each other and everyone they find, pillaging and raiding as they go, only submitting to those they deem stronger.
  
-'''INVERTER''': When activated, any magic (not including the Soul Nexus itself of the souls comprising it) anchored in Mordre's Left hand or in direct contact with it can have its function inverted. The end result of this depends on what is inverted. Built largely as a combination based ability.
+
'''Ragegluts''': A specialized species of Life Golem, effectively the Land of Dragon's version of the Mosmordren Morgren. Forged by binding the emotion of rage to the soul itself, while filling the body with a plethora of Blood magically divorced of Ownership, along with several beasts. The end result: a powerful, hulking creature, whose strength fluctuates in correlation with how much rage they have. Highly resilient to Blood Magic when the magic is not powered with its own blood. Males have an average height of fifty feet, females forty-eight feet.
(Needs examples of established combos)
 
  
-'''CHRONAL BANDITRY''': When activated, anything Mordre's hand is touching can have it;s sense of time/anchoring in time be leached, to the extent that it slows down, both in action and, if capable of thought, it's speed of thought. The time stolen is 'added' to Mordre, giving a hastening effect.  The ability is short-lived once contact with whatever time is being stolen from is lost.
+
'''War Hounds''': A Life Golem species from the Land of Dragons, made for much the same purposes as Ragegluts. The name stems from the usage of dogs to create the original types, but production has since gone the ways of bears.
  
'''Amaranthine Annihilator (w/ 2 Pristine Souls)''': Passively builds a charge by drawing power from Mordre's body movement. All collected charge is then stored, until such point the Amaranthine Annihilator is activated. At this juncture, all charge is expended, creating a beam with strength in proportion to the amount of charge gathered. After sufficient charge has built (the equivalent of three days nonstop marching), the resultant laser will slowly acquire a duration increase, becoming a sustained beam that follows Mordre's line of sight for as long as it last. The beam rapidly pushes massive amounts of heat out of whatever it impacts, with such force and speed that sufficient power can cause those nearby to be burned or even outright incinerated. Conversely, the target becomes frozen so swiftly it explodes, showering the nearby vicinity in razor sharp shards. A charge of four hours spent traveling or otherwise engaging in significant action will provide a sufficient charge to be lethal to all but the largest (or sufficiently magically warded) targets at up to 500 meters. Beyond that, the beam's intensity will slowly degrade with distance, and lethality cannot be assured.  
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'''Blue Hounds''': Life Golems working under Carkiano, possibly created within his personal operations. Seems to be created through Dream: spectral eels possess their souls, vomiting forth new undamaged bodies when their shells sustain too much damage, though that ability taxes the beasts.  
  
 +
'''Deep Spawn''': A race of entirely soul-based beings whose corporeal form does not matter for the continuance of their existence. Seems to be that the 'rulers' of Deep Spawn, the Scientomancers, are those that once were other beings that lost their mortal existence after a long while spent as souls without mortal bodies. All others apparently spawned from cores made with massive amounts of Soul and general magic energy. The hatching requires raw magical input (Names, concepts, forms, etc.) and a piece of the soul of the one hatching them. Deep Spawn are all bound to ''something'', be it truth, duty, another Deep Spawn (usually an Administrator), etc. Remembered on Zakrath's surface as the 'faceless abominations' referred to in the equivalents of "Damn you to Hell!" The ones Mordre met seemed to be entirely dedicated to the maintenance of the System. At least 6000 Deep Spawn exist--the number Eldghodd offered as the maximum of Deep Spawn available for whose help could be traded.
  
-'''COMBINED ABILITY''': Inverter + Edge of Oblivion:
+
'''Dragons''': Winged serpentine World Parasites with considerable amounts of stomach-oriented proto-souls native to the Land of Dragons, living in the five to eleven True Mountain-ranges (the number varies with who one asks), eating the flesh of the Caged One that reaches the surface. Uses Combat Aeromancy and Gravimancy, gaining competency and Arcane reach with age. Older, larger dragons display more evidence of thought and planning than normal in their ilk, along with greater regeneration. Dragons can learn to click teeth together to create a spark for igniting their acid spit, potent on its own; their gigantic bodies are decptively quick; their flesh able to enhance eaters' vitality, their Blood Iron (and carbon from their bones) granting hardness to alloys. Dangerous mainly for their lunging, long-necked bite and their enormous gaping maw containing never-ending fangs.
Cataclysmic Chaos Cleave: Transforms the sword into a swiftly growing, chaotically moving blade of unstoppable force, yet the protective enchantments are disabled and thus the sword is easily manipulated via Magnetomancy, and is damaged when being used in this way. Without repairs, this can be done two, maybe three times before the sword breaks. Repairs will be difficult.
 
  
-'''COMBINED ABILITY''': Chronal Banditry + Edge of Oblivion:
 
Temporal Lock Mordre: Steals the timelock from the Edge of Oblivion, resulting in complete stasis and thus invincibility for Mordre's body.  However, Mordre is rendered unable to move its body during this.  The sword becomes vulnerable to physical attack at this point, yet is still somewhat resilient due to the spacial lock still in place.
 
  
Still assembling information
+
=World Information and History=
  
=Races/Creatures=
+
Golem Quest takes place on an as of yet unnamed planet.
  
'''Human''': Basic humans. Highly common with many different Nations, Governments and the like.
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A phenomenon called The Wall--eternal raging all-breaking super-storms, leagues tall hurricanes and tidal cataclysms--also exists. All continents are surrounded by a Wall, at some distance after above sea level landmass ends. Mages have tried opening paths in it before, but nothing has worked yet.
  
'''Froggock''': A frog-like race. (?)
+
==Leylines==
  
'''Yeti''': A tricky race that dwells in the north, known to have shamans and warriors of high caliber.
+
The blood vessels of the Caged One, a network of energy contained within crystal and stone. The source of World Magic, as, though the Leyline cystals have great magic absorption properties, energy leaks through anyways.
  
'''Premen''': Strong Human-like race that dwells mainly in the north, operating in clans. Has warriors, makers, and shamans.
+
This network is also the System/Grand Seal/Supreme Binding, referenced by the Deep Spawn. This System has Administrators/Scientiomancers, responsible for maintaining a section of the System. Each Administrator has many individualized Deep Spawn helpers in maintaining the System (presumably non-individualized Deep Spawn are not needed, as Dorgrum and Khordu are bound not to manifest their spawn when not in combat, assuming maintaining the System does not involve combat). Also, Scientiomancers have the commands that allow for the enaction of the Curse.
  
'''Morgren''': Life Golems. They have formed a strange, perpetually warring set of Clans since the fall of the empire of their masters, and now fight both each other and everyone they find, pillaging and raiding as they go, only submitting to those they deem stronger.
+
The souls of the dead are used to help power the System, though the Caged One also gains power from this method; this is why dead souls, bound to nothing, dissolve, and why Leylines don't exist outside of large landmasses: the islands do not hold enough people with souls with a high enough death rate to power the Leylines.
  
'''Ragegluts''': A specialized species of Life Golem, effectively the Land of Dragon's version of the Mosmordren Morgren. They are forged by binding the emotion of rage to the soul itself, while filling the body with a plethora of Blood magically divorced of ownership, along with several beasts. The end result is a powerful, hulking creature, whose strength fluctuates in correlation with how much rage they have. Highly resilient to Blood Magic.
+
Due to the actions of the Caged One, it was necessary for the System to be modified to siphon off excess energy, introducing flaws and malfunctions into the System, leading to pressure building up within the System, relieved by letting out energy onto the surface, which form Core Beings--the method of energy removal deemed most sustainable over time. Due to the mortals' near extinction through ceaseless incursions of Deep Spawn holdings when faced with this information, compounded with increased Core Being manifestations they couldn't handle with their losses fighting Deep Spawn, and the weakening of the System due to such actions, Mordre has been asked to never reveal this information to anyone.
  
'''Core Beings''': Highly powerful magic beings comprised of the world's energy. Usually wreck major havock when released upon the surface world, until they run out of energy and dissipate.
+
==Zakrath==
  
=World Information and History=
+
The continent in which the majority of the quest takes place.
  
 +
Currency exchange:
  
This Quest takes place on a world called Zakrath. Throughout this planet there are Leylines of magical energy flowing which help shape the world. The Leylines lose strength the nearer they are to the sea, as they do not exist IN the sea (as far as  i can tell for now). So any islands not close enough to main continents of land are without Leyline power.
+
Diamonds (by the carat): 110 Marks.  
  
Currency exchange:
+
Emeralds (by the carat): 80 Marks.
  
Diamonds (by the carat) are worth 110 Marks.  
+
Rubies (by the carat): 50 Marks.  
  
Emeralds (by the carat) are worth 80 Marks.  
+
Sapphires (by the carat): 30 Marks.
 +
 +
1 Mark (gold coin): 100 Rounds (Silver coin)
  
Rubies (by the carat) are worth 50 Marks.
+
1 Round: 100 Bits (Copper coin; Smallest denomination)  
  
Sapphires (by the carat) are worth 30 Marks.
+
Land of Dragons:
 
1 Mark (gold coin) is worth 100 Rounds (Silver coin)
 
  
1 Round is worth 100 Bits (Copper coin) (Smallest denomination)
+
1 Lo: 1000 Dobu.
  
 +
1 Dobu: ~(1/14),(1/15) of a Mark.
  
'''Mosmordre Empire''': Mordre's "birthplace", now destroyed. The lands once known as this empire are now known as The Cursed Lands, because a curse used to destroy it corrupted the land itself. The Mosmordren Empire was an oligarchy, with anyone able to elevate themselves into the ruling class by demonstrating sufficient magical skill to become mages, at the cost of having to serve the born nobles despite their gained prestige.
+
===Calender===
Society was caste system, with aforementioned ability to get placed into 'mage' roll available to all caste levels.
 
Yes to slaves and forced labor, as well as serf caste.
 
Since it was a caste system, mindset roughly of: bottom caste: life is shit, but if I don't do as told, I die. mid castes: The empire provides, I must return the favor Mage: The empire is wonderful, but it needs my help to exist, and it is my duty to give it. ruling caste: The empire is shaped to serve my whims, but cannot persist if I do not bend my whims to the betterment of the Empire.
 
There was nationalism as well as racism and speciesism, Mosmordren citizens viewed themselves as superior to others, this extended to the caste system.
 
The Empire started the war, they wanted land and resources, and sought to take it from the 'lesser' nations.
 
Prior to war, Mosmordren Empire was feared for past displays of strength, but had otherwise not pursued unified war, building the hostilities that led to Castiliathen being able to get so many allies.
 
No one allied with the Empire, that's why it's said EVERYONE was against it during the final war before it's fall.
 
The war lasted for three decades, but was not 'everyone against empire' until the last eight years.
 
  
'''Castiliathen Empire''':
+
The year is sixteen months long, three weeks a month, ten days a week. Weeks are called cycles.
  
'''Drazken Clan''': Premen clan in the northern mountains, operates a large ruby/bronze mine. Allied with Mordre due to his actions in reclaiming their mines.
+
The months are:
  
'''Gorkin Clan''': Lead by Goran, a powerful Premen leader. Goran controls eleven clans besides his own Gorkin Clan, all subservient to the Gorkin Clan. He controls them with the strength of the Gorkin Clan, which under his leadership has grown to hold more than five thousand warriors, all who follow Goran's will without question. However, fully half of his clan is devoted to policing and taxing the clans he has conquered, forcing them to labor for him and his clan so that they as warriors one and all need not.
+
1 Dormivin (Winter)<br>
 +
2 Mors (Winter)<br>
 +
3 Mellitius (Spring)<br>
 +
4 Perennius (Spring)<br>
 +
5 Praeclarum (Spring)<br>
 +
6 Libiturnius (Spring)<br>
 +
7 Malanius (Summer)<br>
 +
8 Inferius (Summer)<br>
 +
9 Vescere (Summer)<br>
 +
10 Centum (Summer)<br>
 +
11 Astra (Fall)<br>
 +
12 Vigintum (Fall)<br>
 +
13 Enuberum (Fall)<br>
 +
14 Noctum (Fall)<br>
 +
15 Quindecimber (Winter)<br>
 +
16 Sedecimber (Winter)<br>
  
'''The Mortal Coil''': An international Wizard society that hoards knowledge like mad, and out of necessity grew to become a chain of exclusive magic colleges to continue funding the research of graduates. Ruling body are the seven Grand Elder Mages, a position with no term limit, with new members selected wither by political maneuvering, or by demonstrating enough skill to best an existing Grand Elder mage in combat.
+
The days are:
  
=Magicks and their properties=
+
Zakday, Morday, Atenday, Washiday, Corday, Lorthday, Castiday, Enduday, Rathday, Randinday.
  
 +
===Important Organizations===
  
Magic is a relatively rare, costly and difficult to master line of talent within the setting.  
+
'''Mosmordre Empire''': Mordre's "birthplace", now destroyed. The lands the empire once held are now known as The Cursed Lands, because the Curse corrupted the land itself, breaking open the Leylines of the Empire, unleashing an incredible amount of energy that killed and mutated every living being in the Empire. Even now, there is a persisting miasma, tainting everybody that enters the Lands. The Mosmordren Empire was an oligarchy, with anyone able to elevate themselves into the ruling class by demonstrating sufficient magical skill to become mages, at the cost of having to serve the born nobles despite their gained prestige. Society was caste system, with aforementioned ability to get placed into 'mage' role available to all caste levels. Had slaves and forced labor, as well as serf caste. Since it was a caste system, mindset roughly--bottom caste: "Life is shit, but if I don't do as told, I die."; mid castes: "The empire provides, I must return the favor."; Mage: "The empire is wonderful, but it needs my help to exist, and it is my duty to give it."; ruling caste: "The empire is shaped to serve my whims, but cannot persist if I do not bend my whims to the betterment of the Empire." Nationalistic, racist, and speciesist: citizens viewed themselves as superior to others; this extended to the caste system. The Empire started the war; they wanted land and resources and sought to take it from the 'lesser' nations. Prior to war, the Empire was feared for past displays of strength, but had otherwise not pursued unified war, building the hostilities that led to Castiliathen being able to get so many allies. No one allied with the Empire, that's why it's said EVERYONE was against it during the final war before it's fall. The war lasted for three decades, but was not 'everyone against Empire' until the last eight years.  
  
Magic needs a feul source, and a type.  
+
'''Castiliathen Empire''': Castiliathen is the largest stable nation, famed for it orderly cities, harsh laws and high quality of life for the non-slave castes. Their system is founded on a large life-golem slave and indentured servitude means of production. They are famous for possessing The Founders, the world's largest stone golem powerfully warded, that guards their capital. This is Keddic's, and his line's, homeland; Aurockoth was created by this nation. Castiliathen was the nation that led the coalition that destroyed the Mosmordren Empire and had claimed one of the original ten Soul Grave as spoils of war.
  
The Fuel Sources are, in order of relative average power:
+
'''Drazken Clan''': Premen clan in the northern mountains, operates a large ruby/bronze mine. Allied with Mordre due to his actions in reclaiming their mines. Currently based in Mordreden (named to honor the metal warrior that aided them and gave them a second chance to rebuild and protect what was rightfully theirs), the large stronghold of the Drazken Clan, called the Icy Bastion for its Wall--a gargantuan structure of ice, blood, and bone. Linked to, and feeds into, the ice surrounding it; contains magic from Lenryt and the Yetis, along with the bodies and souls of those killed in the battle with the Gorkin; enchanted to be immune to both the magic of the Premen and Yetis. Mordreden is a bustling city, full of multistory towers of ice and bone with leather-draped windows and doorways; industry, metallurgy, and prosthesis thrives. Contains a Small Magical Think-Tank of about 100 shamans, working to create a Unified Magic Theory and a Universal Magic Language; progress slow, as available sources are only Frostback Mountain Premen, the inhabitants of the Ark, and Arkus.
  
Soul
+
'''Gorkin Clan''': Once lead by Goran, a powerful Premen leader. Goran controlled eleven clans besides his own, all subservient to the Gorkin Clan. He controlled them with the strength of the Gorkin Clan, which under his leadership had grown to hold more than five thousand warriors, all who followed Goran's will without question. However, fully half of his clan was devoted to policing and taxing the clans he had conquered, forcing them to labor for him and his clan so that they as warriors one and all need not. Now led by Dowgoh the Mighty.
  
Blood
+
'''The Mortal Coil''': An international Wizard society that hoards knowledge like mad, and out of necessity grew to become a chain of exclusive magic colleges to continue funding the research of graduates. Ruling body are the seven (now five, after Lenryt killed two of them) Grand Elder Mages, a position with no term limit, with new members selected whether by political maneuvering, or by demonstrating enough skill to best an existing Grand Elder mage in combat. Apparently influential enough that threats of an unknown nature would persuade countries to place a trade embargo upon another.
  
Will
+
'''The Azelhaedran State''': One of Castiliathen's first allies against the Mosmordren Empire (though since cut off for uneasiness surrounding the magical nature of the Curse), tied in a symbiotic relationship: the State, with its sixteen magic research outposts, providing potent magic items and mages, and Castiliathen, with its institutionalized Warrior Houses, providing the martial skill--as a consequence, though wielding incredible equipment, the armies of the State have a poor reputation concerning their actual martial and tactical skill. Controls more than ten thousand square kilometers. Headed by Mordre, Councilor Prime of the Azelhaedran State, Head of the Council and Commander of its Armies. A network of identical steel boxes allow transportation to the following: Mordreden, the Arcanoworks, a cave some distance from the port on Gialgorra's Island, the entrance to Kyorto's tower, and the Capital of the LoD; only the LoD and the Gialgorran Expanse boxes are used in the trade network.
 +
:-'''Second State of Azelhaedra''': Formerly Disciples-held lands, separated into Eastern/Western Fronts.
  
World
+
'''Land of Dragons''': A nation of millions over a massive region, larger than all the Warring States (save Castiliathen) combined, with a culture that promotes the acquisition of strength, whether through physical and/or magical combat, or through political machinations; an expression of this is the Belief from the millions of citizens who know of them empowering Dragons, the leaders of the country. The culture views the body and soul as separate entities, and reveres the departed ancestors, vehemently against any act that would harm the soul. The nominal head of state is the High Dragon, though other Dragons have enough sway over their own territories that the High Dragon must have the support of the other Dragons to effectively govern the entire country. The magic styles practiced in this land are all part of Mass Connection. The only state that still openly practices Soul magic on Zakrath; however, Blood magic has some stigma, stemming from the body control Blood-based magics of Puppeteers.
  
Word
+
'''Disciples Of Domintus''': An organization dedicated to the worship of their god, Domintus The World Reaper, said to reside in a massively potent and unruned Soul Grave, and the tenet of the survival of the strong and cruel. Went about destroying existing systems in favor of a church-ruled state. Headed by the eight Knight-Captains and the Pure Lady, their prophet and the master(?) of the Soul Grave they said is the vessel of their god; the main army consists of fanatical Berserker-Zealots who are willing to do anything for the god they worship. Effectively destroyed: the Pure Lady and most(?) of the Knight-Captains dead, Domintus captured.
  
The types of magic are:  
+
'''Order of Harmonius Discord''': An organization dedicated to ensuring Balance. All members yet met were self-controlled Small Tombs, Paradox Knights. Plot line still unresolved; biased toward an antagonistic relationship with Mordre due to Mordre's pure Anathema status.
  
Destructive
+
'''Despardos''': A desert nation located between the Warring States and the Land of Dragons. Home of Bang, and the Masked Warriors, fighters who have proved themselves worthy and strong enough to wear a Mask: cloth or leather masks imbued with a pseudo-soul made with a delicate balance of Chaos and Order, granting some benefit to their bearers as determined by the wearer's own style. The Masks are revered as a sign of power; the Belief generated allows Masks, by tapping into greater amounts of Belief than normal, to achieve the power to do great acts, at the expense of spiraling into pure Chaos, progressively becoming insane.
  
Regenerative
+
'''Golden League''': A collection of merchants operating a massive caravan located to the east of The Azelhaedran State. Hired the Iron Shell mercenaries to act as a collective army. With the threat of their Soul Grave, The Grey Destroyer, the Iron Shell's protection has allowed the nation to prosper. Home to a healthy magical item trade and the largest neutral Colosseum and dueling pits in existence.
  
Augmentive
+
'''The Gialgorran Expanse''': A collection of Toledo Gialgorra-governed Western Islands. Heavily industrialized.
  
The types are straightforward: Destructive is causing damage/decay to something or otherwise causing something to wear down more quickly than it would naturally, Regenerative is repairing or reinforcing existing things, and Augmentive is adding new traits to something that already exists.  
+
'''Athelens''': A mainly agricultural country, with a state religion based on worshiping Leylines, sending magic to boost crop yields. Dislikes the Mortal Coil.
  
The sources are a little more involved.  
+
'''Ark Ascendant''': Formerly Kengehxion's Orbopolis, Mordre slaughtered all its former inhabitants, and took in 26,711 Dionepan converts to the religion of the Ever-Growing, a faith centered on worshiping and following Mordre (and associates) and therefore move up in society and grow in power. Stationed above Mordreden. Powered by Domintus' core and innate magic-generating organs. Guarded by the inhabitants and their Faith Soldiers Restricted to each inhabitant and to exist only in the Ark.
  
Soul, be it the caster's own or those of the dead, is the most powerful magic fuel type, and it alongside Blood Magic were the mainstays of the Mosmordren empire, and were the source of much of their power. After their fall, Soul magic became a capital crime under any circumstance to practice.  
+
'''Pan-Morgren Army''': The Morgren army gathered under Mordre's banner. Eventually will consist of the 11 Morgren clans holding most of the surviving Morgren. Led by the Stone Knuckles and Iron Skulls clans, both combined of about 23,130 Morgren. Undergoing unification.
  
Blood is less potent than Soul, but still a far cry above what one can usually expect out of Will. Blood requires a much larger amount of fuel for the same purpose as Soul does, and as such there are no blood mages who use their own blood exclusively (or at least they have very brief careers). Blood magic requires a special permit to be practice without being arrested and potentially executed. The permits can be notoriously difficult to obtain.
+
==Dionepa==
  
Will is the act of forcing magic to occur through the order and strength of one's thoughts. Will mages tire much more quickly than any other mage, and are more prone to burn out than most thanks to how easy it is for them to exceed their safe limits. Mages that become adept at Will magic can expect to be held in high demand and esteem for their prowess.  
+
A continent directly opposite to Zakrath relative in position on the planet, covered in lush plantlife, the most notable are the Spheres. As such, most native magic inclines toward the manipulation of the organic.
  
World is drawing power from the world around the caster, be it from a forest, an ancient mountain, a desert oasis or one of the planet's leylines, there are few accomplished mages that practice World alone, as there are many dead zones around the world where there are no ready sources. Knowledge of World magic usually indicates a laymen learner of magic has started to gain some decent knowledge of the mechanics of magic itself, and may be hired as an adviser or their word given more weight than a simple amateur.  
+
Due to the functioning of the Spheres, there is a constant mild background Curse; as a side-effect, so long as there are enough Spheres to drain excess energy, there will not be a Core Being outbreak.
  
Word is the known tonal combinations that can cause minor magics to occur, such as sparking a fire, snuffing a candle or moving a couple pounds of material about. Most anyone can attempt to learn these, and learning these spells are the firsts steps any would-be mage takes in most cases.  
+
As golems do not exist in Dionepa, there is no concept of Anathema; as almost all metal has been rendered down for Belief for the Spheres, metal is unused outside of the Spheres, and the presence of metal on one's personage indicates nobility--Sphere Gods implant metal into their bodies as a sign of their status.
  
Learning any new magic both requires some source of knowledge from which to learn the spell in question, and the requisite amount of time for the individual to grasp the spell or magical theory in question through practice and study, varying in length by learner. The more advanced magics are harder to learn, and very few have the dedication and the means to become Grand Mages, those recognized in all lands as having master of magic, and because of this, it is no wonder there are less than 100 Grand Mages or better (Such as the Grand Elder Mages, those who command the greatest of power, influence and knowledge)
+
Currency is based on wood; the rarer, harder, and heavier the wood, the more valuable. Language: Common.
  
The magic types (Word/World/Will/Blood/Soul) are just fuel sources for the most part, like different octane gasoline for a car, I suppose. The only thing making this analogy not fit perfectly is that some fuel types are more suited to certain pursuits than others (World magic is best for detecting/manipulating leylines, Blood magic blood, etc.)
+
===Orbopolii===
  
=Metal Information=
+
The Spheres are massive spherical plants, upon and in which whole city-states, Orbopolii, are contained; due to Gravimantic effects, which overrides the planet's gravitational field, the Sphere functions as a planetiod. Mortals who have heavily augmented their body ala Bang (except more so), Sphere Gods rule over the Orbopolii, and the surrounding land; having formed several interconnected Pantheons, intra-warfare has not been experienced for at least a 100 years. Below them are nobles, who live within the Spheres and manage the surrounding lands, attending to the Sphere Gods' every need. Below the nobles are the warrior-worshipers, who live on the surface of the Spheres, and serve as armed forces, guards, and scouts until death. All mages are Combat Curatiomancers and/or Pomumancers, as the Sphere Gods teach widespread magic within the two fields, though innovation and creativity are not encouraged.
  
Most metals retain Normal properties but Steel is referred to as Base Steel.  
+
The Roots of the Spheres serve as both attack vector and energy gatherer. Spheres are able to create roots to dig into the ground, to directly feed from Leyline Geysers, and attempt direct interface with the System, both able to absorb the energy of Core Beings and the ambient souls caught by the System before complete dissolution. Roots can be used to devastate vast stretches of forest and attack enemy Spheres. Reacts violently to open flames that get too close, the reaction capable of completely destroying entire cities in seconds.
  
'''Blue Steel''': forged with inbuilt Regenerative magicks infused into the metal as it is shaped. More durable than normal steel, keeps sharp longer than normal, and cannot rust. Makes excellent long term armor for any terrain.  
+
The Spheres are capable of flight and regeneration, though on emergency power (only gaining power from innate magic-producing organs), they can only sustain themselves internally. At full power, the Spheres can endlessly produce enough food to sustain 50K or more.
  
'''Red Steel''': forged with inbuilt Destructive magicks that let ever cut it makes be magically widened, such that even a small cut could end up a grievous injury. Causes sharp, vibrating tremors when forged into blunt weaponry. Can destroy Blue Steel with relative ease, but when faced against other Red Steel, will start to warp and wear so long as it is forced to clash against something of it's own nature. Can make armor that magically rusts Blue Steel or below quality metals upon contact. Starts to deteriorate if attacked with Red Steel (said weapons will suffer likewise). Prohibitively expensive, not seen in any mass production form.
 
  
'''Rune Steel''':
+
=Magic and its properties=
Blue Steel with Runes inscribed into them during a second forging: The effects vary from rune to rune, so while some examples of Rune Steel may be nearly indiscernible from Blue Steel, some examples will have powerful magical enhancements. Price of manufacture varies in proportion with the quality of the rune used. Red Steel cannot be inscribed with runes.
 
  
'''Black Steel''': Invention of the now fallen Mosmordren Empire, Steel with augmentive magicks forcibly infused into it by spilling the blood of those actively harvested for Soul Grave fuel onto the Base Steel while it is forged atop enchanted anvils, the souls of thousands ground to dust during their forging to give them a strong connection with death. Now the metal is poison, causing wounds inflicted to rot, and being impossible to wield for long without starting to decay. Only Soul Graves, the golems the metal was forged for, are safe to possess it without harm, as the blood in the metal forms a symbiotic connection with the souls and dark magicks that animate a Soul Grave. The metal is conventionally unbreakable, and causes non-soul/blood fueled magicks cast in the immediate vicinity to be weakened, sometimes outright negated, depending on proximity, the strength of the mage, and the amount of Black Steel present.
+
Magic is a relatively rare, costly and difficult to master line of talent within the setting. Learning any new magic both requires some source of knowledge from which to learn the spell in question, and the requisite amount of time for the individual to grasp the spell or magical theory in question through practice and study, varying in length by learner. The more advanced magics are harder to learn, and very few have the dedication and the means to become Grand Mages, those recognized in all lands as having mastery of magic. No wonder, then, that there are less than 100 Grand Mages or better (e.g. the Grand Elder Mages, those who command the greatest of power, influence and knowledge).
  
'''Necronostrium''':  
+
Magic has a color to it: (as described by Bang, using existing colors) a blend of ceil, byzantine, and maize, with a stark taupe/umber silhouette, and some blotches of fulvous, zaffre and wisteria--Soulglow.
Called 'Death Metal' or 'The Reaper's Steel', Necronostrium was invented and crafted in small amounts by the Mosmordren empire during the height of it's power. A collection of powerful magics allowed the metal to make edge implements of unparalleled viciousness, even the smallest wound made with such a materiel magically being enhanced until even a shallow cut could be a dire injury. Further, wounds will fester, rot and reject the power of leylines flowing in the area, causing agony and some mutation to those struck. The wounds are unable to be treated, magically or otherwise, until the wounded has been exposed to the light of dawn. This metal can claim dominion over all earthly materials, able to cleave a path through any conventional defense. It's forging process was lost with the fall of Mosmordre.  
 
  
'''Lortoxite''':  
+
Magic needs a fuel source, and a type (''Destructive'': focuses on causing damage/decay to something or otherwise causing something to wear down more quickly than it would naturally; ''Regenerative'': focuses on repairing or reinforcing existing things; ''Augmentive'': focuses on adding new traits to something that already exists); and is separated into two categories: Combat affects things which have an unbroken line of Ownership to the mage, Arcane affects the world around oneself.
A.K.A. Starmetal, A.K.A. The Blessings of Lortox, the patron deity of the asteroid ring around the planet Zakrath. Lortoxite (conventionally, a predominantly Tungsten-Carbide alloy) falls from the asteroid ring as blazing meteors. If the fallen metal is sufficiently heated and infused with enough magic, it can be forged into unbreakable equipment, making particularly effective instruments of combat, as the power of the reforged meteors gives otherworldly impact to blows. Conversely, armor made out of Lortoxite has the capacity to absorb and nullify tremendous impacts delivered to the wearer, in correlation with the amount of Lortoxite-forged armor they were and what hit them. The drawback is that any piece of Lortoxite can only be forged ONCE, and once shaped into a knife, hammer or helmet, it will forever hold that form. Some astronomers make significant wealth, predicting the fall of new pieces of Lortoxite.
 
  
=Golem information and Types=
+
==Fuel Sources==
  
 +
Keep in mind that all fuel sources ultimately stem from the soul, whether of one's own or another's.
  
For normal golems, think of them like computers. Given a problem, they can solve it. But they need to be given direction on what to do.
+
In order of relative average power (except for everything below Word):
  
So, once an owner dies, if there is no one else listed as next in line to be master (such as in a military setting), the golem goes inactive. It must then be awoken to bind it to a new owner. In theory anyone could do this, but the tools needed to activate golems are rare and expensive, especially for Soul Graves.  
+
'''Soul''': Soul, be it the caster's own or those of the dead, is the most powerful magic fuel type, and it alongside Blood Magic were the mainstays of the Mosmordren empire, the source of much of their power. After their fall, Soul magic became a capital crime (i.e. No new spells fueled by Soul may be cast or begun, effective date/time royal seals blah blah. This allowed a loophole for pre-existing passive magics, such as Soul Graves, to continue existing. Can't make new Soul Graves, or start new spells, but any Soul magic begun BEFORE the ban, if at no point altered or ended, is still legal).  
  
 +
'''Blood''': Blood is less potent than Soul, but still a far cry above what one can usually expect out of Will. Blood requires a much larger amount of fuel for the same purpose as Soul does, and as such there are no blood mages who use their own blood exclusively (or at least they have very brief careers). Blood magic requires a special permit to be practice without being arrested and potentially executed. The permits can be notoriously difficult to obtain.
  
-'''CLAY''':  
+
'''Will''': The will of the soul, Will is the act of forcing magic to occur through the order and strength of one's thoughts. Will mages tire much more quickly than any other mage, and are more prone to burn out than most thanks to how easy it is for them to exceed their safe limits. Mages that become adept at Will magic can expect to be held in high demand and esteem for their prowess.  
The first type of golem ever made, a basic form has been perfected in efficiency of craft that nearly every town has, a seven foot tall, seven hundred pound vague, rotund humanoid shape. Other designs are seen as well, but none are nearly as easy to make, and are thus rarer. Clay golems are made with clay from dead volcanoes and crystals from live volcanoes, upon which control runes are inscribed. The runes for the default clay golem are readily known, though access to the materials needed is not.  
 
  
-'''STONE''':  
+
'''World''': World draws power from the world around the caster, be it from a forest, an ancient mountain, a desert oasis or one of the planet's leylines; there are few accomplished mages that practice World alone, as there are many dead zones around the world where there are no ready sources. Knowledge of World magic usually indicates a laymen learner of magic has started to gain some decent knowledge of the mechanics of magic itself, and may be hired as an adviser or their word given more weight than a simple amateur.
Vary in size, shaping and purpose greatly, as they are crafted almost exclusively with World magic, by drawing on the power of mountains or rock quarries (preferably over leylines for best results) to imbue stone with life. Not frequently used in warfare, as the time and energy required to craft even relatively simple ones is not worth the relative ease most common stone golems can be shattered with.  
 
  
-'''WOOD''': crafted with World magic in ancient forests (also benefiting from from being over leylines), wood golems can be made relatively easily out of any tree and at great speed if necessary, but different trees make different golems, and the time spent shaping the golem impacts the quality. They cannot have runes inscribed on them, and can be burned fairly easily.  
+
'''Word''' : Word is the known tonal combinations that can cause minor magics to occur, such as sparking a fire, snuffing a candle or moving a couple pounds of material about. Most anyone can attempt to learn these, and learning these spells are the firsts steps any would-be mage takes in most cases. Word is the result of magic empowered by the Belief that magic works through speech. Word Magic is descended from an as of yet unknown form of phonic magic.
  
-'''LIFE''':  
+
'''Dream''': Dream draws power from the Dream of Zakrath, the dream of the Caged One, open gates to other realities, other possibilities. The magic drawing from this source is most easily used to manipulate the fabric of reality, removing things from reality to place them in the Dream, and vice versa. A sacrifice--parts of the body, the soul, the mind--must be given to be able to tap into this source; at least, for normal organics.
Life Golems are made with Blood Magic, and are the grafting of traits onto a base living form to create a new species that can be controlled as a sapient slave. Morgrens are examples of this. Approval from the local government is required to make life golems, and learning Blood Magic is rare on it's own, so very few Life Golems have been made since the fall of the Mosmordren Empire.
 
 
''--MORGREN'':
 
A Life Golem species crafted by the Mosmordren Empire as shock troops, and they were bred and molded to be violent and powerful, vicious fighters. Made from a base Premen (The great, hairy and freakishly strong barbarians to the north. They have little civilization.) augmented with Gorilla, Tiger and Rhinoceros, they are eight to ten feet tall, have some seven hundred to twelve hundred pounds of slabs of ropey muscle, have patches of thick, pelt-like hair on their shoulders, forearms and pelvis, and have rough, pebbly skin, their hide tougher than good leather armor. Their jaws are massive and ludicrously overdeveloped, with viscous fangs and a horn protruding from their forehead, their necks and spines heavily reinforced.
 
  
-'''METAL''':  
+
'''Belief''': Belief draws power from the belief of souls, which creates a pool of slowly refilling multi-dimensional metamagic that the subject of the belief can tap into for their own benefit; only the belief of millions over a significant period of time generates an appreciable amount of magic for the subject to use. The subject of the belief does not need to be sapient, or even sentient, to be empowered by belief (e.g. DragonSparks, precious metals, gems). As the amount of magic varies proportionally with the amount of Belief accrued, Belief-based magic can be pisspoor weak to brickshittingly powerful. Unlike the other sources, Belief is an external source.
The only golems forged of metal, Soul Graves were the invention of the Mosmordren Empire, and their greatest military strength. Can only be forged with Soul and Blood Magic, and the souls of many fresh dead are needed to power the golems. Nonetheless, their power is considered vastly superior to most other mid-to-large production model golem.
 
  
=Stat Blocks=
+
'''Order''': The null, unchanging, anti-existence, and spans all possibilities, existing as a pure void between realities. Perfect order is nothing, a void where not even time is needed, perfect stasis. Order contains within its themes: rejection, the exclusion of everything not the self, prevention of change of self. Saturation of Order leads to the ability to laugh at time when approaching critical mass.
  
 +
'''Chaos''': Creation, change, the new, action quantified, existence, and exclusive to single possibilities. Perfect chaos is anything, constant creation, boundless energy leading to nuke-like cancer. Saturation of Chaos leads to the ability to to make anything of any energy sort (wavelength/matter/type/etc.) when approaching critical mass.
  
'''Ugrokk''':  
+
'''True Word''': Used by Timmy to sacrifice its Chaotic change into Ordered protection.
  
--''Blood Of The Long-Bones'': Ugrokk's blood is thick with the blood of the Cromagg, an ancient rival of the Premen. This makes Ugrokk far taller than his contemporaries, and gives him a reach advantage when using any of his limbs.
+
'''Time''': Referenced in Oxlion's list of ablated magic sources and in the Heaven Forge's spell matrix.
  
--''Adaptive Joints'': Born more flexible than most, Ugrokk's joints allow a wider range of motion, allowing for more unconventional movements. Further, this flexibility means Ugrokk is exceedingly difficult to grapple, and is adept at escaping holds.
+
The magic types (Word/World/Will/Blood/Soul) are just fuel sources for the most part, like different octane gasoline for a car. The only thing making this analogy not fit perfectly is that some fuel types are more suited to certain pursuits than others (World magic is best for detecting/manipulating leylines, Blood magic blood, etc.)
  
--''Mobile'': Ugrokk is faster and lighter on his feet than most of his size range could claim.
+
The Drazken Clan Shamans' findings indicate Blood and World magic are alike: the currents of World have a similarity to the flowing nature of Blood. They theorize that tapping and combining World (Leyline) and Blood magic will amplify each other's form. World and Word also appear to be linked: any Word casting creates ripples of an unknown nature in the nearest Leylines.
  
--''The Axeman'': Ugrokk is most familiar and competent with axes, which he combines with his reach and irregular movements for deceptive, whipping hacks and chops, preferring to distract and hinder foes with rapid attacks before finding a chance to land a deeply biting strike.
+
===Chaos/Order===
  
--''The Open Hand'': Ugrokk's unarmed combat style is oriented around redirection of force, rather than blunt trauma, to rely on the leverage his height provides. Ugrokk can flip, throw, or cause to stumble almost any foe he can get his hands on. As far as direct strikes go, he prefers to chop and stab with a stiffened hand, rather than with a closed fist.
+
Soul Magic has, as part of its domain of superiority over other sources, the balance of Order and Chaos of a soul. Saturation of just one type in a soul increases yield, though each individual has their own ideal balance, which changes over time (unless a soul is dead or is pure Order; in those cases, the ideal state is locked down).
 
--''Metal Stealth'': Thanks to the function of his enchanted armor, Ugrokk can become invisible when wearing his armor, at the cost of constantly lowering the tempurature of his armor while the ability is sustained. When deactivated, the armor releases all the light and heat it has been negating, and commensurately heats the armor. Currently, Ugrokk can maintain invisibility for an hour before the cold induces (and the heat that follows deactivation) becomes a health risk. The light, upon release, can be used to blind any near him, but will not impact Ugrokk’s vision.
 
  
--''Gavrock’s Holdout'': With one of the Chained Twins of Gavrock, complete with a morphic shell coupled to it’s chain, Ugrokk possesses a concealable, repeat use piece of artillery, capable of turning him into a mobile artillery platform.  
+
As polar opposites, significant interactions between Order and Chaos results in a massive all-annihilating explosion.
  
 +
===Blood===
  
'''Oggroth The Mountain''':
+
It appears that something that would count as blood (e.g. blood, Blood Iron) flowing generates Blood Magic.
  
--''Heir To Parran Thropus Clan'': Oggroth The Mountain's ancestry were long members of the Parran Thropus Clan, broken and scattered shortly after Oggroth's birth by Goran and the Gorkin Clan. The blood he carries comes from the Parran Thropus's Clan's distinct lineage, separate from most Premen, and makes him larger, hardier, and more primal. Oggroth's size, strength and durability all are greatly amplified by this Trait.
+
Blood magic can reach, or at least approach, Soul levels of power if the blood used is exclusively comprised to White Blood Cells. White Blood is more responsive to magic and has a greater sense of ownership than the other parts of the blood. That may have to do with White Blood being something like the soul of blood, born from the proto-souls, the Possiblity Cells, contained in the marrow of the bone.
 
--''Known No Pain'': Oggroth The Mountain is titled such for his phenomenal ability to ignore pain. He is able to ignore his flesh being sliced or flayed, not flinch when he is set aflame, and laugh at an attempt to beat him to death. Oggroth will continue to act with full control of his body until it literally starts to fall apart.  
 
  
--''The Way Of The Doban'': Oggroth's signature weapon when he does not just use his bare hands, a massive sphere of iron some four feet in diameter, is a fighting style he claims to have picked up from an old, leathery-skinned Premen with shockingly white hair, who nonetheless was able to resoundingly trounce a younger, more arrogant Oggroth who was incredulous at the old one's claims. Now, Oggroth can apply devastating force to opponents up to thirty feet away, either by hurling the sphere at them, swinging it about in a circle with a shortened chain before extending it, or outright bringing it down with both hands upon an opponent like a hammer from the sky. While the speed his fighting style holds isn't much, it's destructive force and potential range are both exceptional.  
+
White Blood is primarily concerned with defending the body, tied to the concepts of SENSING and REJECTION, and has intrinsic Order magic piercing abilities and detection capabilities, with potential immunal rebellion as a recoil from usage. The more harm (from toxins and disease usually but also magic when White Blood is activated) that is done to the body, the more blood is saturated with White Blood, and the easier the body can fight off the same harm. Imparted qualities from use vary (e.g. Keddic gets general blood-related fun stuff, Bang gets increased resistance to tumors).
  
--''The Clenched Fist'': Oggroth fights by balling his fists and using his overwhelming strength and weight to literally beat his foes to a pulp, preferring to stand and trade blows with a foe rather than try to fight evasively. Oggroth fights to dish out as potent of a blow as he can, every time he strikes.  
+
Possibility Cells are Chaos to White Blood's Order, useful in returning the body to a past state. As always with Chaos, control is easily lost, resulting in magically empowered tumors that turn all surrounding flesh into a mess of tumors and puss unless one can exert enough control over the intruding flesh to suppress and reverse the damage. Highly useful in creating new additions to the body.
  
--''Implacable Charge'': While armored and riding his mount, Hairy Steaks, Oggroth can only be brought to a halt by bedrock or magical means against his will: Barred doors and gates, no matter how sturdy, will fall before him. Likewise, Oggroth’s mount is sufficiently large and durable that it can trample infantry and conventional cavalry alike.
+
===Souldreaming===
  
--''Doban Style Expanded'': With the ownership of a new hammer, enchanted and chained to his massive wrecking ball, Oggroth can effectively function as the firing mechanism for a repeat cannon bombardment, but must be on foot and properly braced to do so. The kinetic force placed in his wrecking ball when struck by the hammer rather than thrown is sufficient to smash through walls and crumple metal.
+
A field of magic that accesses the Dream, the Caged One opening gates to other realities, and therefore dependent on the Caged One; there also is a link of an unknown nature to Deep Spawn: the presence and condition of Deep Spawn influence Souldreamers if the Dreamer is in a weakened state. Manipulation of dreams and alternate realities come most easily to SoulDreamers, feats miserably hard and perhaps unheard of outside Souldreaming.
  
--''Durability Expanded'': With heavy plate to go along with his already hardy hide and durable form, Oggroth can withstand gunfire, non-magical cannon-fire and conventional weapons directed his way with little to no harm.  
+
For Souldreamers to access the Dream, they must give up a piece of themselves, most commonly a physical part of their body, but bits of their soul or some aspect of their mind also satisfy the sacrifice requirement. For those who sacrifice an aspect of their mind, their alternate self or selves usually fills the niche of the aspect sacrificed, as Dream selves are connected most easily to other alternate versions of themselves.
  
 +
For mental Souldreamers, Dream magic appears to work by imagining power for use in the Dream. For physical Souldreamers, Dream magic appears to work by sending, partially, their body into the Dream.
  
'''Arkus''':
+
To Jojo's knowledge, gems cannot be used to empower Souldreaming works, unlike practically every other style of magic.
  
--''Adaptable Analytical Psyche'': As a result of having grown up under rather dismal conditions, with poverty, famine, death, plague, and all manner of traumatizing events all bombarding him. Yet instead of retreating from the harshness of reality, or being warped by it, Arkus became obsessed with understanding the world around him. As he matured, this tendency likewise evolved, leading to Arkus being able to restore himself to a rational state of mind much more quickly than would normally be possible by all but the most grizzled veterans, all of whom would have far worse mental scars than Arkus.
+
==Fields of Magic==
  
--''World Mage'': Arkus has successfully learned at least one spell that taps world magic, and how to reliably correctly cast it. He now qualifies as an entry level mage by the Mortal Coil's standards.  
+
Tractomancy: Dimensional/Spatial magic, dealing with distance, the relative space between locations, all that. (Fairly rare)<br>
 +
Ignimancy: Manipulation of electricity. Not many people do it, since what they work with is fast enough that one screw-up is usually terminal.<br>
 +
Necromancy: The act of expediting the coming of death (really just specialized, applied Chronomancy) More common than general Chronomancers.<br>
 +
Pomumancy: Wood/plant manipulation<br>
 +
Geomancy: Earth manipulation<br>
 +
Chronomancy: Time manipulation (mages in this field are exceedingly rare)<br>
 +
Aquamancy: Water manipulation<br>
 +
Magnetomancy: Metal/magnetic field manipulation<br>
 +
Aeromancy: Air manipulation<br>
 +
Gravimancy/Sepulchrumancy: Weight manipulation [Gravity]<br>
 +
Kinetimancy: Force/vector manipulation<br>
 +
Curatiomancy: Healing magics of the conventional, non-SoulDreaming sort<br>
 +
Pyromancy: Fire manipulation (this, Geomancy, and Magnetomancy are the three most common areas of magical study currently)<br>
 +
Phonomancy: Vibration manipulation, rather than just audible sound<br>
 +
SoulDreaming: Dream/alternate realities manipulation<br>
  
--''Well-Traveled'': Arkus has traveled widely throughout the warring lands south of Castiliathen, and knows the area well. Whenever Arkus is asked a question concerning anything within the demesne of that knowledge, he will have current information as of his last visit to any major city, given at least three days to check known places to pick up gossip and news.
+
===Chronomancy===
  
 +
Each and every use of Chronomancy takes a toll, eventually, as the manipulation of time attracts the attention of Causality, who, like Time, has a self-crafted vessel for the personifications to interact with others. To give a sense of scale, the personifications of Causality and Time are to Planet Eaters (the most powerful entities yet encountered, in a setting full of ridiculously powerful beings), as Dreameaters (terrifying monsters that '''WILL''' eat you alive and cannot be stopped, essentially) to novice Dreamers.
  
'''Derkin the Machete''':
+
Thus, NEVER EVER USE CHRONOMANCY!
  
--''Dead-Steady Hands'': Derkin has very nimble and precise control of his hands and digits, and is deft at sleight of hand, pickpocketing, and knife throwing as a result.
+
===Styles===
  
--''Subtle Sabers'': Derkin is competent at using machetes as throwing knives, and beyond this, is practiced at secreting such blades about his personage in great number. Part of why he prefers plate, mail and scale coats is to have extra space to hang machetes on the extra material, though his current salvaged mail coat has seen better days.  
+
Codified ways of using Magic, usually for the purposes of combat.  
  
--''Back Alley Whispers'': Derkin is a practiced thief, rogue, pickpocket and bandit, and can glean knowledge from local criminal populations very easily. Further, he knows of several fences and black market locations throughout the war-torn collection of nations and empires south of Castiliathen.
+
'' '''Castiliathen Warrior Houses Styles''' ''
  
--''Belligerent Bullrush'': Derkin does not like to leave questions unanswered, and when assigned to a task, will continue to attempt to succeed even in face of normally daunting circumstances or frustrating lack of results, with the exception of anything that offers significant chances of personal death. He does like being alive, after all.
+
'''Way of the Harksburton'''
  
 +
Revolves around the manipulation of blood, used to enhance the normal capabilities of the user's body and grant the ability to do unnatural things to the user's blood. Normally a defensive-oriented style, the sub-style Sanguine Kinetic Pugilism produces more offensive effects.
  
'''Jojo the Stand''':
+
'''Way of the Hechlor'''
  
--''Souldreamer'': Jojo practices an obscure subdivision of magic called Souldreaming, which allows him to use his own soul to power magic within his own dreams, and possess significant power while in tranced states. This power comes at a price, as all those 'blessed' with this ability have bodies crippled from birth, and any considerable use of power requires a deep enough trance that Jojo is left defenseless. Limited in application outside of actual dreamscapes (Jojo is more adept at his craft when asleep).
+
Revolves around rotation, and the imparting of. The style involves spinning, sweeping blows and leg movements to whirl the body about, touch imparting some sort of torsion on foes, causing their spines to twist and ultimately shatter themselves, limbs to likewise curl up, and to turn blows to follow the user's spin, making striking the user directly during spins monstrously difficult.
 
--''Truth to dreams'': Jojo is capable of negating recent injuries or changes on any being capable of dreaming, but most go in to a trance to do so. He essentially converts the memories of the injury into memories of a dream, using his Souldreaming to tie the actual wounds to the now falsely imagined dream, forcing the body to revert to it's earlier, undamaged status. This process takes time and energy, and is ill-suited to the midst of battle.
 
 
--''The Dream Path'': Jojo, while asleep and dreaming, can 'ride' the dreams of anyone he has met to their location, and will awaken at their location. This process is near instantaneous, but Jojo is left prone after the jaunt while his soul and body reconnect.
 
 
--''Nightmare of the Soul'': Jojo, while asleep and in contact with the dreams of someone he has met, can use his own soul to trigger potentially fatal dreams, applying the reverse of his Truth to Dreams ability and making the dangers in the dream tangible to the victim, while spurring it on towards nightmares and personal fears of the individual. A draining task, and a warded mind could proved dangerous to assault.
 
 
--''The Path Of Suffering'': Jojo was cast out of his own village at a young age for his frailties, before his powers manifested. He survived on his own determination, resolve and wits, and has a deep abiding respect for those who walk alone, and any showing the determination to do what they must to live and thrive. Pity is anathema to him, as all he has gained has been through effort and pain, earned rather than received as a gift.  
 
  
  
'''Sir Keddic Harksburton The 4th''':
+
'' '''Mass Connection''' ''
  
--''Heir to the 'Way of Harksburton''': Keddic is the fourth inheritor of the form of combat magic passed down from the founder of the Harksburton line, a magic that is a closely guarded family secret in terms of how it is achieved, fusing Will and Blood magic fuel sources to create a combat magic that has several Arcane traits. To date, no one outside the Harksburton line has learned the Way. Each heir to the style is expected to contribute some meaningful improvement to the style before they can continue the family line.
+
Styles of Combat Magic based on manipulating mass and the perceived connection between all things
 
--''Wanderlust Addict'': Keddic is obsessed with exploring and adventure, and goes out of his way to see strange and exotic sights. Has spent several years in the Land of Dragons, far to the south, and gained a basic understanding of their own form of combat magic, one that focuses around the concepts of manipulating mass and the perceived connections between all things.
 
 
--''Student of The Lined One'': During his travels in the Land of Dragons, Keddic met a native combat magic practitioner who was willing to teach him the fundamentals of Mass Connection, the general name for the form of combat magic they practice. Keddic adapted several theories into the Way of Harksburton, but his training was incomplete: His instructor was a wanted man, and Keddic was forced to flee the Land of Dragons after being labeled an accomplice. He assures everyone it must be some misunderstanding.
 
 
--''Fight-Addict With Gentlemanly Tendencies'': Keddic is obsessed with the struggle of battle, and actively seeks out areas of conflict in the hopes of finding good opponents to further hone the Way of Harksburton against, as well as finding simple joy in the course of a hotly contested fight. Outside of conflict, he carries himself with the confidence of one born to wealth and respect, and endeavors to stay a cordial individual.
 
 
--''Harksburton Vendetta'': The Harksburton line has an oath of revenge that they are honor bound to pursue if given the chance, against a humanoid Life Golem by the name of Aurockoth, who not only has slain three scions of the Harksburton line, but more importantly has also stolen glory and accolades that rightfully belonged to the Harksburton line. The Life Golem's location is unknown, and descriptions vague, but the family nonetheless holds hope of one day paying back their grudge.
 
  
 +
'''Winding Pathway'''
  
'''Magnum Bang The Human Dynamo, Annihilator Of Armies, Smasher Of Sieges, Cracker Of Castles''':
+
About making paths through the abyss between dimensions to fold space around oneself. Winding Way (built around coiling, folding space to alter the positioning of souled objects) and Winding Path (built around coiling, folding space to alter the positioning of soulless objects) are two halves of Winding Pathway.
  
--''KNOW NO FEAR'': No matter what situation or circumstances Bang is placed in, he will never be made to hesitate due to facing a more potent foe, or be subject to fear-based illusory or otherwise magical attacks. This also has the byproduct of making him reckless to the point of insanity when faced with excessively more potent foes, as nothing will make him feel cautious.
+
'''Jade Soul'''
  
--''BLOOD THAT BURNS FURIOUSLY'': Bang will, in general, flourish when pushed, as his personality is conducive to maintaining focus (and thus control of magic) even as situations grow more hectic/he becomes more enthused with a fight. This has the side effect of making it increasingly difficult to convince him to withdraw from a fight as it progresses.
+
Seems to revolve around manipulating the soul of one's body, producing various special effects.
  
--''Rapidfire Combat Magic'': Bang, rather than working to put more any more power into any given ability, has specialized into placing energy as quickly and precisely as possible. This is what allows him to rapidly heal from wounds, by constantly repairing them even as they happen to minimize how much energy it takes to sustain himself, or otherwise undo damages to his body, as well as to constantly employ muscle recruitment (boosted moderately beyond human limits) without his body breaking: He repairs it as it breaks faster than it can degrade.
+
'''Ghosthand and Breaker'''
  
--''Body Runes'': Magnum bang’s body is covered in tattoos and ritualistic scarring, as well as carved into his bones (all of them, from teeth to femurs to his skull) with one single function: Enhancing the rate at which he regenerates magical stamina. Without this, he could measure the time he could fight at his normal pace in the seconds, rather than in minutes.
+
Ghosthand revolves around exuding the soul of dead areas of the body, being material and immaterial, and using the force of one's soul to overwhelm opposition. Breaker seems to revolve around absorbing metals into one's body and activating the innate magic within them to create an instant Alchemical augment.
  
--''MAGNUM SCARF'': Bang bears only one magic item: A scarf that he can store potential magic in, under certain restrictions: He cannot store general magical energy, only magic already designated towards a specific focus (I.E. magic devoted to repairing broken bones, or re-knitting split flesh, etc.) The scarf, coupled with his body running, pushes his operating time at full throttle (assuming the scarf is fully charged) into the range of twenty minutes. To fully charge the scarf take approximately one day.
+
'''Iron Body'''
  
 +
Involves adding the properties of Iron to the body, presumably using the iron in one's system as a medium for this change. This style is exclusively built around defense and hardening, with little to term offensive included in the style.
  
'''Jezebel''':
+
'''Fluid Fist'''
  
--''War-born mind'': Jezebel specializes in implements of war as her preferred medium for creating new inventions, leaving more peace-oriented, utilitarian devices to be crafted by others.
+
Revolves around the manipulation of fluids around the fist. The fluids usually(?) are a potent acid of some kind.
  
--''Tongue of the Viper'': Jezebel refuses to curtail her behavior to be courteous to someone unless she genuinely believes the individual is deserving of it (People on this list currently: Gavrock, Gialgorra). Likewise, she does not take well to orders, but this also means that she is highly resistant to interrogation (even if it means it results in her torture and eventual death).
+
'''Armor Annuller'''
  
--''Thundering Water specialist'': Jezebel’s specialization towards implements in war has coalesced into an affinity for inventions involving electricity and/or water, and she will be more capable at crafting devices oriented around this focus.
+
Specifically designed to reduce fights to a less charged format, using one's energy to negate the combat energies of others.  
  
--''Poor origins'': Jezebel came from a family with little in the way of funds, and clawed her way up to becoming an inventor. As such, she is highly independent, but evidences a soft spot for the poor, especially children.
+
'''Stone Fist'''
  
 +
Based on using contact with stone and earth to manipulate it.
  
'''Dame Valiria''':
+
'''Fire Flesh'''
  
--''Blue Knight’s Favored child'': Valiria grew up wanting for nothing, her father (and eventually her little brother) all too happy to provide anything she wanted. She has grown averse to this treatment, but is not fully cognizant of how pervasively her own views on the world have been impacted by her pampered upbringing. She has difficulty relating to those who lacked similar resources growing up, but excels at navigating higher social circles.
+
Based on forming a layer of fire over one's skin to create an armor made of fire.
  
--''Wild Child'': Valiria desires to prove herself capable of managing her own life, and eschews any further aid from her family. As this is a relatively recent decision, it is unclear how this will play out.
+
'''Chaining Calamity'''
  
--''Chained Sword'': Valiria’s weapon has enchantments in it allowing anything she strikes with her sword to slowly become wreathed in chains with each blow, which she can anchor to anything she desires. This allows her to perform excellently in a support role, or to capture foes.
+
Revolves around defining the chain(s) upon the practitioner's body as part of the body, and thusly controlling its action, all while housing it in energy. All techniques seem to be built around binding, or imprisoning, being a heavily suppressive style, with many agonizing submission moves.
  
--''Pampered life'': Dame Valiria, while well-versed in tactics, leadership, and swordplay, has had little opportunity to push her limits, and currently reacts adversely to being forced to struggle.
+
'''Way of Puppets'''
  
 +
An Arcane Blood-based method of controlling the body, most commonly of others, whether living or dead; its use and knowledge are banned in the Land of Dragons. Dowsan believes the style draws power from the void between realities.
  
'''Lord Donwick Dregas''':
 
  
--''Money Magnate'': Having grown up in a noble family with depleted funds thanks to poor choices by predecessors, Donwick demonstrates a keen eye towards business dealings, and can hold his own against most merchants.
+
'' '''Miscellaneous ''' ''
  
--''Seeking Silicanthos'': Donwick has a great affinity for his destroyed family golem, Silicanthos, and would have unending gratitude should it be restored to him.
+
'''Muscle Space'''
  
--''Veteran Golem Operator'': Donwick has decades of experience commanding golems and acting as a golem operator in multiple battles, and is quite adept at assessing golem’s capabilities, both those he uses and those he observes.
+
A Tractomantic Combat Magic revolving around folding space, layering muscle into the same place without increasing mass--pocket dimensions in which to store extra muscle mass, still part of the body--creating a shadow overlay of the multidimensional musculature on normal space. Normally, its a blob around the user, who can shape this shadow to reach other areas, and via intense flexing, force a body part to move across the muscle shadow, and still be connected to the user through Muscle Space. Practitioners also, apparently, receive talking muscles.
  
--''Non-leader'': As part of a minor and impoverished noble house, Dregas has almost no experience leading beyond advising, and does not do well when forced into a leadership position for anything requiring quick, decisive choices.
+
=Metal Information=
  
 +
Most metals retain normal properties. Steel is referred to as Base Steel.
  
'''Ulzrick''':
+
'''Wootz Steel''': a rare, prized steel alloy, of superior strength to normal steel, in general durability, tensile strength, and ability to keep an edge; despite having no innate magic, performs almost as well as Blue Steel.
  
--''The voices, THE VOICES'': As a functioning schizophrenic, Ulzrick hears voices that he does not perceive as originating from himself, but he maintains enough clarity of mind to not have the difficulty sorting external stimuli that frequently accompanies his condition. However, a byporduct is that he can, when under player control, directly hear the posts of players, and likewise perceives them as he does other ‘voices’ However, unlike voices he generates himself, posters CAN induce sensory overload with excessive divergent comments and suggestions.
+
'''Blood Steel''': an alloy of Base Steel with Blood Iron. The Blood Iron component within the alloy allows golems made of Blood Steel to use Blood Magic, by circulating the blood around to simulate the blood flow of living organisms. The innate magical currents pervading the metal provide some basic enhancement to this already supernatural metal and lend themselves quite well to future runing.
  
--''Souldreaming Apprentice'': Ulzrick is learning Souldreaming from Jojo, and currently can jump into the dreams of those willing to let him in that he knows with some regularity, and can unmake wounds by making them figments of his imagination and drawing them out of reality. Thus far he has had no success at ‘riding’ dreams to move his body, and has not yet been shown how to do other acts with Souldreaming until he gains more competency in the two fields he has yet had success with.
+
'''Blootz Steel''': A new alloy that Mordre invented, Blootz Steel, as indicated by the name, is an alloy of Wootz Steel and Blood Iron. Beyond the addition of Wootz, and all Wootz provides, the qualities of Blootz Steel are much the same as Blood Steel.
  
--''Will Magnet'': As someone with an inherent disposition to Will magic, Ulzrick has begun to learn some rudimentary Magnetomancy from Mordre, and can move the pins in locks, turn doorknobs, or levitate a few pounds of metal with sufficient anchors. Anything more taxing than this drains him too quickly to currently be viable.
+
'''Blue Steel''': forged with inbuilt Regenerative magicks infused into the metal as it is shaped. More durable than normal steel, keeps sharp longer than normal, and cannot rust. Makes excellent long term armor for any terrain.  
  
--''Flexible in Body and Mind'': As a result of his years wrestling and dealing with the voices he perceives, Ulzrick is both mentally and physically flexible, able to contort his body and dislocate joints with ease, and can adapt to changing situations more swiftly tha would normally be possible. A byproduct of his mental flexibility is difficulty maintaining long-term focus.
+
'''Red Steel''': forged with inbuilt Destructive magicks that lets every cut it makes be magically widened, such that even a small cut could end up a grievous injury. Causes sharp, vibrating tremors when forged into blunt weaponry. Can destroy Blue Steel with relative ease, but when faced against other Red Steel, will start to warp and wear so long as it is forced to clash against something of it's own nature. Can make armor that magically rusts Blue Steel or below quality metals upon contact. Starts to deteriorate if attacked with Red Steel (said weapons will suffer likewise). Prohibitively expensive, not seen in any mass production form. Red Steel cannot be inscribed with runes.
  
--''To Find a True Home'': Ulzrick has never felt at home anywhere since his brother Ozrick left some years ago to seek his fortune, and longs to find a place where he is accepted unconditionally, as all prior times he has admitted to hearing voices he has been ostracized by those he spoke to. Before Trepany, he lived in two separate villages to the East, and was forced to flee from the suspicious glares thrown his way.  
+
'''Rune Steel''': Blue Steel with runes inscribed into them during a second forging: the effects vary from rune to rune, so while some examples of Rune Steel may be nearly indiscernible from Blue Steel, some examples will have powerful magical enhancements. Price of manufacture varies in proportion with the quality of the rune used.  
  
 +
'''Black Steel''': Invention of the fallen Mosmordren Empire, steel with Augmentive magicks forcibly infused into it by spilling the blood of those actively harvested for Soul Grave fuel onto the Base Steel while it is forged atop enchanted anvils, the souls of thousands ground to dust during their forging to give them a strong connection with death. Now the metal is poison, causing wounds inflicted to rot, and being impossible to wield for long without starting to decay. Only Soul Graves, the golems the metal was forged for, are safe to possess it without harm, as the blood in the metal forms a symbiotic connection with the souls and dark magicks that animate a Soul Grave. The metal is conventionally unbreakable, and causes non-Soul/Blood fueled magicks cast in the immediate vicinity to be weakened, sometimes outright negated, depending on proximity, the strength of the mage, and the amount of Black Steel present.
  
'''Vespinto''':
+
'''Morphic Steel''': Alloy that DULU!!! is constructed out of. Grants extreme flexibility.
  
--''Edge Attuned'': Vespinto has prodigal talents at employing any edged weapon he can heft, and at worst is considered competent, at best masterful, with any bladed weapon (or improvised bladed weapon) he employs. He eschews the use of non-bladed weapons, largely due to the fact his affinity for bladed weapons is innate, and when using any non-bladed weapon, he has to manually think of how to employ it, drastically reducing his combat effectiveness. This ability has, under Derkin’s tutelage, grown to include comprehension of the weighting and balance of bladed weapons for the purposes of employing them as throwing weapons.
+
'''Necronostrium''': Called 'Death Metal' or 'The Reaper's Steel', Necronostrium was invented and crafted in small amounts by the Mosmordren empire during the height of it's power. A collection of powerful magics allowed the metal to make edge implements of unparalleled viciousness, even the smallest wound made with such a material magically being enhanced until even a shallow cut could be a dire injury. Further, wounds will fester, rot, and reject the power of leylines flowing in the area, causing agony and some mutation to those struck. The wounds are unable to be treated, magically or otherwise, until the wounded has been exposed to the light of dawn. This metal can claim dominion over all earthly materials, able to cleave a path through any conventional defense. Its forging process was lost with the fall of Mosmordre, though, through Bobobo, Mordre discovered the method: it involves mass sacrifice and years of torture and agony.  
  
--''Bloody Dedication'': While Vespinto is able to keep a calm head at most times, any time he is rendered wounded when in combat and using a bladed weapon, he will feel it a personal challenge to his ability to fight, and become embroiled in whatever contest resulted in him being wounded. Without someone else present to moderate this behavior, he will continue to fight until either he or the one that wounded him is dead. This trait will not activate if he is not armed with a bladed weapon.
+
'''Lortoxite''': aka Starmetal aka The Blessings of Lortox, the patron deity of the asteroid ring around the planet Zakrath. Lortoxite (conventionally, a predominantly Tungsten-Carbide alloy) falls from the asteroid ring as blazing meteors. If the fallen metal is sufficiently heated and infused with enough magic, it can be forged into unbreakable equipment, making particularly effective instruments of combat, as the power of the reforged meteors gives otherworldly impact to blows. Conversely, armor made out of Lortoxite has the capacity to absorb and nullify tremendous impacts delivered to the wearer, in correlation with the amount of Lortoxite-forged armor they wear and what hit them. The drawback is that any piece of Lortoxite can only be forged ONCE, and once shaped into a knife, hammer or helmet, it will forever hold that form. Some astronomers make significant wealth, predicting the fall of new pieces of Lortoxite.
  
--''Piercing gaze'': Vespinto has tremendously capable short-range vision, and can register nearly anything that is conventionally visible (even if in his peripherals) so long as it is within ten feet of his personage. Beyond this range his vision functions as normal.
 
  
--''Lust for prestige'': Vespinto seeks to become a noble through military exploits, so that he can start his own noble house through the strength of his own accomplishments, and will pursue any path that he feels could better lead him to this goal.
+
=Golem Information and Types=
  
 +
For normal golems, think of them like computers. Given a problem, they can solve it. But they need to be given direction on what to do.
  
'''Ellorika''':
+
Once an owner dies, if there is no one else listed as next in line to be master (such as in a military setting), the golem goes inactive. It must then be awoken to bind it to a new owner. <s>In theory anyone could do this, but the tools needed to activate golems are rare and expensive, especially for Soul Graves.</s> Okay, looks like one does not need any tools to activate golems, deducing from the lack of any noticeable tools when Mordre saw Dregas take control of Geodiaz. Of course, Geodiaz is a clay golem, so other golems (such as Soul Graves) might need activation tools, but Arkus was suspicious that he needed a tool to activate Mordre when asked, so...
  
--''Iron Lungs'': Ellorika can bellow orders with the best of them, and can maintain a measured respiration rate up until the point of collapse from exhaustion, thanks to overdeveloped lungs. This has a byporduct of giving her peak natural stamina at all times she is conscious, and allows her to hold her breath for prolonged periods, up to ten minutes if not exerting herself, and a full minute if engaging in exertion.
 
  
--''Lead From the Front'': Ellorika is more than passing headstrong and brave, and when in command of any force, prefers to lead from the front, both to lead by example, and to stay as up to date as possible about changing conditions on the battlefield.
+
-'''CLAY''': The first golem type ever made, a basic form has been perfected in efficiency of a craft nearly every town has: a seven foot tall, seven hundred pound, vague, rotund humanoid shape. Other designs are seen as well, but none are nearly as easily made, and thus rarer. Made with clay from dead volcanoes and crystals from live volcanoes, upon which control runes are inscribed. The runes for the default clay golem are readily known, though access to the materials needed is not.  
  
--''Frank Interactions'': Ellorika is brusque and to the point, even when blunt words can land her in hot water.
+
-'''STONE''': Vary in size, shaping and purpose greatly, as they are crafted almost exclusively with World magic, by drawing on the power of mountains or rock quarries (preferably over Leylines for best results) to imbue stone with life. Not frequently used in warfare: the time and energy required to craft even relatively simple ones is not worth the relative ease most common Stone Golems can be shattered with.  
  
--''A Worthy Companion'': Ellorika, nearly thirty years old, has rejected all previously suggested matches in Trepany, refusing to couple with anyone she deems a lesser to herself: With her considerable physical abilities, penchant to lead and excessively direct interaction methods, this excluded everyone willing to court her. She seeks someone she could genuinely call her better as the only type of person worthy of being her match.  
+
-'''WOOD''': Crafted with World magic in ancient forests (also benefiting from from being over leylines); can be made relatively easily out of any tree and at great speed if necessary, but different trees make different golems, and the time spent shaping the golem impacts the quality. Cannot be runed, and can be burned fairly easily.  
  
 +
-'''LIFE''': Made with Blood Magic; involves grafting traits onto a base living form to create a new species controllable as a sapient slave. The required local government's approval for creation and rarity of Blood Mages means very few have been made since the Mosmordren Empire's fall; the Land of Dragons however still produce a great deal, most notably Ragegluts.
  
'''Dulu The Golemslayer, Golemslain and Golemforged''':
+
-'''METAL''': Soul Graves were the invention of the Mosmordren Empire and--though merely incomplete copies, shadows of what the Deep Spawn teachings could do--their greatest military strength. Can only be forged with Soul and Blood Magic, and the souls of many fresh dead are needed to power the golems. Nonetheless, their power is considered vastly superior to most other mid-to-large production model golems. In the Land of Dragons, there are independently operating Golems of metal, the Dao (large siege behemoths that are briefly animated with magic when their housing castle is attacked), and Small Tomb-equivalents, Ancestral Tombs (existing for such a time that a term for those souls that have had their connection to their mortality and prior existence lost has been in use for some time), that are controlled by the entombed soul.
  
--''Premen Blooded'': Dulu is half Premen, his father having been captured by a roving Premen raiding party, and claimed by one as a prize. After Dulu was born, he grew to hate his puny father, so weak and subservient, and strived to emulate his warrior mother. He eventually become regarded as the roaming band of plunderers' communal son, finding a replacement father in all the male warriors of the group. Eventually though, his mother fell in battle against another Premen war-party, one vastly their superior in size, and as the rest of his makeshift family was butchered he fled, down south into the human lands. Since then he made a name for himself as a capable mercenary, with a natural strength that no full-blooded human can match.
+
=Current Goals and Objectives=
  
--''Premen Priorities'': As a half-Premen raised amongst a Premen warband, Dulu respects strength, those who eschew deceit, and forthright combat. Further, it is anathema to Dulu to break his word, and he can become enraged if someone breaks their word when it concerns him.
+
(X)'s Denote tasks that will also further the goal of getting revenge on those who destroyed the Mosmordre empire.
  
--''Heroic Awareness'': Dulu has focused most of his pursuit of magic into improving his perceptions, deducing that as a Golemslayer, avoiding an attack requires perceiving it. He has since pushed his talents in the realm of augmented perception into the pre-cognitive realm, achieving a form of 'danger-sense' that gives him limited forewarning about attacks before he even becomes conscious of having percieved the threat. This allows him to be highly evasive and exceptionally difficult to hit unless he is attack with sufficient speed or numbers that awareness cannot help him. Since his death and subsequent housing in a Small Tomb forged of Morphic Steel, he is able to take greater advantage of his pre-cognitive ability to detect threats to his person, and has expanded it to include reading future openings in a foe’s guard, allowing for both supernatural evasion and supernatural accuracy with blows, managing to slip into openings in one’s defenses the moment they appear. As his new form is much more flexible and durable alike, an exorbitant amount of powerful attacks would need to be directed his way at radical speeds to successfully deny him the ability to evade, and melee combat is advisable only for the most masterful of groups of fighters experienced at working in tandem to cover each others openings.
+
==Curse-Related==
  
--''Extensive Golem Experience'': Dulu has been hunting golems of all sorts for a decade, and has destroyed or rendered inoperable more than four hundred golems of all sorts. As such, he is much less likely to lose his focus, become hesitant or be surprised by the capabilities of any relatively normal clay, wood or stone golem and his new existence as a Sapient Small Tomb has expanded that to include Small tombs as well.. Soul Graves are too rare for him to be overly familiar with them, and Life golems too varied for any universal rules, but his other experience bleeds through, making him dangerous even against golems he has not seen before but between his personal experiences and Weinsho’s observations, The Soul Grave Mordre is largely understood by him, and would have considerable difficulty surprising Dulu with any ability ever before used in the warring states (which includes Duras and the Azelhaedran State.
+
Find out how Acturo Fissykus was able to know the commands that were supposed to be restricted to Scientomancers (X)
  
--''Magically Armed'': Dulu is able to absorb any magic short of Soul magic upon contact with his form (or his cleavers/staff, should they be gripped) and using the power absorbed to fuel the proliferation of Morphic Steel in his form, fueling the creation of up to six new arms beyond his default pair: Any energy absorbed beyond the amount required to form and sustain a full eight total arms is converted into thermal energy, and will slowly render his form more and more flexible, with the side effects of making his able to melt most or ignite conventional materials on contact, as well as making him much more visible due to the heat released. This ability does have limits worked into it, such that a sufficiently massive amount of non-Soul magic could, after forming the additional limbs, eventually heat his form past the melting point for Morphic Steel, but the amounts required to do this would likely take hundreds of mages directing a concerted effort to do so.
+
-Find out the nature of his connection to Arkus
  
--''Weinsho’s Cold Right Hand'': As Mordre has grown in importance in the eyes of Weinsho, Dulu’s employer and the one who housed his soul in this new from, Dulu has risen in importance to Weinsho, now effectively his lieutenant. However, Dulu’s preference for face-to-face confrontations, preferably on even ground, does not mesh with Weinsho’s preference to stack the odds in his favor: Dulu tires of serving Weinsho, but is unsure how he could ever escape such service, as Weinsho promised him that he could unmake Dulu as easily as he forged his new form.
+
==Build an empire==
 +
 +
Acquire the aid of the Yeti Tribe or Premen Clan (Complete: Premen)
  
--''Directed Grudge'': As the only golem Dulu has failed to destroy after accepting a contract, as well as the one to slay him, Dulu holds both hatred and respect for Mordre, and strongly desires a chance to once more face the Soul Grave squarely in single combat: Under Weinsho’s service, this is unlikely to occur.
+
-Defeat Goran and the Gorkin Clan and free the Premen Tribes under his control (Complete)
 +
:-Convince, by charm or by force, the other Premen tribes to answer to Lorgk as Over-Chieftain.
  
=Fanart=
+
-Solve the mystery of the Drazken's bronze mine (Complete)
<gallery>
+
:-Drive out Demons from bronze mine and reclaim it in the name of Mordreden (Complete)
File:Mordresketch.jpg|The great Mordre himself!
+
::-Enlarge their mining area by giving over the flesh of the dead, live bodies, or completely nonmagical technology to Eldghodd or his representatives. The area can also be enlarged by an additional three miles radius for every opening to Eldghodd's domain, to a maximum of nine openings.  
File:Minimordre.jpg|Proposed Mini-Mordre design
 
File:corebeingfight.png|Mordre fighting a manifesting core being
 
File:Dulufight.png|Dulu fighting Keddic
 
File:Dulu.jpg|Dulu
 
File:Jojoulzrickmagic.png|Jojo and Ulzrick DOING MAGIC
 
File:Eisenhardthealin.png|Eisenhardt being healed
 
File:Collettebang.png|Collette the Colossus and Magnum Bang
 
File:DAMNYETI.jpg|SWEET KEDDIC AND HELLA BANG
 
File:ChestDayMordre.png|Thank [[Cruxador]] for this masterful contribution to [[Chest Day]]
 
File:Scan0002.png|Vespinto and Ellorika
 
File:Scan0001.png|Ugrokk being sophisticated
 
File:InfernoCreation.png|Mordre summoning an Inferno Golem
 
File:Jojo0001.png|Jojo using Magic
 
</gallery>
 
  
=Current Goals and Objectives=
+
-Create trade routes to the Drakzen Clan's lands in order to facilitate further growth of the tribe (Complete)
  
'''Build an empire'''
+
-Turn the Drazken Clan into an industrial powerhouse
 
 
Acquire the aid of the Yeti Tribe or Premen Clan (Complete)
 
 
-Deafeat Goran and the Gorkin Clan and free the Premen Tribes under his control
 
 
-Solve the mystery of the Drazken's bronze mine
 
 
-Create a trade route to the Drakzen Clan's lands in order to facilitate further growth of the tribe
 
 
 
  
Ally with or gain control of the Azelhaedran State(X)
+
Ally with or gain control of the Azelhaedran State(X) (Complete: Control)
 
 
-Meet new units in the Azelhaedran state: Sam Vimes, State WarMage Alexander Armstrong
+
-Meet new units in the Azelhaedran state: Sam Vimes (Complete), State War Mage Alexander Armstrong (Incomplete: Died in battle, his soul may be recoverable), Captain Falcon
 +
:-Restore or revive units who suffered losses in the war with the Disciples of Domintus
 +
 
 +
-Destroy the talking Core Being (Complete: Timmy turned into Heaven Node)
 +
 
 +
-Free more research outposts from enemy control (Complete)
 
 
-Destroy the Core Being
+
-Ally with the Blue Knight (Complete)
+
 
-Run the Arcanoworks and free more research outposts from enemy control
+
-Stage a coup, getting the populace to pass control over to Mordre (Complete)
 
-Ally with the Blue Knight
 
  
  
Acquire resources and allies from the Western Isles
+
Acquire resources and allies from the Western Islands
 
 
-Acquire the relics of Gavrcok
+
-Acquire the relics of Gavrock
 
 
-Purchase Pistols of Gavrock(Complete)
+
:-Purchase Pistols of Gavrock (Complete)
 
 
-Trade Diomand for the Chains of Gavrock(Complete)
+
:-Trade Diomand for the Chains of Gavrock (Complete)
 
 
-Liberate the Armor of Gavrok from the pirates around Golgan Island
+
:-Liberate the Shell of Gavrock from the pirates around Golgan Island (Complete: Purchased from Gialgorra and used on the Slayer's Bastion)
 +
 
 +
:-Find the Gaze of Gavrock located on one of islands near Gialgorra's
 
 
 
-Defeat Professor Gialgorra's Steam Golem or find a way to ally with Gialgorra
 
-Defeat Professor Gialgorra's Steam Golem or find a way to ally with Gialgorra
 +
 +
-Find a working Endless Steam Engine to see if able to replicate it and use it to empower Mordre
 
 
-Find the true identity of the assassin
+
-Find the true identity of the rogue Ellayia
 
 
  
 
Defeat Archmage Weinsho and his cohorts (X)
 
Defeat Archmage Weinsho and his cohorts (X)
 
 
-Find the location of the Archmage and more information about him
+
-Find the location of the Archmage and more information about him (Complete)
 
 
-Destroy Dulu once and for all or find a way to free his soul from Weinsho's control and turn him to our side
+
-Destroy Dulu once and for all or find a way to free his soul from Weinsho's control and turn him to our side (Partially Complete: bindings undone, ally status unknown)
 
 
-Capture his bases within the Azelhaedran State
+
-Capture his bases within the Azelhaedran State (Complete)
 +
:-Locate and capture any bases of his in the Land of Dragons (Incomplete: Bases taken by Trollzaru)
 
 
-Defeat Eisenhardt or make convince him to ally with us
+
-Kill Eisenhardt or convince him to an alliance
  
 +
-Kill Weinsho (Partially Complete: soul just won't die)
  
'''Help our allies'''
 
  
Keddic Harksburton
+
Gain control of Dionepa
 +
 
 +
-Kill all the Sphere Gods and claim all the Spheres
 +
 
 +
-'Liberate' the people and induct them into the religion of the Ever-Growing
 +
 
 +
==Allies==
 +
 
 +
'''Keddic Harksburton'''
 
 
-Destroy Aurockoth, The God Of Blades, The Reaper Made Flesh, The Living Sword, The Soul Grave Slayer(X)
+
-Kill Aurockoth, The God Of Blades, The Reaper Made Flesh, The Living Sword, The Soul Grave Slayer (X)
 +
 
 +
-The White Blooded Lion/The White Amplifier: Make Keddic aware of White Blood Cells, either through guidance or via training in healing magics (Complete)
 +
:-Find some way for Keddic to either harvest large amounts of White Blood and/or get his own blood hyper-infused with white blood cells in some way (Complete)
 +
:-Increase Keddic's expertise on using and comprehending White Blood (Complete)
 +
 
 +
-Complete his knowledge of the Winding Way, and of Mass Connection (Complete)
 +
:-Help him find his old master, the Lined One, and perhaps clear the Lined One's name (Complete)
 +
 
 +
-Help him develop his soul to the point that he qualifies for Legendary Soul status
 +
 
 +
-Increase his total magical stamina and his rate of magic stamina regeneration (Arkus is working on this)
 +
 
 +
-Help him become Immortal (Complete?)
  
  
Kyorto
+
'''Kyorto'''
 
 
-Restore her by acquiring five (5) unbroken world magic mage skins (4/5)
+
-Restore her by acquiring five (5) unbroken world magic mage skins (5/5) (Complete)
 +
 
  
 +
'''Arkus'''
  
Arkus
+
-Fulfill his lifetime wish for the Mortal Coil to ask him to be a member through his own merits
+
:-Turn him into a great mage
-Turn him into a great mage
+
:-Help him develop his soul to the point that he qualifies for Legendary Soul status
 
 
-Find the roving magic library called the Caemlo Repository  
+
-Find the roving magic library called the Caemlo Repository
 +
 
 +
-Clear up the mysteries surrounding the unusual event that led Arkus to discover Mordre
  
 +
-Implant a Deep Spawn in his PseudoSystem
  
Premen
 
  
-Defeat Goran The Magic Eater and the Gorkin Clan
+
'''Drazken Clan'''
  
 +
-Defeat Goran The Magic Eater and the Gorkin Clan (Partially Complete: Goran dead, Gorkin survives)
  
Lord Dregas
+
 
 +
'''Lord Dregas'''
 
 
-Restore Lord Dregas' golem Silicanthos
+
-Restore Lord Dregas' golem Silicanthos (Complete)
  
  
Moss
+
'''Moss'''
 
 
-Find out its origins
+
-Find out its origins (Complete: Moss is a World Parasite)
  
 +
-Empower it to the point where it can eat Core Beings.
  
Magnum Bang
+
 
 +
'''Magnum Bang'''
 
 
-Organize a reunion between him and Collete the Collosus for either a rematch or to help him "give her a bone of his own".
+
-Organize a reunion between him and Collete the Colossus for either a rematch or to help him "give her a bone of his own".
 +
 
 +
-Help him pay off the three (3) favors he owes to Figment who gave him his body runes and improved scarf. (0/3)
 +
 
 +
-Help him develop his soul to the point that he qualifies for Legendary Soul status.
 +
 
 +
-Help him become Immortal (Complete?)
 +
 
 +
-Discover a method to heal the damage Cerebral Zeniths do to REotD
 +
 
 +
 
 +
'''Jojo'''
 +
 
 +
-Help him form his Staff of Dream, which will empower his Souldreaming magic (Ongoing, but with Kyorto's aid he has made progress)
 +
 
 +
 
 +
'''Ulzrick'''
 +
 
 +
-Create or find him a place he can call home, a place where he is accepted unconditionally (Complete)
 +
 
 +
-Help him get back into Jezebel's pants
 +
 
 +
-Help him develop his soul to the point that he can sustain Flexrick
 +
 
 +
 
 +
'''Ellorika'''
 +
 
 +
-Find her a companion, someone she can honestly call her better
 +
 
 +
 
 +
'''Vespinto'''
 +
 
 +
-Help him become a noble through military exploits
 +
 
 +
 
 +
'''Vonjeen'''
 +
 
 +
-Kill Jak, reclaiming the Blue Devil
  
-Help him pay off his debts to the man (Figment) who gave him his body runes
+
==Mordre-Specific==
  
 +
'''Prevent destruction for being Anathema'''
  
'''Prevent own destruction for being a sapient golem with free will'''
+
-Deal with the Paradox Knights and their knowledge of Anathema status
  
-Deal with the Paradox Knights and their knowledge of your free will
+
-Prevent Vimes from learning that we are sapient (unfortunately Complete)
  
 
-Keep up the disguise of Mage Mordre
 
-Keep up the disguise of Mage Mordre
  
(X)'s Denote tasks that will also help us complete our goal of getting revenge on those who destroyed the Mosmordre empire
+
 
+
'''Concerning unique qualities'''
 +
 
 +
-Discover the reason(s) Mordre is sapient (Complete: Mordre has a singular soul that is <i><b>Mordre</b></i> not someone else)
 +
 
 +
-Discover the nature of this singular soul of Mordre's and why Mordre is a 'cancer of the soul' and 'rot of the Curse' (Complete: Mordre was born in part from the recoil of a Chaotic Soul magic working of Mordecai, influenced by the Curse)
 +
 
 +
-Discover why Mordre is able to produce and use Pristine Souls (Complete: Mordre, as a Soul Grave, was made solely as an example of the power of Mordecai's discoveries)
 +
 
 +
-Discover the origin and nature of the Creature
 +
 
 +
-Discover what is the entity that possessed us during the Goran fight and why it called itself the true inheritor of the Mosmordren Empire (Complete: The Other is actually Duke Mordecai)
 +
 
 +
 
 +
'''Improve Mordre'''
 +
 
 +
-Learn how to utilize white blood cells or a golem-equivalent with Blood Magic, or obtain a soul that knows
 +
 
 +
-Find a method to speak with the souls entombed in form, and use it (Complete: Heroic Souls only)
 +
 
 +
-Find a way to mimic life enough that we could develop soul instead of being forced to rely only on eaten souls to grow in power (Complete: formed Mordre's self-made soul)
 +
 
 +
-Become a Dragon, tapping into the Belief pool the people of the Land of Dragons generate for Dragons
 +
 
 +
-Gain access to all sources of magic to have a permanent Omni-Source of the Cosmos going
 +
 
 +
 
 +
'''Induce the souls within the Soul Eden to grow'''
 +
 
 +
-Create a network of Heaven Forges, so that all souls that could, would be sucked into the Forges, and produce power for Mordre to tap into.
 +
:-Persuade the Deep Spawn Scientomancers to overhaul the System so this is possible
 +
:-Find out how to make such a change and get the ability to do so
 +
 
 +
-Or Get a Cosmic being on the level of Planet Eaters to induce the necessary changes in the Forge
 +
 
 +
==Secondary Goals==
 +
 
 +
-Kill all those lying scheming yeti bastards.
 +
 
 +
-Discover the origin of Earth languages (Latin, Spanish) in this world.
 +
 
 +
 
 +
=Fanart=
 +
<gallery>
 +
File:Mordresketch.jpg|The great Mordre himself!
 +
File:Minimordre.jpg|Proposed Mini-Mordre design
 +
File:corebeingfight.png|Mordre fighting a manifesting core being
 +
File:Dulufight.png|Dulu fighting Keddic
 +
File:Dulu.jpg|Dulu
 +
File:Jojoulzrickmagic.png|Jojo and Ulzrick DOING MAGIC
 +
File:Eisenhardthealin.png|Eisenhardt being healed
 +
File:Collettebang.png|Collette the Colossus and Magnum Bang
 +
File:DAMNYETI.jpg|SWEET KEDDIC AND HELLA BANG
 +
File:ChestDayMordre.png|Thank [[Cruxador]] for this masterful contribution to [[Chest Day]]
 +
File:Scan0002.png|Vespinto and Ellorika
 +
File:Scan0001.png|Ugrokk being sophisticated
 +
File:InfernoCreation.png|Mordre summoning an Inferno Golem
 +
File:Jojo0001.png|Jojo using Magic
 +
File:Scan0004.png|Dulu combined with staff #1
 +
File:Fanglord_Dulu.png|Dulu combined with staff #2
 +
File:duluthemagicalmusicmeister.png|The best Dulu fanart yet. Compliments of [[Glue]].
 +
File:Keddic_annoyed.png|Keddic after the Yeti attack on Mordreden
 +
File:Nanal.png|Nanal using his blood to manifest an arm
 +
File:Goran.png|Goran showing off his scraggly beard
 +
File:Keddic3.png|Sanguine Flight
 +
File:Mordre_ZtP_01.png|Mordre by way of Zero the Pixelfag Version 1
 +
File:Mordre ZtP 02.png|Mordre by way of Zero the Pixelfag Version 2
 +
File:Contemptuous_Ugrokk.png|Contemptuous Ugrokk
 +
File:DuluView.png|Golem!Dulu. Kinda looks like a flower...
 +
File:ScaryMordreHead.png|Glue again with a TERRIFYING Mordre...
 +
File:MordrePossessed.jpg|Possessed Mordre
 +
File:Mordre_CrawlingSkin.png|Mordre, again
 +
File:Mordre_MoS.jpg|Mordre under the Master of Sorrow
 +
File:Mordre_Skull.jpg|Mordre's skull bathed in fire
 +
File:KEDDIC.jpg|Keddic showing his pearly whites.
 +
File:Keddic_with_sword.jpg|Keddic with the Proud Lion styled to look like a buster sword
 +
File:Golem_Band.jpg|Mordre, Dulu, The Red Comet, and Ancestral Dragon Jeagrezweistrik in a band
 +
File:Mordre_Nidhogg.jpg|Mordre mounted on dragon!Nidhogg
 +
File:BangMask.jpg|A possible Luchadore Mask for Bang
 +
File:Nidhogg.jpg|Nidhogg as a dragon
 +
File:Nidhoggspawn.jpg|Glue's vision of a spawn of dragon!Nidhogg
 +
File:HeartsUgrokk.jpg|Ugrokk posing for fans
 +
File:NidhoggSketch.jpg|Nidhogg. Rawr.
 +
File:SweetkeddichellabangTWWO.jpg|The second installment of SKaHB
 +
File:MordreonNidhogg.jpg|Mordre riding Nidhogg
 +
File:Mordreincolor.jpg|Mordre in technicolor.
 +
File:Theportal.png|Domintus attempting to enter through a portal
 +
File:PossessionColor.jpeg|Mordre after his spell matrices were breached
 +
File:Cancereverywhere.png|Cancer everywhere
 +
File:Keddic Ellenaym.png|Keddic and Ellenaym
 +
File:UlzrickBoxes.png|Ulzrick and his little yellow boxes
 +
File:Mordreandcompany.png|Mordre and friends looking far more adorable than usual
 +
File:ProffessorMordre.png|Mordre looks good in tweed
 +
</gallery>
  
  
 
{{Bob}}
 
{{Bob}}
  
[[Category:Quests]]
+
[[Category:On Hiatus]]
[[Category:Running Quests]]
 
 
[[Category:Text Quests]]
 
[[Category:Text Quests]]

Latest revision as of 19:21, 21 August 2019

Golem Quest by Bob
GolemQuest OP.jpg

There are multiple quests by this name. For other uses, see Golem Quest (Disambiguation).

Golem Quest is about a newly sapient Soul Grave that names itself Mordre, then goes about building an empire. Started on November 29, 2009 by Bob.


Character List

The list has been ordered by first appearance/mention.

Friendly

Mordre
Mordre's Abilities (Sentient Anathema) The primary character of Golem Quest, with a soul of pure unadulterated Chaos (paradoxically while being fixed to a universal stillpoint: timeless, a horrendously Order quality), Mordre primarily inhabits a Soul Eden. Finding itself newly sentient and sapient--the mass of souls within the golem formed a gestalt consciousness due to the Curse/Mordecai's presence, caused by the recoil of Mordecai's Chaotic Soul magic working--upon awakening to the ruined landscape of its former homeland, vowed to take revenge on its destroyers and at the same time craft an Empire of its own design. As a sapient non-Life Golem, to nearly every major nation on Zakrath, Mordre suffers from the stigma of being Anathema: an immortal, potent creation of war given the ability to plan and think for itself without orders. To avoid discovery and likely subsequent annihilation, Mordre adopted the personality of a kindly old mage, with a love for cats and maids, who discovered how to control a golem over long distances; due to the resultant Belief, and posters' lack of sense when suggesting, Mordre suffers from bouts of forgetfulness. Its true nature is now its most closely guarded secret, known only to: Arkus, Kyorto, the Drazken, Lenryt, Ulzrick, Ellayia, the Order of Harmonious Discord, the Deep Spawn, Mordre's consumed Hero Souls. As an individual, only exists in one reality. Granted the title of Honorary Master Mage of Spacial Manipulation and Golemcraft, allowing Mordre access to every Mortal Coil outpost and their resources.

Arkus
Skill-set link (Human/Male/Mage) A major supporting character, the first person to know Mordre's secret, the one who originally woke Mordre from his stasis-like slumber. Childhood poverty fostered a desire to rise above such a position: he seeks to become a true mage, with his ultimate goal being to have the Mortal Coil directly request he join them. As one of the few to know Mordre's secret, functions as second in command in all endeavors in the Warring States; has a surprisingly vast wealth of knowledge of recent events in the core states. Under Mordre's sponsorship, playing the role of "Mage Mordre's" only apprentice to those who do not know the secret, vastly improved in magical skill, reaching a level of power most aspiring mages work at for years in the space of months, helped by the wealth of study materials provided in conjunction with his own predisposition to learning. Currently generates World energy from around his veins and nerves: his two exposures to epic amounts of World energy altered his body and soul into a Mortal Caged One, a human patterned after a bound Planet God; spiritually immortal, capable of surviving bodily death, with more changes pending. A State Mage; tasked with the management of the Arcanoworks.

Lorgk the Red Knight
(Premen/Male/War Chieftain) First encountered in the Frostback Mountains, the first organic being to damage and block direct hits from Mordre. As the Leader of the Drazken Clan, Lorgk's motives were to attack the Yetis and reclaim the bronze/ruby mine that had been wrenched from the Drazken's control 70 years ago. Foreseeing the Yetis' betrayal, Mordre joined forces with Lorgk and the Drazken to help take back the mine. A straight to business type: doesn't screw around or mince words when he can help it. Holds Mordre's words in high regard, giving Mordre overwhelming control in political or diplomatic issues. After giving over his family sword, True Edge, he now bears Legalloth, the Legacy of Lorgk, formerly Abaeloth's crystal magic-absorbing sword, containing all the souls of Lorgk's ancestors, the bearers of True Edge, save Draz, and will probably contain his own soul too, when he dies. Wears the Slayer's Bastion--formed from his old bone armor, blood vestments, and the Shell of Gavrock, bound with Goran bone and Red Steel--a reactively offensive set of durable armor stealing spilled blood to form sanguine armor. Bang's gift, the Boots of the Earth, grants Lorgk significant land speeds.

Mingsk
(Premen/Male/Head Shaman) The relatively young head shaman of the Drazken clan. Though originally from the clan, he had to campaign against Fekk for his position, arguing that the clan Fekk had come from had not had to battle for two years, making Fekk a poor leader in the face of battle. When the matter came down to a duel Mingsk defeated Fekk handily. His own style of Combat Magic focuses on body-empowerment: hardened skin, increased muscle, flexible bones.

Sugro
(Premen/Male/Shaman) An elder shaman of the Drazken clan. Once the head shaman, but Mingsk wrested the position from him.

Kyorto
(Human/Skin Life Golem/Female/Mage) A past mage of Mosmordre, manifested as a spirit bound to a building in the ruins of Mosmordre, close to where Mordre was found. Resurrected by Mordre in return for service/assistance, in the form of a Life Golem made from the skins of World mages woven together into a tapestry. Her illusion magic allows her to appear to others in her old form. Currently disguised as an old colleague of Mage Mordre. A State Arch-Mage; supervising half of the State's outposts.

Oggroth the Hungry Mountain
Skill-set link (Premen Life Golem/Male/Warrior) Respects power in a warrior and holds Mordre in the highest regard. Wields a large ball-on-chain. Now a Life Golem created through Soul Infusion. Modified by Dorgrum, Jojo, Heol, and Mordre to be able to eat for conversion to the building blocks of his body, to handle the mass of souls within his body; innate durability and strength much increased, allowing him to support fighting unarmored, crumple armor, and shatter bone with bare-handed strikes. Being used by Lorgk as a prestige booster, as a Goran-like underling.

Jojo
Skill-set link (Premen/Male/Shaman/Physical Souldreamer) A user of the rare Souldreaming magic, and Ulzrick's and Heol's Souldreaming teacher. Moves around using invisible Dreamed legs.

Fekk
(Premen/Male/Shaman/Deceased) From the Garott clan, a clan larger than the Drazken. Campaigned to become the head shaman, touting his experience working with large groups of shaman. Practiced a style of Combat Magic in which he infused cold or heat onto his limbs, making his blows exceptionally dangerous. Fortunately for Mingsk, he managed to avoid many of these and defeated Fekk in single combat for the position of head shaman. Eaten by Goran in the battle between the Drazken and the Gorkin.

The Wanderer/Lenryt
(Planet Eater/Human/Female/Grand Elder Mage) A super-sized entity, the soul of a planet that underwent Maginova and ate the souls of the other planets of his solar system, fused with a human girl (who was, and still is, part of a drama group before the merge, forming the reason for the only time the Wanderer puts aside all his planning and does everything it can to act like a normal little girl). As Lenryt's soul was annihilated in the merging, the Wanderer desires to revive her soul if possible, which he strives to do by eating souls. First appeared in the forests outside Duras to meet with Mordre and recover a Caged One Fragment. Granted Mordre the stabilization of the Chaos that became Immortal Genocide and the ability to do Magnetomancy in exchange for the Fragment'. Has called on Mordre in the past to do favors for her in exchange for a gift of Mordre's choosing; indicated she will continue to do so. The first person to kill a Grand Elder mage, and also a child that killed two. Restricted to never steal but to 'pay' for anything of value (exact wording unknown).

Delro
(Premen/Male/Peace Chieftain) Lorgk's second in command: leads the Makers, handles non-combat diplomacy.

Ugrokk the Tall/Reaping Thunder Shadow
Skill-set link (Premen/Male/Warrior) Specializes in tactical combat and axes. Has an armor made by Del Roga which grants invisibility by absorbing heat and light; allows releasing all stored energy in a very painful bright flash; attached to the armor is a prosthetic arm (The Whispering Grasp) made by Gialgorra and his three youngest daughters; built into the armor is a Gialgorran-made engine powering two back-mounted arms bearing grappling cannons, air-to-fuel converters for elbow-mounted thrusters, and spiked tungsten maces in place of hands with each spike a perpetually spinning drillbit.

Del Roga
(Human/Male/Blacksmith) His former workshop, Del Roga & Sons, located in Hletwa, crafted amazing arms and armor using a blood absorbing axe that provides a complete image of the customer as well as a rundown of all their strengths and weaknesses. Forced to leave his shop after being effectively ruined by the Steel Fists for delaying their order in favor of Mordre's. Currently works at the Arcanoworks.

Lord General Derkin the Machete
Skill-set link (Human/Male/Rogue) A former bandit who was captured in the forests near Duras, now serving Mordre as a military CO, and as the commander of the Air Calvary. A Lord General of the State's armies.

Ozmand the Hammer
(Human/Male/Warrior/Deceased) A capable warrior with his trademark hammer, died while assisting Mordre defeat Verther and assented to being consumed by Mordre as a way to keep fighting after death. His soldiers are now commanded by Ozrick.

Olmezca
(Sapient Stone Golem) A Stone Golem with a sapience apparently much like Mordre's. Serves Lenryt, encountered with her in the woods near Duras. Can speak Premen from when he wandered their land long ago, when his creators waged war with the Premen.

Dulu The Golemslayer, Golemslain and Golemforged
Skill-set link (Half-Premen/Half-Human/Male/Small Tomb/Golemnslayer) DUUUUUUULUUUUUUUUUUUUUUU!!!!!!! Bound to Weinsho's service by threats and some form of magic. Mordre's most worthy foe, having been noted to be exceptionally powerful and perceptive for a mortal. Prefers to approach problems and diplomacy honestly and head-on, finding tricks and deceit distasteful. Naturally, this put him at odds with his one-time employer, who had put him into a Small Tomb as both punishment and insurance against his further defeat. All three Soul magic bindings on him have been removed: one by Jojo, another partially by Mordre and Jojo, and the last along with the remnants of the second by Eldghodd. Currently in the Land of Dragons, after acceding to traveling with Mordre there for unknown reasons.

Askeladd
(Human/Male/Warrior) An agent of the Reavers Of Nibelheim known for being unflappable. Met during a job: to hunt down a mage, Mordre, and somehow remove him from Duras. The group itself is small, expensive, but in high demand for their skill. When fulfilling contracts, they prefer to find the easiest path and avoid combat when possible. If forced into it however, they are incredibly effective.

Bjorn
(Human/Male/Berserker) A member of the Reavers of Nibelheim. Outside of combat he is a very skittish and cautious man. When in battle, becomes a berserker, fighting unarmed, ripping out throats with his bare hands and leap twenty feet in a single jump, all the while screaming.

Ozrick the Ogre Mauler
(Dream Construct/Human/Male/Warrior) Constructed through the Dream techniques Mirroring and Redaction by Ulzrick to provide someone who accepted him unconditionally; can utilize Dream as a Combat magic. With Ulzrick's focus, effort, and power, and while Ozrick is within Ulzrick's line of sight, Ozrick can 'teleport' by simply existing in a different location and regenerate from all harm. The apprentice to the late Ozmand 'the Hammer' and now leads his troops. Part of the State army, a captain commanding a hundred heads. Strangely, Phohn gives no appellate to Ozrick. A Council's Champion.

Sir Keddic Harksburton the 4th The Golden Lion
Skill-set link (Human/Masharksben/Male/Warrior) His soul is a giant core of Order, a self-building tower that replicates newly experienced Order, the experience of adventures added, layer by layer; mastered White Blood, to gain Universal White Blood Competancy. The inheritor of the Way of Harksburton, a fighting style created by his family. Created the offensively focused Way of Harksburton sub-style, Sanguine Kinetic Pugilism, and the Haemosphere, whose creation made Keddic a Masharksben, Mortal and Blood combined, a weaver and claimer of blood. Can summon his sword out of his own blood so long as the Proud Lion is close enough to be detected. Wears the Lion's Hide, a Blood cloak woven with the Spined Lion's skin. Works with Mordre to promote own growth. A State Mage and Council's Champion.

Moss Withermane
(World Parasite) Attracted to the World Magic from Mordecai, Moss acts like Mordre's faithful hound, when by Mordre's side. Fed the strange stone that emitted World Magic, it has been growing ever since--twenty five feet tall at last mention. Little is known about its origins. Produced several strange seeds that suck up World magic.

Ulzrick (Prime) the Ogre Swordsman/Knight
Skill-set link (Human/Male/Schizophrenic/Warrior/Physical and Mental Souldreamer) Ozrick's brother, Jojo's former apprentice, Eisenhardt's current apprentice. Shows talent in the planning and strategy side of warfare, unmatched in infiltration in the Arcanoworks. Has a natural affinity for Will Magic and SoulDreaming--manifestations of Ulzricks' Cosmic Soul and Transdimensional Stillpoint, meaning that Ulzricks naturally are Order-aligned and lack the barriers separating their mind from other Ulzricks' minds. Inherited Dream Recollection after melding with First, and Muscle Space/Flexrick after defeating Fellaloon. Due to the results of incredible fuck-ups on the part of the suggesters, Prime currently is cut off from the Greater Dream, the core of Ulzricks' existences; however, Prime-bound existences can still communicate with Ulzrick (e.g. Ulzricks from collapsed possibilities that were pulled to Prime so as to preserve as much of the Ulzrick collective as possible due to Prime's status as an Anchor--an anchoring point for the Ulzrick collective). Wields Crash Course, and wears a purple fur cape as a sign of his officer status in the State military, Abaeloth's Cloak, and Ogrimarick (an eyeless, ogre-themed purple leather Mask). Strangely, Phohn gives no appellate to Ulzrick, nor can Phohn hear the minds of those bound to Prime. Blind. A State Mage and Council's Champion.

Ellorika
Skill-set link (Human/Female/Former Peasant/Warrior/Leader) Commands troops for Mordre and serves under Derkin. I'd hit it. Arkus would too. The commander of the Arcanoworks' Golem Armor regiment, a regiment of walking tanks, currently being experimented with by Derkin, Arkus, Del Roga, and Jezebel. A Council's Champion.

Vespinto
Skill-set link (Human/Male/Former Peasant/Warrior) A stealthy fighter specializing in bladed warfare of all forms with an affinity for stealthy operations. Serves under Derkin as a CO for Mordre's troops. Wields the Dawn Craze (two very keen blades of gold and steel, forged by Eisenhardt, connected from the hilts by a chain), two Blood swords, with a multitude of various lesser blades. A Council's Champion.

Jezebel
Skill-set link (Human/Female/Inventor) From the Western Islands, now working at the Arcanoworks. I'd hit it. Ulzrick would too.

Lucrazzia Gialgorra
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. Prone to long winded and overly exuberant tangents; has a propensity for invention like her father. Met at the entrance to her father's home, manning the front desk; she then led Mordre to her father's arena. Known to wear several pairs of goggles and many scarves.

Dr. Toledo 'Steel' Gialgorra
(Human/Male/Inventor) Loves SCIENCE!. Displeased with the stopgap usage of magic to overcome problems when science is perfectly capable of doing the same if not more, he invented C.A.N.T.I., a Golem operated by technology rather than magic. Blaming magic for holding back scientific advances, he issued a challenge to the world to defeat C.A.N.T.I. using any other Golem; in his Dapper Adventurer, a suit of armor made for fighting alongside C.A.N.T.I., he and C.A.N.T.I. have not lost as of yet, facing over 800 opponents. Has 4 daughters. The governor of a collection of islands, the Gialgorran Expanse. Regards C.A.N.T.I as the son he never had.

Lord Donwick Dregas
Skill-set link (Human/Male/Noble/Golem Operator) First encountered in the Western Islands, as a participant in the contest to defeat Gialgorra's steam golem. His golem Silicanthos performed valiantly against C.A.N.T.I. until it was demolished by Gialgorra's Supreme Voltaic Beam. With no golem, and hard times cast upon his family, resigned himself to return home empty handed. That is, until Mordre extended an invitation to the Kyogrock Arcanoworks. After finding a piece of Silicanthos that wasn't vaporized, and claiming a clay golem, Giodiaz, that was left behind in a failed assassination attempt, he accepted the offer. Now working in Mordre's service as Minister of Finances. Reactivated Silicanthos with the State Capital's Leyline Geyser.

Mage Wendelin
(Human/Female/Mage of the Mortal Coil) Skilled in runecraft, inscribing her staff and Stone Golem with a multitude of runes. Met when she was attacked by the operator of the Small Tomb Diozagrath. The golem severed one of her arms, but through quick action, Mordre, Professor Gialgorra, and Sofiazza Gialgorra saved her. Gifted Mordre several books the Mortal Coil uses to teach its students runecraft in gratitude.

Sofiazza Gialgorra
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. Enjoys explosions and firearms. Her arms have been replaced with (detachable) synthetic prostheses that give her capabilities far beyond the human norm. Her weapon of choice: a belt-fed 40 millimeter repeat fire gun with a drum canister.

Anastazia Gialgorra
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters. Mentioned as creating advanced medical devices used within her father's facility. Her creations managed to save Mage Wendelin's arm after it was severed by Diozagrath.

Ellayia
(Immortal/Human/Female/Rogue) First encountered in a raid on Diomand's warehouses, she had been keeping tabs on Mordre for quite some time, though her intent had not been malicious. Her most direct form of travel is through an enchanted item, the Spatial Grapnel, a grappling hook that can attach itself to anything her mind can conceive the grappling hook attaching to and swing from point a to b and so on. Mordre possesses a stone for the purposes of communication to Ellayia. Apparently an Immortal soul possessing various bodies. Working for Mordre.

Lord Brigadier General Quinton Delevas
(Human/Male/Warmage) A Warmage of the Azelhaedran State, tasked with the supervision of an outpost near the Arcanoworks, formerly Mordre's direct superior in State matters. Apparently tried to pass off Mordre's accomplishments in the State as his own.

Magnum Bang The Human Dynamo, Annihilator Of Armies, Smasher Of Sieges, Cracker Of Castles
Skill-set link (Human/Male/Masked Warrior) His abnormally small soul is almost pure Chaos, creation, tying in with his roguish eccentricities, a product of his gifted Quantum Computation. An unarmed fighter beyond compare, capable of incredible feats, sworn to use only Curatiomancy. Wears the Forever Rising, an ever-shifting scarf, shading from scarlet to brassy sunrise orange upon which seven masks stand in stark relief (each with their own individual appearance), throbbing with a form of life, yeti leather bonded with the threads. A strong battlelust compels him to travel all around to find conflicts to satisfy himself. Currently travels with Mordre for the conflicts wherever Mordre goes. Wears a dark red mask named Red Eye of the Dynamo (teasingly, Nagging Wife; original name was White Sapient Legacy), with gaps over his scalp, mouth, jaw, and nose, eyeholes barely as large as his eyes, adorned with spiral stylized to look like an eye, ends canted and angled, the coiled line a brilliant orange, like fire made cloth. Would like to get to know Collete the Colossus more intimately. A State Mage and Council's Champion. Holder of the Champion's Belt, which manifests the Mask's persona.

Fierce Dragon Lubu The Unparalleled
(Human/Male/Warrior/Dragon) An absolutely enormous and ever-growing Legendary Soul, the High Dragon, the Emperor, of the Land of Dragons, he has mastered the ten most famous arts of the Mass Connection styles, allegedly the first and only individual in recorded history to master all aspects of Mass Connection. Ridiculously strong, instantaneously mastering and surpassing the original's techniques when shown those techniques with his perpetual Moment of Inspiration save for Dream techniques. After killing the former Emperor and the said Emperor's only son and heir, a civil war sparked off; a custom of his peers is to test their strength against an Emperor that overthrows the previous Emperor by force--with which he responded by gathering powers to him to defend his army and striving to weaken his own strength to preserve the joy of battle. Really, all he wants is a challenging fight.

Figment
(Dreameater/Localized God) A Souldreamer personality that took over a Dreameater when it consumed him, inhabiting the Souldreamer's still-living body. Can completely integrate the Dream into reality up to fifty feet around him; as the resulting reality is his Dream, effectively a god within that field. Speech patterns indicates he sees Zakrath as a play: the Caged One is 'the stage', the Deep Spawn are 'the stagehands', Lubu, Broggamek, and potentially Mordre are 'central characters', and everybody else are 'characters'. Mmade references to the 'fourth wall' and 'the audience'.

Lord General Carkiano the Blue Knight
(Human/Male/Knight) Much like Mordre, led a force to restore order in the Azelhaedran State, with a comprehensive setup of several captured outposts in the South. Uses a Blue Steel Golem Armor, that takes a small piece of his soul and magnifies it to golem levels to enhance his actions, a sword (Midnight Storm), a spear (Dawn Thunder), a shield, and a cloak for the storage of all his equipment (Dreamcloak); also in his resources are the Blue Hounds, Life Golems under Carkiano's direct control that travel and assist where he cannot. Feels indebted to Mordre. A Lord General of the State's armies.

Dame Valiria
Skill-set link (Human/Female/Knight) Daughter of Carkiano and sister of Vonjeen, Valiria escorted Mordre to meet with her father, and stayed for a while at the Arcanoworks. Dislikes the overprotective nature of her father and brother alike. A Council's Champion.

Knight Vonjeen
(Human/Male/Knight) The stuttering son of Carkiano and brother of Valiria, overseer of a mining operation under the Blue Knight; noted to have some manner of hidden strength: Oggroth observed that Vonjeen's sword did not furrow the ground despite it being much too large for a man of Vonjeen's stature--currently unknown whether this phenomenon is caused by pure wrist strength or some means of magical augmentation. Before it was stolen by Jak, had a Golem Armor, scavenged from Mosmordre (The Blue Devil, named for the blue tint of its red/almost-black metal when surrounded by the blue Soulfire, formed from Order and Chaos coexisting in the same area to mutual benefit rather than destruction, it produces), that drains the wearer's soul or the souls of the buffer, to power the Soulfire. A Council's Champion.

Samuel 'Sam' Vimes
(Human/Male/Mercenary Captain/Deceased) A retired soldier turned career watchman, the head of a freelance security force. Personified stubborn determination, an expert of Blood Combat Magic and a master of blood rage. A good friend of Del Rogo and a friend of the people. His platoon includes possibly Anathema life golems. In the service of the Azelhaedran State, investigated the Arcanoworks and Mordre's recent activities (and nature, be it sapient Soul Grave or eccentric mage) before being called away. Killed by Domintus.

Reinhardt
(Armor-Suit-Bound Soul/Small Tomb) A Paradox Knight, of the Order of Harmonious Discord, dedicated to keeping the balance of things. Eisenhardt's ancestor, a dead soul bound to a suit of armor, sent to the Arcanoworks with Kyrchesia to verify if Mordre is not a threat to civilization. Approaching the Arcanoworks aggressively, though backed off once Kyrchesia told him off, and once they were persuaded that Mordre was not a psychopath.

Kyrchesia
(Rainbow-Robo-Unicorn-Bound Soul/Small Tomb) A Paradox Knight, of the Order of Harmonious Discord, dedicated to keeping the balance of things. A dead soul bound to a metallic, chromatic unicorn, sent to the Arcanoworks with Reinhardt to verify if Mordre is not a threat to civilization. Reinhardt's mount, and the one to reveal that the two's true natures.

Dolg
(Premen/Male/Shaman) A Shaman who joined the Drazken during their merger with a smaller tribe. Taken off the task of constructing a magical binding to cage Khordu and Dorgrum to teach Lorgk Combat Magic. With his aid, Lorgk began his journey to become a Shaman, first focusing on magically increasing Lorgk's speed and swiftness.

Dorgrum
(Deep Spawn) Embodies the concept of HUNGER, and his form revolves around FACES and EATING. One of the two individualized Deep Spawn that attacked the Drazken. Currently serving as liason between Eldghodd and Mordre (and, by extension, the Drazken).

Khordu
(Deep Spawn) Embodies the concept of RENDING, and his form revolves around FANGS and EDGES. One of the two individualized Deep Spawn that attacked the Drazken.

Eldghodd
(Deep Spawn) A Scientiomancer, the System Administrator for the region surrounding the Drazken Clan mine (presumably the Frostback Mountains region).

Captain Falcon
(Human/Male/Mercenary) The only independently contracted mercenary force fighting in the Azelhaedran state at the behest of the State operating without any assistance or support, this singular fighter is renowned for being a one man army, and for having perfected brutal, one hit kill techniques able to smite anything he can touch. Known for being able to jump on air as if it were a solid, weight bearing surface without issue, achieving a pseudo-flight, and being completely impervious to fire of all known sorts. Said to be supremely fast, though there have been no direct observations to support this claim as of yet, unlike his pseudo-flight and fire immunity. Lost both his physical and spiritual arm in the Domintus fight. Tutoring Vonjeen.

Fersh
(Premen/Female/Maker/The Wounded Healer) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. Despite having her legs chewed off and blinded, managed to heal himself, possessing great power over healing--but she herself is crippled, almost worse then a Souldreamer: she can never heal her own wounds and has no powers to replace them. Lukgo's mate. Brought from Gialgorra custom-made mechanical legs and eyes that allow her to move and 'see' with a form of tremorsense.

Lukgo
(Premen/Male/Warrior) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. A nasty blow to the head during the battle left this young warrior with blinding pain when struck by even light blows, ruining his chances at ever being the great warrior he'd always envisioned himself as. Strives to perfect all those warrior's skills which do not involve direct fighting (e.g. tactics, scouting, tracking) so that he might continually prove himself valuable to the clan in spite of his limitations. Cranial surgery and implants from Gialgorra removes his weakness and betters his improved cognition capability.

Nanal
(Premen/Male/Shaman/Deceased) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. Always fascinated with the power of Blood Magic more than the others, used his power to try and destroy the Deep Spawn, but lost an arm for his trouble. Having been conscious while losing large amounts of his own blood, had time to think and feel on the blood magicks he wielded. Eventually, gained such mastery over Blood that he could form an arm sculpted from blood. Devoured by Goran in the battle against the Gorkin clan. ;_; tears were shed.

Heol
(Premen/Female/Shaman/Physical Souldreamer) One of those that were wounded but survived and gained power through their maiming and survival in the Deep Spawn attack on the Drazken Clan. During the Great Spell that opened the cavern, Heol was the shaman that held the magic together. The backlash from the spell releasing the Deep Spawn from the mine and the spear of a backstabbing Yeti left her broken and her soul disjointed from her body. Weak, too weak to be noticed save to those sensitive to disembodied souls (like Mordre), she needs to build her power, relearn magic of every sort, and will then become a being of pure magic--but until then, she is a ghost upon the ice. Currently learning Dream magic from Jojo; as she sacrificed her entire physical existence, she has great potential, though she still is less powerful than those who sacrificed their mind or soul, proportionally.

Oz The Breaker, Left Handed God of the Fist
(Human/Male/Warrior/Living Legend) A master of several styles of Mass Connection, the creator of Ghosthand and Breaker style, a combat addict; a left arm of Lorxotite and palladium, a right forearm of Blood Iron. His only family is dead; he blames Hui for that. Finally gained a student in Bagrom and started his school in the capital.

Bagrom Tyotworro
(Human/Male/Warrior) A practitioner of the Jade Soul Style of Mass Connection, but, because he refused to comply with his master's orders to use only what he is taught, never to experiment with the style, he cannot master the style and learn to use the greatest techniques the Jade Soul Style has to offer. Sought out Oz to teach him--the style Oz created will likely sync well with Bagrom's way of fighting--and was accepted as Oz's first student after Oz chopped off his right arm at the elbow.

Korgotyo the Chained
(Rageglut/Male/Warrior) A self-owned Rageglut, is a practitioner of the Chaining Calamity Style, likely a Master of the style; teaches the style at the school in Waltora. Very old, living from before Shangod (the High Dragon before Lubu) was High Dragon.

Ancestral Dragon Jaegrezweistrik The Radical AxeGod
(Armor-(or Axe-)Bound Soul/Small Tomb/Dragon) An Ancestral Tomb, a Paradox Knight of the Order of Harmonious Discord, and a Dragon (the only Ancestral Tomb to hold that title for three hundred years [two hundred of those years as Dragon, but the difference doesn't matter]) dwelling within the Land of Dragons. The suit of armor he may be bound to (the other candidate is his axe) is an excessively colorful blue-base suit, which matches with his giant ever-shifting axe he talks and produces music from in excessively attention-getting oriented speech patterns, which is entirely Word Magic.

Ash Dragon Jioga the Arbiter
(Human/Male/Warrior/Dragon) A Dragon and a vassal of Lubu, joining Lubu to have ready access to a superior soul, to forcibly evolve himself in this fashion. Highly proficient at runecrafting, Chronomancy, and Tractomancy, he fights by striking once with a simple and plain sword, but makes it so that he strikes many times in many places. Has a slightly antagonistic relationship with Mordre, professing his enmity to stem from Lubu's fickleness; with Mordre's arrival and actions to earn favor with the High Dragon, he believes his own position would be damaged if Mordre succeeds.

Torruga
(Rageglut/Male/Warrior) Part of Mordre's Metal Skulls of the Indelible, the new 17th Imperial Giant Brigade, the command of which was gifted to Mordre as a reward for going above and beyond expectations. The most promising of the Ragegluts under Mordre's command: though first impressions (dressed without the uniform and bearing a non-standard weapon: a sword) cast him as the rebellious one, he later proved to be the one to most quickly absorb the lessons his trainers had to teach. Looking to understand Rageglut blood more, Keddic currently teaches Torruga the fundamentals of Blood Magic when there is time; he has shown ability to create 'sticky' blood tendrils.

Goggalor
(Rageglut/Male/Warrior) Part of Mordre's Metal Skulls of the Indelible, the new 17th Imperial Giant Brigade, the command of which was gifted to Mordre as a reward for going above and beyond expectations. One of the more unique Ragegluts under Mordre's command: he bears some Imperial make variable lens contraption strapped over his eyes to correct for near-sightedness, wears constantly a skullcap between head and helm, has some resistance/immunity to lightning, very impressive jumping ability, and has issues with larger beings attacking/bullying smaller beings (which, as a Rageglut, presents a mental obstacle for him as he is bigger in almost every way than most of the beings he has to fight).

Ellenaym
(Blood Parasite) Manifesting as a female maid of blood. Named for Keddic's dead wife. A construct, with a soul of her own, made with a combination of Blood and Soul magic of an alternate Keddic Harksburton the First after meeting a wandering Puppeteer; she exists so long as there is blood under the ownership of a living Harksburton. Her capabilities are: independent action and movement up to thousands of feet, manipulation of form to any degree of hardness/rigidity/flexibility, assistance in repurposing claimed blood and converting it to Harksburton blood, and anti-magic. Manages all living Harksburtons' set of blood. Sarcastically self-effacing.

The Lined One
(Human/Male/Warrior/Immortal) A Living Legend, who created the Winding Pathway styles after attaining Immortality. Owns a Soul Grave, Sync, apparently with magic scaling abilities; the circumstances in which mastership over Sync was obtained are as of yet unknown. Master of Keddic in the Winding Pathway.

Captain Gilbrent
(Human/Male/Warrior) The Captain of the Edge Purists, a division of the State capital forces specializing in utilizing magical items to overwhelm excessively lethal foes for which armor is a hindrance with multiple fast, nimble and heavy-hitting soldiers. Wields Capital Edge, a Blue Steel broadsword that is his symbol of office, and two thin and curved custom-work sabers.

Dolrick
(Human/Male/Warrior) An Edge Purist. His sole magical item is Break Blade--a Sword Grave, currently composed of the Everfeast's sword, a yellow crystal sword with Black Steel studs, a massive greatsword, and the original Break Blade--a Ordered Red Gold grip and guard paired with a Chaotic Red Steel blade slaved to be multi-phasic and trans-dimensional in its application of harm, permentantly keyed to his Ownership, preventing outside manipulation while held in hands or in sheathe. The sword has a single stylized L etched onto the blade, a symbol of the Dolrick's status as one of Lenyrt's vassals. Has received many alchemical augmentations, the primary being an universal super soldier augment boosting durability/toughness/stamina/reflexes, with another being magic sensing--allowing him to locate and typify any nearby magic, and have a default base understanding of what is being wrought. The first Ulzrick, the one who created the Collective, for the purpose of giving him time and power to achieve Immortality, by reincarnating him in his prime. Independently Legendary in Dream, Soul, Order, Blood, working to return Belief to Legendary status, and upper-tier heroic in all other aspects of magic; hides his true strength though. Disappeared after reading a manuscript concerning Chaos and Order Motes. Working in the Western Front of the Second State.

Mauser
(Cat) Apparently one of Catbeard's cats, met in one of Weinsho's outposts; warned Mordre and company away, claiming Catbeard was battling a Dreameater. Due to what apparently was a collective Dream Redaction on Mordre and company's part, Mauser became the Mauser referenced throughout Mordre's HAM antics--the effects: memory implants, tin armor and lance changing into Morphic toy armor and the Spear of Temporal Dominion (which means Tractomantic magics imbued). With dried fish and catnip bribes, Mordre lured Mauser into becoming something like Mordre's pet, maybe.

Keddic Harksburton the 3rd the One-Eyed Lion
(Human/Masharksben/Male/Warrior) An inheritor of the Way of Harksburton Combat Magic style, and the current head of the Harksburton family, the Third focuses on durability and strength. Heavily-runed platnium-plated, tungsten-carbide alloy prosthetics, inset with massive sapphires, replaced the lost forearms and lower legs--with the prosthetics, the Third can replicate the Fourth's Winding Way shockwave; a magic-sensing rune is housed in the socket of the lost eye. Not great at politics--blunt and impossibly direct in personality, though that makes him great at commanding soldiers.

Keddic Harksburton the 2nd
(Human/Masharksben/Male/Warrior) An inheritor of the Way of Harksburton Combat Magic style, the Second focuses on speed and attrition--famously, he complained that armor only slowed him down. The manager of Harksburton finance, and generally the one smoothing over the Third's political mistakes. Has the most success with Keddic's teachings.

Kyalora Harksburton
(Human/Masharksben/Female/Warrior) An inheritor of the Way of Harksburton Combat Magic style. The sister of the Fourth, interested in the power of the Blood Lions; the second best in the learning curve, with signs of fractal design and structural Order boosting in her Haemosphere.

Oxlion
(?) Constructed by the First to be the ultimate servant to the head of the Harksburton family, a combination of the Obdurate Ox and the Proud Lion.

Weismahn
(Deep Spawn) A Scientomancer, the System Administrator for the region about the State; has enough trading partners for corpses and tech that only living, mortal forms are of interest; 100 mortals are enough for 1 Deep Spawn core (no bulk deals, but bulk trades are viable). Can be reached at any time by saying his name at the Arcanoworks; has requested name to be kept from Mordre's followers, as he does not like being called without purpose.

Kaisara
(Human/Female/Mage) A World mage in training, a Magic Sensor powerful enough to detect Truth, kidnapped by Ellayia in fulfilling a job from Mordre, who offered a research position under Arkus, which Kaisara accepted. Maniacally curious concerning magic.

The Fan
(Planet Eater/Human/Male/Research Assistant) A Planet Eater who likes entertainment, something to play audience to. Hosted in a lowly, expendable assistant in a LoD War Hound research facility.

The Critic (Planet Eater) A Planet Eater who follows The Fan to fix up any problems which may arise from The Fan's heedless actions.

The Jester (Planet Eater) A Planet Eater who booted the Chaos Motes from Ulzrick's head.

Magnum Boom the Unmasker
(Human/Male/Warrior) Bang's father, a former Masked Warrior who took off his Mask, Tomb Sight, and started to kill Masked Warriors and Fell Masks alike to collect Masks to craft a cloth Mask suit and Leather Mask overlay which would allow him to travel back in time to the time of his wife's death. Has a skull, Carlos, that accesses and manipulates massive amounts of Death Belief. Working with Bang to save Magnum Kapow.

Mar Grun Ram Mag Mon The Wise
(Morgren/Male/Warrior) The Stone Knuckles' leader, whose pelt whitened with age; leads with cunning. Leads the Pan-Morgren Army.

Gorr Rup Mar The Destroyer
(Morgren/Male/Warrior) Gorth's son, acting-leader of the Iron Skulls clan; larger and bulkier than an Overarmored-Soul Eden; leads with force. Serves as Field Pariah under Mordre's banner.

Mordre's Deep Spawn

A List of Deep Spawn Names

The 50 Deep Spawn that Eldghodd gave Mordre--33 actual Deep Spawn: 15 used for Mordre's soul, 2 used to upgrade Burduko and Velada. If left unhatched for at least a season, the eggs will gain too much chaos (consequences unknown). (Three months left, as of day 150.) Mordre's soul recovers exponentially, fully recovering in a cycle after making nine Deep Spawn. Implanting eggs into existing Deep Spawn forcibly evolves, improves, and restarts their existances, which could result in new abilities. All Deep Spawn know all languages Mordre knows.

Unless stated otherwise, all Deep Spawn presumably are a perfect balance of Order and Chaos, their souls in two distinct parts for the chaotic now and the ordered forever. Deep Spawn grow by adding to their souls' Chaos/Order balance--normally done passively over time via exertion and experience providing enough potential energy to cause the shift, though directly manipulation via Soul Magic is possible if dangerous.

Current general restrictions: to Mordre, to truth, to not create technological implants, to not speak of Mordre's nature to those who do not know of it, to not start violent confrontations unless in the defense of their own existence/that of designated allies' or under Mordre's specific command, and one more as of yet unknown.

Nihilino
(Deep Spawn) Embodies NOTHINGNESS, form of EXISTENCE and EMPTINESS. A twelve foot tall and completely featureless humanoid shape with a hole that opens into oblivion where its face would be. A cloak writhes free from gashes that sprout on its body, and leather black as sin tightly bind about the form, as excess nothingness floats behind the figure, a cape and wings alike from moment to moment. Has Order dominating, forming two-thirds of his soul. Can slowly erase others' existences through touch, render the souls of those who gaze into the maddening hole in its blank face into nothing, and create Chaos Annulment Cores (Order spheres that sacrifice their existence to unravel Chaos in all its forms). Bound to do no harm to allies by means of his gaze or inadvertent touch, though it will only dull friendly fire as much as possible, not outright banish it. Nihilino's spawn are simple orbs of shadow, consuming what they touch, omnidimensional pits that swallow all without fear of growing full.

Mothbern
(Deep Spawn) Embodies the Concept of DESSICATION, form of DUST and BONES. A ten foot tall archetype of an organic deathknight, merely a skeleton--its bones alien: spurs, spikes and fangs naught seen on any living thing traverse it's surface; upon its body, chitinous armor worked into depictions of wailing beings of all sorts, seeking reprieve from their own frailty, the images in question constantly shifting, displaying the quintessence of mortality, of knowing an end comes. A sword shimmers into existence in its hand, a blade vaguely reminiscent of True Edge if swollen to immense proportions, a dark, pitted metal that seems only partly there. Has Chaos dominating: change and time happening far too fast. Contact with Mothbern, whether through sword or Armor of Dessication, ages/decays/etc. the touched. Mothbern's spawn are dessicated corpses with freakish strength, capable of tearing bodies limb from limb.

Sadronm
(Deep Spawn) Embodies the concept of LEADERSHIP (STRATEGY), form of MAGNIFICENCE and INSPIRATION. A vaguely amphibious, vaguely reptilian precursor slaved to humanoid shaping with a staff of carved bone, throbbing as clumps of ochre goo slips and slides about the staff, vibrating as the air flows by, clutched in the hands of this eleven foot tall fresh existence. Sadronm usually does not fight directly, but directs its spawn--tangled masses of snapping serpents with fangs dripping with venom--and other spawn if leave is given, to fight optimally.

Phohn
(Deep Spawn) Embodies the concept of COMMUNICATION, form of WIRES and SOUND. A mass of wires with a humanoid upper body and an unraveling lower body, eventually fading into a haze that spreads about the ground for feet around it, towering some fourteen feet high. Capable of hearing words spoken/thoughts "spoken" by anyone Phohn meets when thinking of Phohn, translating them, and projecting the translated words into a target's head. Innately typifies everyone met. Drains a very tiny bit of Will with every communication.

Zelgoto
(Deep Spawn) Embodies STRENGTH, form of STONE and STEEL. A being one would almost take for a Stone Golem, if the stone did not heave with breaths, if it did not emanate a clear sapience. Nearly the size of the Soul Eden, Zelgoto has a Resilient form, with mountain peaks-turned spikes jutting from its form. The strongest of Mordre's Deep Spawn, in a purely physical sense, and second in durability. Zelgoto's spawn take the form of hunching beings with stone teeth and horns emerging from beneath heavy pelts of hair.

Vandgurd
(Deep Spawn) Embodies the concept of PROTECTION, form of METAL and IMPENETRABILITY. A massive being with arms dwarfing even the Soul Eden's siege arm, with skin pitted and dully gleaming as if wrought of a baleful metal. Its horrendously top-heavy body is some eleven feet above the ground, minus its neckless head atop its shoulders. The most durable of Mordre's Deep Spawn, the second in strength, and the most capable physically. Can ignore depth, folding space, as its arms leap through perception to reach distant objects. Vandgurd's spawn take the form of heavyset life-size dolls of metal.

Aggocrag
(Deep Spawn) Embodies the concept of GUTSY EARTH, form of MOUNTAINS and RED HOT ROCKSLIDE. A figure some thirteen feet tall, mountain and magma conjoined, fury radiating from its every fiber. Crystals hewn from the heart of the Mountain cover its form. The third toughest and strongest, in terms of durability and physical strength, of Mordre's Deep Spawn, but also able to exude magma at will.

Burduko
(Deep Spawn) Embodies the concept of SPEED, form of TRANSPORT and CONVEYANCE. Before a core was implanted, a thin form some eleven feet tall, body like alabaster tortoiseshell, adorned with a prolific number of vents, obscuring smoke emitting from each one in turn like some humanoid pipe organ. After, beneath what used to be cloth wrappings, with sullenly burning eye sockets, a hollow metal humanoid cage, organically cast, in the center of an aerial vortex, howling winds swirling into an eternally tiny tornado. The hilt of an oddly sheathed blade that formerly was Burduko's right arm casually cupped, the living metal fusing between the points of contact. Transportation available to visited areas, locations identical to visited areas, and Mordre given time to focus if Mordre is in an unfamiliar area; barring outside aid or identical locations method, safe transportation only of those with Deep Spawn-level regeneration and non-living objects. Has localized wind current manipulation, centered around the three-dimensional cyclone around form, allowing flight in speeds considerably above its impressive ground speed. Burduko's Deep Spawn Tractomantically imbued sword, made from its own body, has Severance inclined aspects. When Burduko is conjoined together with Velada, they protect an area from spacial and temporal shenanigans. Burduko's spawn takes the form of masses of cloth and blurred air, wrapped and coiled about until the trapped wind looks like fluttering mummies.

Velada
(Deep Spawn) Embodies the concept of CHRONOLOGICAL STABILITY, form of GEARS and CONTINUITY. A cloud of red fliers swarming about a metallic hive in a vaguely humanoid shape, always shifting and buzzing, the beats to their wings seeming to almost make a pervading backbeat of an ever ticking clock. Serves as a temporal anchor, undoing any aberrations in the flow of time. Velada's spawn are monstrous mechanical bees.

Murhyihal
(Deep Spawn) Embodies the concept of RESTORATION, form of TOOLS (For repairing metals) and CRYSTALS (For healing fleshbits). A being growing as a mass of crystal and metal in a vaguely humanoid shape, it is able to give up its own body to replenish others; spines on its metallic portions allow incredible manipulation, to aid in construction as well. Its voice is like a saw on metal. The crystals dotting its form, similar to Inverted Soulfire, hold within them the potential to revert, to unharm, restoring injuries by sacrificing their existence. Can supply proto-metal that takes on the characteristics of metal around it, rather than specific types of metal; can fully restore five Deep Spawn before running out of materials for further healing, and needs half a cycle to recover (or one Deep Spawn's worth of healing per day). The regeneration provided requires a compliant recipient (i.e. healing cannot be administered on the fly, time must be put aside for it), and allows even magically sustained wounds that would otherwise pierce regeneration to be combated. Murhyihal's spawn are giant leeches, only able to grant passive, non-stacking regeneration of a spawn of equivalent quality possesses to their (living, at least partially organic) host.

Akeakam
(Deep Spawn) Embodies the concept of STRENGTHENING, form of OIL and NEEDLES. A being not to fight, but to make others fight more ably; a towering mass of shifting needles festooning a transparent membrane holding thousands of gallons of some perilously shadowed fluid, an oil so dark it eats the light around it flows all about, radiating a power one can scarce fathom. Akeakam's personal enhancement is multi-tiered: a passive Combat Magic that steals magic from foes on contact to add to one's own mana pool, which is then directly converted to direct body amplification--body hardening and improved reaction time. Akeakam's spawn are simple sacks and a single needle, carrying a brilliant red elixir, granting a stackable strength enhancement equivalent to conventional spawn though still inferior to Deep Spawn; all twenty on a single person can potentially make a normal human stronger than Vandgurd or Zelgoto. The spawn hold enough energy to provide a ten minute boost before needing at least an hour to regenerate fluids, while Akeakam regenerates more slowly but has a much larger reservoir.

Nidhogg
(Deep Spawn) Embodies the concept of BEASTS, form of WRATH and STRENGTH. A Beast Parasite, inhabiting and drawing power from a unensouled body and its existence, warping it, changing forms by slaying and consuming the creature desired as host. Gains power through the experiences of these bodies and can bring that potency with it to new hosts (e.g. an older Nidhogg potentially can elicit similar potency as a dragon from a cat). Cannot articulate words in any way, so bound into dominating animalistic and primal essences, though comprehends verbal orders or via Phohn. Fully brings the Deep Spawn augmentations, regenerative and direct bolstering alike, and methods of consuming power through feasting (e.g. eating members of the same species as the current host for quick empowerments which can potentially lead to Core Being levels of power given enough individuals) into its host, and removes the need to eat from its host. The form, abilities, and number of spawn are partly dependent on the current host. Currently, host is a fairly young female dragon and has the following modifications: significantly stronger physically, enormously more powerful magically, regeneration unscaled at the rate of its smaller brethren, sixty significantly stronger than normal wyvern-like spawn, twice original strength of its innate ability to feast on magic, and expanded methods of Combat Aeromancy and Gravimancy (much more nimble, partly extended innate magic into the realm of the Arcane, now able to reach up to fifty feet from its body).

Dompaggio
(Deep Spawn) Embodies the concept of INQUIRY, form of ESPIONAGE and STEALTH. A pile of jet black clothes, the stitching and tailoring style always shifting, a masked face with a monocle ringed in eyes the only accent visible beneath its tophat of smoke, a gloved hand, and a voice too normal, rich, calming, indulgent, the voice of a storyteller one longs to listen to.

Welgahoo
(Deep Spawn) Embodies the concept of LAND IMPROVEMENT, form of LIVING WORLD SPIRITS and CONNECTED NETWORKS. A biped, green and brown, like a forest made flesh, with no eyes or mouth. Main purpose is to convert inhospitable/infertile land into a paradise of greenery; can also help plants grow faster.

Bobobo
(Deep Spawn) Embodies the concept of KNOWLEDGE, form of BOOKS and WORDS. The Tome Bobobo, The Book of Possibilities--eight feet tall, five feet deep, and two feet wide, its cover a shaggy pelt, its pages lined with teeth. It can accurately answer almost any question asked, drawing on knowledge from many realities, identifying patterns to conclude information about this reality. As its spawn are its anchors to other possbilities, its spawn cannot be manifested in the Setting it occupies.

Rutgur
(Deep Spawn) Embodies the concept of STORAGE, form of WHITE CLOAKS and BLACK COFFINS. A robed figure, a series of chained coffins floating around him, each one fit with double doors, ever so slightly cracked open. Two shadowed wrinkles could be eyes, but with no mouth. Things stored are sunk into a trasdimensional pocket where time does not flow: everything is kept in static storage until release. A significant amount of magically active items stored together can overwhelm Rutgur's ability to contain.

Mahklargg
(Deep Spawn) Embodies the concept of TRAINING, form of INSIGHT and RESPECT. A black-skinned humanoid monster whose size equals Mordre's, its veins blowing as blood so brilliantly red beats through its system; despite its piercing scarlet glare, flat white teeth, a face less monstrous than misshapen.

Aehroahquia
(Deep Spawn/Weapon Grave) Embodies the concept of FLOW, form of ACID and SHAPESHIFTING. Implanted into the Edge of Oblivion, granting the sword all the usual Deep Spawn augmentations.

Ekron
(Deep Spawn) Embodies the concept of LIGHT, form of ENERGY and LIGHTNING. An entity of solid light, photons made flesh, formed from an Inferno Golem. Can move near the speed of light; speed drops below sonic when as Hard Light, which is required to affect matter. However, can create photon rays with sufficient energy to burn or melt. Invisible if not emitting photons.

Fortgon
(Deep Spawn/cannon barrel) Embodies the concept of FAVORABLE PROBABILITY, form of GOLD and JADE. Implanted in topmost barrel of the Ruin Revolver.

Nechrahno
(Deep Spawn/cannon barrel) Embodies the concept of MISFORTUNE, form of SHATTERED MIRRORS and RAVENS. Implanted in bottommost barrel of the Ruin Revolver.

Fjordak
(Deep Spawn/Circulatory System) Revolves around the principles of Blood and Flow. Implanted in Techno-Organic Circulatory System. Fjordak's spawn take the form of microscopic amplifiers in the whole mix of Blood Iron and Colored Mercury where it imbues its entire essence into the resonating magic of Goran, Mordre, and the internal Deep Spawn.

Yamanatos
(Deep Spawn) Implanted in the Heaven Forge as a System Administrator. The Gatekeeper of Eden.

Ridfanre
(Deep Spawn) Implanted in the Heaven Forge as a System Administrator. The Administrator of Eden.

Acronum
(Deep Spawn) Embodies the concept of ADMINISTRATION, form of CALCULATION and TRANSLATION. A hive existence whose body is made of small cubes, each side inscribed with a character or a number.

Colossi
(Deep Spawn) Embodies the concept of ARMOUR, form of DEFLECTION and ARTICULATION. Implanted in Overamor.

Tallagga
(Deep Spawn) Embodies the concept of VISION, form TRUTH and EYES. Implanted in right ruby eye.

Orochoth
(Deep Spawn) Embodies the concept of ILLUSIONS, form of FALLACIES and MIRRORS. Implanted in left ruby eye.

Ark Ascendant
(Deep Spawn/Sphere) A Sphere that became a Deep Spawn after the implantation of a Deep Spawn core.

Idoneus
(Deep Spawn) Embodies the concept of CONSTRUCTION, form of SHAPING and ASSEMBLY. A sculpture made of thousands of thin, translucent strips of paper, a hollow humanoid vaguely inclined towards arachnids--beyond having eight long, delicately fingered hands.

Known 'enemies'

Yeti Elders
(Yeti/Shaman/Deceased) Mordre's first real enemies, who attempted to trick Mordre into helping them defeat the Premen Drakzen Clan, from whom they'd stolen a valuable ruby mine. Mordre saw through their ruse and helped the Premen retake their mines.

Goran The Magic Eater
(Premen/Male/Warrior/Mage/Deceased) The leader of the Gorkin Clan who in turn lead many Premen clans with an iron fist. Known to have survived hundreds of years past the normal lifespan of a Premen, made nonmortal by his binding to the concept of Hunger, ala the Deep Spawn--fittingly, as a student of Dorgrum. His skin completely immune to magic; his mouth consumed it. A Combat Phonomancy and basic Arcane Gravimancy user, picked up and refined over the centuries. Now dead, soul eaten by Mordre.

The Caged One
(Core Beast/Planet God) A Core Beast/Planet God, still sleeping and has not awakened/undergone Maginova. Encountered two identified fragments of the Caged One: the entity that first possessed Arkus in the Frostback Mountains, then possessed Mordre, and finally taken by Lenyrt to be given back to the Deep Spawn; and Lorgk's family sword, True Edge, who attempted to possess Lorgk and turn him into its puppet to commit genocide to the Deep Spawn, and threatened to unmake Mordre. As per information given by Eldghodd, the Caged One is caged by the System, which had to be modified because, instead of most, it developed a life after having a soul (most develop a soul after having a life); like all Cosmic Souls, it is a Dimensional Stillpoint; it desires freedom, able to warp the world around it if the the System does not siphon off excess energy.

Core Beings/World Nightmares
(Sanguine and Ethereal Excretions and Runoff of The World) A threat and an inevitability of the System, formed when pressure is shunted from the System. Despite/because of their nation destroying power, cannot support themselves without a vessel to host them, without which leads to them burning their existence. In-quest, met two Core Beings: Timmy, and the Core Being in the Land of Dragons that was summoned into a host. Both are Bad News, as the Timmy tapped into a deep running Leyline to gain power, draining the color from the world around it (which is highly ominous), and the LoD Core Being couldn't even be hurt until Mordre destroyed its damage-nullifier with Immortal Genocide's anti-magic field.

Timmy
(Core Being/Caged One Fragment?/Deceased) The talking!Core Being in the cellar of the barn in the northern field of Trekel; suggested to be a talking Caged One Fragment by Kyorto and Eldghodd. Powered by Chaos/Order explosions and ambient souls drawn from leagues around. Killed by Lubu, who subverted Timmy's soul-draw into directing all its energy into preserving the souls contained.

Verther The Bandit King
(Human/Male/Magnetomancer/Deceased) Eisenhardt's apprentice, ran an army of bandits with the (assumed) purpose of attacking Del Roga for the information stored in his magical axe.

Albert Weinsho
(Human/Male/Archmage/Deceased) A mage who gained some measure of competency with Soul Magic, wished, along with Eisenhardt, to take Del Roga's axe to find information on one of his customers. Had holdings in the Azelhaedran State, among them several captured research outposts, and in the Land of Dragons. After Dulu's death, summoned away the soul and bound it into a Small Tomb designed specifically to play against Mordre's weaknesses. In combat, always preferred the odds stacked in his favor. Unlike Eisenhardt, believed in taking multiple apprentices at a time, several of whom made off with some of his papers and summoned a Core Being in the fields near Trekel. Ultimate goal: acquire power, enough to make him a ruler. Eisenhardt believed he would be a visionary but lacked the means to actually get a seat of such power. Apparently found a way to survive death, growing stronger and assuming a more monstrous form (the last observed was a amorphous mass of Black Soulfire surrounding a Soulfire star-core) with each death. Currently stored as a mass of Inverted Black Soulfire star-core, beating slowly like a heart-beat, in Mordre's Gialgorran island base.

Lord Barcho
(Human/Male/Wannabe/Deceased) A mage who had taken control of one of the abandoned research outposts in The Azelhaedran State. After a clever ploy, Mordre had him and his men surrendered within his own base and learned he was in fact no mage at all--skill-wise: less competent than Arkus at the time, only managing to figure out how to recreate the hand-cannons by piecing together the notes and testing them over the course of two years. Mordre ultimately snapped his spine and ate his soul, earning him not much more than he would from a normal soul.

Balboa
(Human/Male/Magical Item User/Deceased) Worked for Weinsho. Slaughtered every man woman and child in Berluut.

Daobo The Bloody
(Human/Male/Mage/Deceased) A Blood mage and student of Weinsho. His soul gave Mordre minor competency with Blood magic.

The Metal Titan Eisenhardt
(Human/Male/Master Magnetomancer) A near-Legendary mage descended from Reinhardt allied with Weinsho, approached the Arcanoworks in search of Mage Mordre, and fought Mordre, seeking to kill Mordre in retaliation for the death of his apprentice, Verther. The first round ended in a standstill from Eisenhardt's perspective; the second was cut short due to Mordre's use of humor to remove Eisenhardt's willingness to fight at that time. Has a Blood Iron armor, though it is unused until he can pull up a Leyline close enough to the surface to replace the lost magical stamina. Controls half of the State's outposts from his base--one of Weinsho's formerly controlled outposts--as retirement, apparently; stills holds a grudge against Mordre.

Diomand
(Human/Male) A gang leader of the Western Islands, with an enmity for Gialgorra, and funded a failed attack against Gialgorra. Fled the island; picked up by Weinsho to use against Mordre. Staying under the radar, with Weinsho out of the picture: with no backer, he knows he cannot do much.

Cyfus Oteldt
(Human/Male/Pirate/Deceased?) Once the owner of The Shell of Gavrock, a former member of the port guard who payed Gialgorra to repair the Shell's engine and disappeared shortly after. Resurfaced as a pirate, using the Shell to terrorize and plunder merchant ships in the waters of the Western Islands. Presumably deceased: Gialgorra was able to use the Shell to improve the Slayer's Bastion.

Aurockoth, The God Of Blades, The Reaper Made Flesh, The Living Sword, The Soul Grave Slayer
(Life Golem) Fearing the Soul Graves, the Castiliathen Empire, with the help of the world's other nations, created a Life Golem specifically designed to combat them. Originally a man from the Cazterria house, a rival warrior house to the Harksburtons, nominated to act as the base for the golem. They fused his soul one hundred and ninety three times with souls of other beings. Somehow Aurockoth survived the process and became what some would call an avatar of war and power, responsible for the destruction of three of the six demolished Soul Graves, two of which he did without any aid. After the war, he disappeared, but is known to go wherever there is a good fight to be had. Nearly all other warriors fear him: Dulu notes that the only one he imagines that could best him in direct confrontation is Jak Stryfe The Golemslayer. Usual method of fighting: create a sphere of blades and spurs around him from his flesh, slaughtering all who come within the boundaries of the sphere; against those who present a challenge, uses a heavily runed sword, bound to some concept of Severence such that he can escape by cutting the air.

Abaeloth The All Consuming
(Human/Male/Warrior/Deceased) One leader of The Disciples of Domintus. Battled with a cloak of shadow hands, a Dream-based magic that allowed him to remove all matter touching the hands from reality in exchange of having bits of his soul consumed. His personal philosophy revolved around the survival of the fittest and even bowed to his enemies upon his death. The first fight saw his sword, made of Leyline crystal, taken as a spoils of war. The second, another Leyline crystal sword and a cloak conjuring Dream-shadows hands of matter removal were looted.

Trollzaru
(Yeti/Deep Spawn/Organic Soul Grave/Male/Shaman/Deceased) The one to cement the YETI GENOCIDE objective, a Yeti who tricked Keddic into receiving a mind-control rune, by suggesting it to be a simple communication spell, then used magic to make them believe he was securely bound while they took him into Mordreden. After that, caused the clan's fortifications to disappear and led hundreds of Yeti to attack the village while he attempted to unleash the beasts from within the mines. Used the Goran fight to hinder Mordre, by empowering the avalanche above what it should have been, forcibly demanifesting the spawn, stealing Mordre's Soul Soldiers to replace its arm, and firing spells at Mordre. An elder shaman of a vast collective; abandoned them all to the Drazken when it sought to exit the Frostback Mountains. Through a method of Soul manipulation and crafting with Goran's arm, severed at the height of his power, became the Yeti equivalent of Goran. Found a way to exit the Frostback Mountains: spawn encountered in the State, killed in LoD. Redacted by The Critic to have never actually left the the Frostback Mountains, though small signs of the previous timeline exist.

Duke Mordecai
(Human/Male/Chaos Mage/Deceased) Once the heir apparent of the Mosmordren Empire. A Legendary Soul mage who took control of Mordre's Soul Grave when the Soul Furnace was damaged and Blood Flow was active; the sole observed case of such happenning produced great improvements, heavily Chaos aligned, to the golem. Mordre's creator: he planned and made Mordre as proof of the power of hybrid magic, combining Soul magic with Chaos itself. Mastery of what he called Soul Chaos allowed him to rewrite his soul's history, like he could hone his soul so perfectly for a given task it was likely all his soul could even be used for, before snapping back to normal. War title: Master of Sorrow. When he died, under the Curse, through unknown events, he entered Mordre's Soul Grave. Somehow became the Mosmordren Administrator. If a soul is implanted into a Deep Spawn core, he can exploit the connection between the core and Furnace to switch places, thus gaining a stupendously powerful body. Current location: 'under' the Soul Eden.

Jak Stryfe the Golemslayer
(Human/Male/Magical Item User) The self-proclaimed king of golem hunting and slaying; a particularly talented natural magic sensor, with the appropriate paperwork in every nation to employ Blood magic as he sees fit, and possibly capable of Soul Magic: he can create faux-golems from his own blood and crystal from the earth. Soul seems to be every other soul, from moment to moment. Wields the Necronostrium sword of the former Mosmordren Emperor that grants Dream Tractomancy and unlocks the Blue Devil's Pride of Mosmordre form, a Lortoxite sword (possessed by a Core Being; powers unknown), Lortoxite armor granting functional immortality through instant regeneration (also runed to absorb thermal and kinetic energy, storing it in the Lonsdaleite embedded in armor, which can then be converted into energy discharges), and the Blue Devil (even though deactivation of the Pristine Soul should mean he could not support the price of using the armor). Has two known Small Tombs: Totters, a land-bound beast housing a Legendary Soul with unknown absurdly potent capabilities, and Felko--composed of yellow Rhodium, white Tungsten and blue Carbon, socketed with periwinkle rubies and emeralds in paired sets for flight, with a begemmed shield runed for defense, absorption, and channeling, paired with the sword's runes. Stole Old Bessie, Keddic's pipe, among other things. Made his home in the Western Front of the Second State.

Jeeba Hechlor
(Human/Male/Warrior) One leader of The Disciples of Domintus, with all the associated flaws (general insanity and violence obsession) and strengths (really fucking powerful). The current Head of the Hechlor family according to Keddic's knowledge; like all of his line, thinks all other houses other than his own and the royal house as lesser; which might be somewhat correct as his house is the premier in alchemical augumentations. Ridiculously durable: skin giving as easily as teak, wounds repairing themselves in minutes (except when he is using Soul Magic), and inexhaustable stamina ever powering his monstrous strength (Oz reports that when he met Jeeba, Jeeba had three hearts and a backup mind); Keddic believes him to be the most physically strongest warrior in Castiliathen. Pratices Soul Magic, powering a death field, and other techniques that allow him to unravel cells (the lance of blood Keddic launched was destroyed, though plasma only could absorb the energy), and his eyes allow him to see any and all moving objects, and only moving objects, in an omnidirectional format. Likes to use consumables, using a DragonSpark and a RageSphere in his fight with Keddic. If the battle seems to be not going his way, and unlikely to go his way in the near-future, sends his soul away to safety and leaves his mindless body to slow/hinder/cripple his opponents.

Leatherface the Evermasked
(Human/Male/Warrior/Mental Souldreamer/Deceased) A Masked Warrior who stitched an Old Mask onto his face, grafting it to his skin, devouring its psyche in the process. Possesses the title of 'Most Powerful Masked Warrior', the Belt of Champions, for years, when the longest time one held it before was measured in months. Fought by using Dream to change his magic style to best fit the situation, pulling from the infinite number of Leatherfaces throughout the universe to heal any damage that got through. Killed by Bang.

The Pure Lady
(Human/Female/Chaos Mage/Physical Souldreamer/Deceased) The prophet of the Disciples of Domintus, noted to have a Soul Grave, Domintus. Bobobo stated that The Pure Lady is always something raw, primal, a precursor to conventional magic no matter how details may shift. Consumed by a Dreameater after using Dream too much too fast to recover from injuries inflicted by Mordre. Body destroyed with Chaos/Order Relativity Cannon, personality may survive in the Dreameater who ate her, who still watches Domnitus' core.

Domintus the World Reaper
(Sapient(?) Soul Grave) The god the Disciples of Domintus worships, claimed to dwell within the metal tomb of a Soul Grave by the Pure Lady, the prophet of the Disciples of Domintus. Eisenhardt reports that there is a dark, deep depth, an emptiness that seems alive only in mockery of the word, a fanatically intense and perfect void dwelling within a sea of anti-existence of an otherness greatly exceeding that of Lenryt's within this Soul Grave, who fights with Chaos, growing hundred of tons of metal--minutely shaped spears, axes, swords, pikes, arms, claws, all manner of metallic sculpture weaponized as self-purging tides--from its body at a rate even Legendary Souls could not hope to sustain, and that the golem itself possibly may be Anathema, with a sapience. Oddly, Bobobo could not find Domintus as an individual in any other possibility, the Pure Lady's Soul Grave much more conventional; Domintus the World Reaper exists only in one reality. Currently serves as a magic-generator in the Ark Ascendant.

Broggamek
(Dragon/Male) Sapient fifty thousand feet long dragon, capable of living above the planet's atmosphere, spitting a mountain of burning acid, affecting multiple targets with Arcane Gravimancy and Aeromancy three miles away, and has/had the service of at least three thousand and two hundred seventy-eight dragons (none observed were of the Elder class). Has been noted by Figment to be implacable, unable to be deterred from goals, based on his tendencies to hoard items imbued with Belief. Consumes Belief.

Hui The Patient
(Human/Male/Warrior/Immortal) A Living Legend, a Master of the Jade Soul Style; over two hundred years old, the oldest founding member of a school to still teach, and an excellent businessman, opening new schools every few years. It is rumored that he has another 'preferred' style, despite his stance on his students' purity of style (they must only learn and practice Jade Soul; never any other style); Bang believes Hui steals parts of his students' souls while he homogenizes them, which might explain his stance. Dowsan implied Hui knows Puppetry, and his parasitic style is a form of Soul Puppetry. Quite a few hold seldom-voiced grudges against Hui, stemming from suspicious personal disasters falling upon those who go against Hui.

Dreameaters
(?) The Dream equivalent of Core Beings, these correction mechanism for paradoxes native to the collective Dreamscape actively feed on paradoxes in causality, drawn across worlds and dimensions under the right circumstances. Unlike Core Beings, Dreameaters live as long as they want if they eat enough paradoxes or any sort of magic; the victims of Dreameaters are eaten so completely and utterly husk won't even begin to describe them. Absorbs properties and traits of those consumed, in proportion to the scope of what was consumed: those powerful enough to hold off a Dreameater allow complete and perfect absorption--of appearance, memories, knowledge, skill, power.

Arcturo Fissykus
(Human/Male/Warrior/High King) The High King of Castiliathen, a noted Chronomancer. Apparently has an interest in Mordre and may be willing to interfere with Lenryt to do so. Has a connection to Arkus. Stole Scars of Yesterday.

To Be Determined

Patchwork Creature
(?) First met in the Frostback Mountains. Noted to be odd, feeling patchwork. When questioned about the sense, Kyorto answered that the only known example of such a creature can only be found in the Cursed Lands, forming when powerful souls migrate to a new body, while their original body follows, constantly seeking the soul it lost. Met again in the State, after it hatched from a chrysalis, becoming a massive beast. Responds to some voice(s) in Mordre's Dirge. Oddly, Bobobo could not see another example of this creature in any other reality.

Gwendelazia Gialgorra
(Human/Female/Inventor's Assistant) One of Dr. Gialgorra's four daughters, the eldest of the four. Sought adventure off her father's island, and fell in with the Disciples. Captured by the State in the Disciples siege against the State capitol, and interrogated afterwards; claimed to have been infiltrating the Disciples, looking to assassinate the Pure Lady, but deemed the State unsalvageable. Dompaggio noted she told the truth, but somehow managed to hide vital information. Released to Gialgorra in exchange for agricultural/construction machines at highly discounted rates.

Collete the Colossus
(Human(?)/Female/Warrior) Mentioned by Bang as being one of the strongest warriors he's ever faced. Supposed to be ludicrously durable and resilient, standing against Bang's vicious hits without taking much damage.

ALEXANDER ARMSTRONG
(Human/Male/War Mage/Deceased) An eccentric war mage from a long line of mages in service to the Azelhaedran State, an expert at morphic magic (the reshaping of matter on contact) and close combat. The commander of the Armstrong Armada. Died in the Disciples' siege of the State capital.

Immortal Angormandius the Undying
(Immortal/Male) Formerly the God of Blades, from his restriction preventing him from wielding any blade save one (which went on to become one of Jak's swords, the one with the Core Being), now forced to fight only with his fists. Body has many weapons still stuck within his flesh, and misses many pieces, which are filled with his immense soul. Still not dead, even with Bang ripping his head off.

Dowsan The Contemplative
(Human/Male/Researcher) The lead researcher of a War Hound experimental facility in the Capital, and a Puppeteer. Experiments with different capabilities and abilities for the War Hounds he creates; the Spined Lion was a malfunctioned experiment of his. Interested in bypassing the anti-Puppeteer ability of Ragegluts and made a deal with Keddic for a supply of Rageglut blood in exchange for Puppetry lessens.

Catbeard
(?/Male/?) Proclaimed the master of Trollingwood by his cats. His battles are similarly claimed to never last to dawn. Able to battle a Dreameater.

Gorth the Unyielding
(Morgren/Male/Warrior) The One-Named, absentee leader of the Iron Head clan, travelling in the south, likely in the LoD; the strongest warrior amoung the known Morgren.

Races/Creatures

Planet Eaters: The awake form of Planet Gods, who have gone Maginova and have eaten other Planet Gods. Very powerful, to the point of breaking reality if not hosted in a weak entity. Has innately magical blood.

Core Beings: Highly powerful magic beings comprised of the world's energy. Usually wrecks major havoc when released upon the surface world until they run out of energy and dissipate. Has innately magical blood.

World Parasites: Beasts that consume pieces of Planet Gods, be it flesh or magic, spawned by Planet Gods near hatching and waking, tied to that which they feed from. Eventually, once a critical mass is consumed, the beast becomes an avatar of the Planet God from which they spawned. Has innately magical blood.

Blood Parasites: Creatures that inhabit the blood of others, usually the result of White Blood manipulation or Blood- and Soul-based magic. As such, their blood is innately magical.

Human: Basic humans. Highly common with many different Nations, Governments and the like.

Froggock: A frog-like race. (?)

Yeti: A tricky race that dwells in the north, known to have shamans and warriors of high caliber. Mordre has plans for their extinction.

Premen: Strong Human-like race that dwells mainly in the north, operating in clans. Has warriors, makers, and shamans. Does not have a written language, so can't read or write.

Morgren: Life Golems crafted by the Mosmordren Empire as shock troops, bred and molded to be violent and powerful, vicious fighters. Made from a base Premen augmented with Gorilla, Tiger and Rhinoceros, they are eight to ten feet tall, have some seven hundred to twelve hundred pounds of slabs of ropey muscle; patches of thick pelt-like hair on their shoulders, forearms and pelvis; innately imbued blood; and rough pebbly skin, their hide tougher than good leather armor. Their massive and ludicrously overdeveloped jaws have viscous fangs; a horn protrudes from their forehead; their necks and spines heavily reinforced. They have formed a strange, perpetually warring set of Clans since the fall of the Empire, and now fight both each other and everyone they find, pillaging and raiding as they go, only submitting to those they deem stronger.

Ragegluts: A specialized species of Life Golem, effectively the Land of Dragon's version of the Mosmordren Morgren. Forged by binding the emotion of rage to the soul itself, while filling the body with a plethora of Blood magically divorced of Ownership, along with several beasts. The end result: a powerful, hulking creature, whose strength fluctuates in correlation with how much rage they have. Highly resilient to Blood Magic when the magic is not powered with its own blood. Males have an average height of fifty feet, females forty-eight feet.

War Hounds: A Life Golem species from the Land of Dragons, made for much the same purposes as Ragegluts. The name stems from the usage of dogs to create the original types, but production has since gone the ways of bears.

Blue Hounds: Life Golems working under Carkiano, possibly created within his personal operations. Seems to be created through Dream: spectral eels possess their souls, vomiting forth new undamaged bodies when their shells sustain too much damage, though that ability taxes the beasts.

Deep Spawn: A race of entirely soul-based beings whose corporeal form does not matter for the continuance of their existence. Seems to be that the 'rulers' of Deep Spawn, the Scientomancers, are those that once were other beings that lost their mortal existence after a long while spent as souls without mortal bodies. All others apparently spawned from cores made with massive amounts of Soul and general magic energy. The hatching requires raw magical input (Names, concepts, forms, etc.) and a piece of the soul of the one hatching them. Deep Spawn are all bound to something, be it truth, duty, another Deep Spawn (usually an Administrator), etc. Remembered on Zakrath's surface as the 'faceless abominations' referred to in the equivalents of "Damn you to Hell!" The ones Mordre met seemed to be entirely dedicated to the maintenance of the System. At least 6000 Deep Spawn exist--the number Eldghodd offered as the maximum of Deep Spawn available for whose help could be traded.

Dragons: Winged serpentine World Parasites with considerable amounts of stomach-oriented proto-souls native to the Land of Dragons, living in the five to eleven True Mountain-ranges (the number varies with who one asks), eating the flesh of the Caged One that reaches the surface. Uses Combat Aeromancy and Gravimancy, gaining competency and Arcane reach with age. Older, larger dragons display more evidence of thought and planning than normal in their ilk, along with greater regeneration. Dragons can learn to click teeth together to create a spark for igniting their acid spit, potent on its own; their gigantic bodies are decptively quick; their flesh able to enhance eaters' vitality, their Blood Iron (and carbon from their bones) granting hardness to alloys. Dangerous mainly for their lunging, long-necked bite and their enormous gaping maw containing never-ending fangs.


World Information and History

Golem Quest takes place on an as of yet unnamed planet.

A phenomenon called The Wall--eternal raging all-breaking super-storms, leagues tall hurricanes and tidal cataclysms--also exists. All continents are surrounded by a Wall, at some distance after above sea level landmass ends. Mages have tried opening paths in it before, but nothing has worked yet.

Leylines

The blood vessels of the Caged One, a network of energy contained within crystal and stone. The source of World Magic, as, though the Leyline cystals have great magic absorption properties, energy leaks through anyways.

This network is also the System/Grand Seal/Supreme Binding, referenced by the Deep Spawn. This System has Administrators/Scientiomancers, responsible for maintaining a section of the System. Each Administrator has many individualized Deep Spawn helpers in maintaining the System (presumably non-individualized Deep Spawn are not needed, as Dorgrum and Khordu are bound not to manifest their spawn when not in combat, assuming maintaining the System does not involve combat). Also, Scientiomancers have the commands that allow for the enaction of the Curse.

The souls of the dead are used to help power the System, though the Caged One also gains power from this method; this is why dead souls, bound to nothing, dissolve, and why Leylines don't exist outside of large landmasses: the islands do not hold enough people with souls with a high enough death rate to power the Leylines.

Due to the actions of the Caged One, it was necessary for the System to be modified to siphon off excess energy, introducing flaws and malfunctions into the System, leading to pressure building up within the System, relieved by letting out energy onto the surface, which form Core Beings--the method of energy removal deemed most sustainable over time. Due to the mortals' near extinction through ceaseless incursions of Deep Spawn holdings when faced with this information, compounded with increased Core Being manifestations they couldn't handle with their losses fighting Deep Spawn, and the weakening of the System due to such actions, Mordre has been asked to never reveal this information to anyone.

Zakrath

The continent in which the majority of the quest takes place.

Currency exchange:

Diamonds (by the carat): 110 Marks.

Emeralds (by the carat): 80 Marks.

Rubies (by the carat): 50 Marks.

Sapphires (by the carat): 30 Marks.

1 Mark (gold coin): 100 Rounds (Silver coin)

1 Round: 100 Bits (Copper coin; Smallest denomination)

Land of Dragons:

1 Lo: 1000 Dobu.

1 Dobu: ~(1/14),(1/15) of a Mark.

Calender

The year is sixteen months long, three weeks a month, ten days a week. Weeks are called cycles.

The months are:

1 Dormivin (Winter)
2 Mors (Winter)
3 Mellitius (Spring)
4 Perennius (Spring)
5 Praeclarum (Spring)
6 Libiturnius (Spring)
7 Malanius (Summer)
8 Inferius (Summer)
9 Vescere (Summer)
10 Centum (Summer)
11 Astra (Fall)
12 Vigintum (Fall)
13 Enuberum (Fall)
14 Noctum (Fall)
15 Quindecimber (Winter)
16 Sedecimber (Winter)

The days are:

Zakday, Morday, Atenday, Washiday, Corday, Lorthday, Castiday, Enduday, Rathday, Randinday.

Important Organizations

Mosmordre Empire: Mordre's "birthplace", now destroyed. The lands the empire once held are now known as The Cursed Lands, because the Curse corrupted the land itself, breaking open the Leylines of the Empire, unleashing an incredible amount of energy that killed and mutated every living being in the Empire. Even now, there is a persisting miasma, tainting everybody that enters the Lands. The Mosmordren Empire was an oligarchy, with anyone able to elevate themselves into the ruling class by demonstrating sufficient magical skill to become mages, at the cost of having to serve the born nobles despite their gained prestige. Society was caste system, with aforementioned ability to get placed into 'mage' role available to all caste levels. Had slaves and forced labor, as well as serf caste. Since it was a caste system, mindset roughly--bottom caste: "Life is shit, but if I don't do as told, I die."; mid castes: "The empire provides, I must return the favor."; Mage: "The empire is wonderful, but it needs my help to exist, and it is my duty to give it."; ruling caste: "The empire is shaped to serve my whims, but cannot persist if I do not bend my whims to the betterment of the Empire." Nationalistic, racist, and speciesist: citizens viewed themselves as superior to others; this extended to the caste system. The Empire started the war; they wanted land and resources and sought to take it from the 'lesser' nations. Prior to war, the Empire was feared for past displays of strength, but had otherwise not pursued unified war, building the hostilities that led to Castiliathen being able to get so many allies. No one allied with the Empire, that's why it's said EVERYONE was against it during the final war before it's fall. The war lasted for three decades, but was not 'everyone against Empire' until the last eight years.

Castiliathen Empire: Castiliathen is the largest stable nation, famed for it orderly cities, harsh laws and high quality of life for the non-slave castes. Their system is founded on a large life-golem slave and indentured servitude means of production. They are famous for possessing The Founders, the world's largest stone golem powerfully warded, that guards their capital. This is Keddic's, and his line's, homeland; Aurockoth was created by this nation. Castiliathen was the nation that led the coalition that destroyed the Mosmordren Empire and had claimed one of the original ten Soul Grave as spoils of war.

Drazken Clan: Premen clan in the northern mountains, operates a large ruby/bronze mine. Allied with Mordre due to his actions in reclaiming their mines. Currently based in Mordreden (named to honor the metal warrior that aided them and gave them a second chance to rebuild and protect what was rightfully theirs), the large stronghold of the Drazken Clan, called the Icy Bastion for its Wall--a gargantuan structure of ice, blood, and bone. Linked to, and feeds into, the ice surrounding it; contains magic from Lenryt and the Yetis, along with the bodies and souls of those killed in the battle with the Gorkin; enchanted to be immune to both the magic of the Premen and Yetis. Mordreden is a bustling city, full of multistory towers of ice and bone with leather-draped windows and doorways; industry, metallurgy, and prosthesis thrives. Contains a Small Magical Think-Tank of about 100 shamans, working to create a Unified Magic Theory and a Universal Magic Language; progress slow, as available sources are only Frostback Mountain Premen, the inhabitants of the Ark, and Arkus.

Gorkin Clan: Once lead by Goran, a powerful Premen leader. Goran controlled eleven clans besides his own, all subservient to the Gorkin Clan. He controlled them with the strength of the Gorkin Clan, which under his leadership had grown to hold more than five thousand warriors, all who followed Goran's will without question. However, fully half of his clan was devoted to policing and taxing the clans he had conquered, forcing them to labor for him and his clan so that they as warriors one and all need not. Now led by Dowgoh the Mighty.

The Mortal Coil: An international Wizard society that hoards knowledge like mad, and out of necessity grew to become a chain of exclusive magic colleges to continue funding the research of graduates. Ruling body are the seven (now five, after Lenryt killed two of them) Grand Elder Mages, a position with no term limit, with new members selected whether by political maneuvering, or by demonstrating enough skill to best an existing Grand Elder mage in combat. Apparently influential enough that threats of an unknown nature would persuade countries to place a trade embargo upon another.

The Azelhaedran State: One of Castiliathen's first allies against the Mosmordren Empire (though since cut off for uneasiness surrounding the magical nature of the Curse), tied in a symbiotic relationship: the State, with its sixteen magic research outposts, providing potent magic items and mages, and Castiliathen, with its institutionalized Warrior Houses, providing the martial skill--as a consequence, though wielding incredible equipment, the armies of the State have a poor reputation concerning their actual martial and tactical skill. Controls more than ten thousand square kilometers. Headed by Mordre, Councilor Prime of the Azelhaedran State, Head of the Council and Commander of its Armies. A network of identical steel boxes allow transportation to the following: Mordreden, the Arcanoworks, a cave some distance from the port on Gialgorra's Island, the entrance to Kyorto's tower, and the Capital of the LoD; only the LoD and the Gialgorran Expanse boxes are used in the trade network.

-Second State of Azelhaedra: Formerly Disciples-held lands, separated into Eastern/Western Fronts.

Land of Dragons: A nation of millions over a massive region, larger than all the Warring States (save Castiliathen) combined, with a culture that promotes the acquisition of strength, whether through physical and/or magical combat, or through political machinations; an expression of this is the Belief from the millions of citizens who know of them empowering Dragons, the leaders of the country. The culture views the body and soul as separate entities, and reveres the departed ancestors, vehemently against any act that would harm the soul. The nominal head of state is the High Dragon, though other Dragons have enough sway over their own territories that the High Dragon must have the support of the other Dragons to effectively govern the entire country. The magic styles practiced in this land are all part of Mass Connection. The only state that still openly practices Soul magic on Zakrath; however, Blood magic has some stigma, stemming from the body control Blood-based magics of Puppeteers.

Disciples Of Domintus: An organization dedicated to the worship of their god, Domintus The World Reaper, said to reside in a massively potent and unruned Soul Grave, and the tenet of the survival of the strong and cruel. Went about destroying existing systems in favor of a church-ruled state. Headed by the eight Knight-Captains and the Pure Lady, their prophet and the master(?) of the Soul Grave they said is the vessel of their god; the main army consists of fanatical Berserker-Zealots who are willing to do anything for the god they worship. Effectively destroyed: the Pure Lady and most(?) of the Knight-Captains dead, Domintus captured.

Order of Harmonius Discord: An organization dedicated to ensuring Balance. All members yet met were self-controlled Small Tombs, Paradox Knights. Plot line still unresolved; biased toward an antagonistic relationship with Mordre due to Mordre's pure Anathema status.

Despardos: A desert nation located between the Warring States and the Land of Dragons. Home of Bang, and the Masked Warriors, fighters who have proved themselves worthy and strong enough to wear a Mask: cloth or leather masks imbued with a pseudo-soul made with a delicate balance of Chaos and Order, granting some benefit to their bearers as determined by the wearer's own style. The Masks are revered as a sign of power; the Belief generated allows Masks, by tapping into greater amounts of Belief than normal, to achieve the power to do great acts, at the expense of spiraling into pure Chaos, progressively becoming insane.

Golden League: A collection of merchants operating a massive caravan located to the east of The Azelhaedran State. Hired the Iron Shell mercenaries to act as a collective army. With the threat of their Soul Grave, The Grey Destroyer, the Iron Shell's protection has allowed the nation to prosper. Home to a healthy magical item trade and the largest neutral Colosseum and dueling pits in existence.

The Gialgorran Expanse: A collection of Toledo Gialgorra-governed Western Islands. Heavily industrialized.

Athelens: A mainly agricultural country, with a state religion based on worshiping Leylines, sending magic to boost crop yields. Dislikes the Mortal Coil.

Ark Ascendant: Formerly Kengehxion's Orbopolis, Mordre slaughtered all its former inhabitants, and took in 26,711 Dionepan converts to the religion of the Ever-Growing, a faith centered on worshiping and following Mordre (and associates) and therefore move up in society and grow in power. Stationed above Mordreden. Powered by Domintus' core and innate magic-generating organs. Guarded by the inhabitants and their Faith Soldiers Restricted to each inhabitant and to exist only in the Ark.

Pan-Morgren Army: The Morgren army gathered under Mordre's banner. Eventually will consist of the 11 Morgren clans holding most of the surviving Morgren. Led by the Stone Knuckles and Iron Skulls clans, both combined of about 23,130 Morgren. Undergoing unification.

Dionepa

A continent directly opposite to Zakrath relative in position on the planet, covered in lush plantlife, the most notable are the Spheres. As such, most native magic inclines toward the manipulation of the organic.

Due to the functioning of the Spheres, there is a constant mild background Curse; as a side-effect, so long as there are enough Spheres to drain excess energy, there will not be a Core Being outbreak.

As golems do not exist in Dionepa, there is no concept of Anathema; as almost all metal has been rendered down for Belief for the Spheres, metal is unused outside of the Spheres, and the presence of metal on one's personage indicates nobility--Sphere Gods implant metal into their bodies as a sign of their status.

Currency is based on wood; the rarer, harder, and heavier the wood, the more valuable. Language: Common.

Orbopolii

The Spheres are massive spherical plants, upon and in which whole city-states, Orbopolii, are contained; due to Gravimantic effects, which overrides the planet's gravitational field, the Sphere functions as a planetiod. Mortals who have heavily augmented their body ala Bang (except more so), Sphere Gods rule over the Orbopolii, and the surrounding land; having formed several interconnected Pantheons, intra-warfare has not been experienced for at least a 100 years. Below them are nobles, who live within the Spheres and manage the surrounding lands, attending to the Sphere Gods' every need. Below the nobles are the warrior-worshipers, who live on the surface of the Spheres, and serve as armed forces, guards, and scouts until death. All mages are Combat Curatiomancers and/or Pomumancers, as the Sphere Gods teach widespread magic within the two fields, though innovation and creativity are not encouraged.

The Roots of the Spheres serve as both attack vector and energy gatherer. Spheres are able to create roots to dig into the ground, to directly feed from Leyline Geysers, and attempt direct interface with the System, both able to absorb the energy of Core Beings and the ambient souls caught by the System before complete dissolution. Roots can be used to devastate vast stretches of forest and attack enemy Spheres. Reacts violently to open flames that get too close, the reaction capable of completely destroying entire cities in seconds.

The Spheres are capable of flight and regeneration, though on emergency power (only gaining power from innate magic-producing organs), they can only sustain themselves internally. At full power, the Spheres can endlessly produce enough food to sustain 50K or more.


Magic and its properties

Magic is a relatively rare, costly and difficult to master line of talent within the setting. Learning any new magic both requires some source of knowledge from which to learn the spell in question, and the requisite amount of time for the individual to grasp the spell or magical theory in question through practice and study, varying in length by learner. The more advanced magics are harder to learn, and very few have the dedication and the means to become Grand Mages, those recognized in all lands as having mastery of magic. No wonder, then, that there are less than 100 Grand Mages or better (e.g. the Grand Elder Mages, those who command the greatest of power, influence and knowledge).

Magic has a color to it: (as described by Bang, using existing colors) a blend of ceil, byzantine, and maize, with a stark taupe/umber silhouette, and some blotches of fulvous, zaffre and wisteria--Soulglow.

Magic needs a fuel source, and a type (Destructive: focuses on causing damage/decay to something or otherwise causing something to wear down more quickly than it would naturally; Regenerative: focuses on repairing or reinforcing existing things; Augmentive: focuses on adding new traits to something that already exists); and is separated into two categories: Combat affects things which have an unbroken line of Ownership to the mage, Arcane affects the world around oneself.

Fuel Sources

Keep in mind that all fuel sources ultimately stem from the soul, whether of one's own or another's.

In order of relative average power (except for everything below Word):

Soul: Soul, be it the caster's own or those of the dead, is the most powerful magic fuel type, and it alongside Blood Magic were the mainstays of the Mosmordren empire, the source of much of their power. After their fall, Soul magic became a capital crime (i.e. No new spells fueled by Soul may be cast or begun, effective date/time royal seals blah blah. This allowed a loophole for pre-existing passive magics, such as Soul Graves, to continue existing. Can't make new Soul Graves, or start new spells, but any Soul magic begun BEFORE the ban, if at no point altered or ended, is still legal).

Blood: Blood is less potent than Soul, but still a far cry above what one can usually expect out of Will. Blood requires a much larger amount of fuel for the same purpose as Soul does, and as such there are no blood mages who use their own blood exclusively (or at least they have very brief careers). Blood magic requires a special permit to be practice without being arrested and potentially executed. The permits can be notoriously difficult to obtain.

Will: The will of the soul, Will is the act of forcing magic to occur through the order and strength of one's thoughts. Will mages tire much more quickly than any other mage, and are more prone to burn out than most thanks to how easy it is for them to exceed their safe limits. Mages that become adept at Will magic can expect to be held in high demand and esteem for their prowess.

World: World draws power from the world around the caster, be it from a forest, an ancient mountain, a desert oasis or one of the planet's leylines; there are few accomplished mages that practice World alone, as there are many dead zones around the world where there are no ready sources. Knowledge of World magic usually indicates a laymen learner of magic has started to gain some decent knowledge of the mechanics of magic itself, and may be hired as an adviser or their word given more weight than a simple amateur.

Word : Word is the known tonal combinations that can cause minor magics to occur, such as sparking a fire, snuffing a candle or moving a couple pounds of material about. Most anyone can attempt to learn these, and learning these spells are the firsts steps any would-be mage takes in most cases. Word is the result of magic empowered by the Belief that magic works through speech. Word Magic is descended from an as of yet unknown form of phonic magic.

Dream: Dream draws power from the Dream of Zakrath, the dream of the Caged One, open gates to other realities, other possibilities. The magic drawing from this source is most easily used to manipulate the fabric of reality, removing things from reality to place them in the Dream, and vice versa. A sacrifice--parts of the body, the soul, the mind--must be given to be able to tap into this source; at least, for normal organics.

Belief: Belief draws power from the belief of souls, which creates a pool of slowly refilling multi-dimensional metamagic that the subject of the belief can tap into for their own benefit; only the belief of millions over a significant period of time generates an appreciable amount of magic for the subject to use. The subject of the belief does not need to be sapient, or even sentient, to be empowered by belief (e.g. DragonSparks, precious metals, gems). As the amount of magic varies proportionally with the amount of Belief accrued, Belief-based magic can be pisspoor weak to brickshittingly powerful. Unlike the other sources, Belief is an external source.

Order: The null, unchanging, anti-existence, and spans all possibilities, existing as a pure void between realities. Perfect order is nothing, a void where not even time is needed, perfect stasis. Order contains within its themes: rejection, the exclusion of everything not the self, prevention of change of self. Saturation of Order leads to the ability to laugh at time when approaching critical mass.

Chaos: Creation, change, the new, action quantified, existence, and exclusive to single possibilities. Perfect chaos is anything, constant creation, boundless energy leading to nuke-like cancer. Saturation of Chaos leads to the ability to to make anything of any energy sort (wavelength/matter/type/etc.) when approaching critical mass.

True Word: Used by Timmy to sacrifice its Chaotic change into Ordered protection.

Time: Referenced in Oxlion's list of ablated magic sources and in the Heaven Forge's spell matrix.

The magic types (Word/World/Will/Blood/Soul) are just fuel sources for the most part, like different octane gasoline for a car. The only thing making this analogy not fit perfectly is that some fuel types are more suited to certain pursuits than others (World magic is best for detecting/manipulating leylines, Blood magic blood, etc.)

The Drazken Clan Shamans' findings indicate Blood and World magic are alike: the currents of World have a similarity to the flowing nature of Blood. They theorize that tapping and combining World (Leyline) and Blood magic will amplify each other's form. World and Word also appear to be linked: any Word casting creates ripples of an unknown nature in the nearest Leylines.

Chaos/Order

Soul Magic has, as part of its domain of superiority over other sources, the balance of Order and Chaos of a soul. Saturation of just one type in a soul increases yield, though each individual has their own ideal balance, which changes over time (unless a soul is dead or is pure Order; in those cases, the ideal state is locked down).

As polar opposites, significant interactions between Order and Chaos results in a massive all-annihilating explosion.

Blood

It appears that something that would count as blood (e.g. blood, Blood Iron) flowing generates Blood Magic.

Blood magic can reach, or at least approach, Soul levels of power if the blood used is exclusively comprised to White Blood Cells. White Blood is more responsive to magic and has a greater sense of ownership than the other parts of the blood. That may have to do with White Blood being something like the soul of blood, born from the proto-souls, the Possiblity Cells, contained in the marrow of the bone.

White Blood is primarily concerned with defending the body, tied to the concepts of SENSING and REJECTION, and has intrinsic Order magic piercing abilities and detection capabilities, with potential immunal rebellion as a recoil from usage. The more harm (from toxins and disease usually but also magic when White Blood is activated) that is done to the body, the more blood is saturated with White Blood, and the easier the body can fight off the same harm. Imparted qualities from use vary (e.g. Keddic gets general blood-related fun stuff, Bang gets increased resistance to tumors).

Possibility Cells are Chaos to White Blood's Order, useful in returning the body to a past state. As always with Chaos, control is easily lost, resulting in magically empowered tumors that turn all surrounding flesh into a mess of tumors and puss unless one can exert enough control over the intruding flesh to suppress and reverse the damage. Highly useful in creating new additions to the body.

Souldreaming

A field of magic that accesses the Dream, the Caged One opening gates to other realities, and therefore dependent on the Caged One; there also is a link of an unknown nature to Deep Spawn: the presence and condition of Deep Spawn influence Souldreamers if the Dreamer is in a weakened state. Manipulation of dreams and alternate realities come most easily to SoulDreamers, feats miserably hard and perhaps unheard of outside Souldreaming.

For Souldreamers to access the Dream, they must give up a piece of themselves, most commonly a physical part of their body, but bits of their soul or some aspect of their mind also satisfy the sacrifice requirement. For those who sacrifice an aspect of their mind, their alternate self or selves usually fills the niche of the aspect sacrificed, as Dream selves are connected most easily to other alternate versions of themselves.

For mental Souldreamers, Dream magic appears to work by imagining power for use in the Dream. For physical Souldreamers, Dream magic appears to work by sending, partially, their body into the Dream.

To Jojo's knowledge, gems cannot be used to empower Souldreaming works, unlike practically every other style of magic.

Fields of Magic

Tractomancy: Dimensional/Spatial magic, dealing with distance, the relative space between locations, all that. (Fairly rare)
Ignimancy: Manipulation of electricity. Not many people do it, since what they work with is fast enough that one screw-up is usually terminal.
Necromancy: The act of expediting the coming of death (really just specialized, applied Chronomancy) More common than general Chronomancers.
Pomumancy: Wood/plant manipulation
Geomancy: Earth manipulation
Chronomancy: Time manipulation (mages in this field are exceedingly rare)
Aquamancy: Water manipulation
Magnetomancy: Metal/magnetic field manipulation
Aeromancy: Air manipulation
Gravimancy/Sepulchrumancy: Weight manipulation [Gravity]
Kinetimancy: Force/vector manipulation
Curatiomancy: Healing magics of the conventional, non-SoulDreaming sort
Pyromancy: Fire manipulation (this, Geomancy, and Magnetomancy are the three most common areas of magical study currently)
Phonomancy: Vibration manipulation, rather than just audible sound
SoulDreaming: Dream/alternate realities manipulation

Chronomancy

Each and every use of Chronomancy takes a toll, eventually, as the manipulation of time attracts the attention of Causality, who, like Time, has a self-crafted vessel for the personifications to interact with others. To give a sense of scale, the personifications of Causality and Time are to Planet Eaters (the most powerful entities yet encountered, in a setting full of ridiculously powerful beings), as Dreameaters (terrifying monsters that WILL eat you alive and cannot be stopped, essentially) to novice Dreamers.

Thus, NEVER EVER USE CHRONOMANCY!

Styles

Codified ways of using Magic, usually for the purposes of combat.

Castiliathen Warrior Houses Styles

Way of the Harksburton

Revolves around the manipulation of blood, used to enhance the normal capabilities of the user's body and grant the ability to do unnatural things to the user's blood. Normally a defensive-oriented style, the sub-style Sanguine Kinetic Pugilism produces more offensive effects.

Way of the Hechlor

Revolves around rotation, and the imparting of. The style involves spinning, sweeping blows and leg movements to whirl the body about, touch imparting some sort of torsion on foes, causing their spines to twist and ultimately shatter themselves, limbs to likewise curl up, and to turn blows to follow the user's spin, making striking the user directly during spins monstrously difficult.


Mass Connection

Styles of Combat Magic based on manipulating mass and the perceived connection between all things

Winding Pathway

About making paths through the abyss between dimensions to fold space around oneself. Winding Way (built around coiling, folding space to alter the positioning of souled objects) and Winding Path (built around coiling, folding space to alter the positioning of soulless objects) are two halves of Winding Pathway.

Jade Soul

Seems to revolve around manipulating the soul of one's body, producing various special effects.

Ghosthand and Breaker

Ghosthand revolves around exuding the soul of dead areas of the body, being material and immaterial, and using the force of one's soul to overwhelm opposition. Breaker seems to revolve around absorbing metals into one's body and activating the innate magic within them to create an instant Alchemical augment.

Iron Body

Involves adding the properties of Iron to the body, presumably using the iron in one's system as a medium for this change. This style is exclusively built around defense and hardening, with little to term offensive included in the style.

Fluid Fist

Revolves around the manipulation of fluids around the fist. The fluids usually(?) are a potent acid of some kind.

Armor Annuller

Specifically designed to reduce fights to a less charged format, using one's energy to negate the combat energies of others.

Stone Fist

Based on using contact with stone and earth to manipulate it.

Fire Flesh

Based on forming a layer of fire over one's skin to create an armor made of fire.

Chaining Calamity

Revolves around defining the chain(s) upon the practitioner's body as part of the body, and thusly controlling its action, all while housing it in energy. All techniques seem to be built around binding, or imprisoning, being a heavily suppressive style, with many agonizing submission moves.

Way of Puppets

An Arcane Blood-based method of controlling the body, most commonly of others, whether living or dead; its use and knowledge are banned in the Land of Dragons. Dowsan believes the style draws power from the void between realities.


Miscellaneous

Muscle Space

A Tractomantic Combat Magic revolving around folding space, layering muscle into the same place without increasing mass--pocket dimensions in which to store extra muscle mass, still part of the body--creating a shadow overlay of the multidimensional musculature on normal space. Normally, its a blob around the user, who can shape this shadow to reach other areas, and via intense flexing, force a body part to move across the muscle shadow, and still be connected to the user through Muscle Space. Practitioners also, apparently, receive talking muscles.

Metal Information

Most metals retain normal properties. Steel is referred to as Base Steel.

Wootz Steel: a rare, prized steel alloy, of superior strength to normal steel, in general durability, tensile strength, and ability to keep an edge; despite having no innate magic, performs almost as well as Blue Steel.

Blood Steel: an alloy of Base Steel with Blood Iron. The Blood Iron component within the alloy allows golems made of Blood Steel to use Blood Magic, by circulating the blood around to simulate the blood flow of living organisms. The innate magical currents pervading the metal provide some basic enhancement to this already supernatural metal and lend themselves quite well to future runing.

Blootz Steel: A new alloy that Mordre invented, Blootz Steel, as indicated by the name, is an alloy of Wootz Steel and Blood Iron. Beyond the addition of Wootz, and all Wootz provides, the qualities of Blootz Steel are much the same as Blood Steel.

Blue Steel: forged with inbuilt Regenerative magicks infused into the metal as it is shaped. More durable than normal steel, keeps sharp longer than normal, and cannot rust. Makes excellent long term armor for any terrain.

Red Steel: forged with inbuilt Destructive magicks that lets every cut it makes be magically widened, such that even a small cut could end up a grievous injury. Causes sharp, vibrating tremors when forged into blunt weaponry. Can destroy Blue Steel with relative ease, but when faced against other Red Steel, will start to warp and wear so long as it is forced to clash against something of it's own nature. Can make armor that magically rusts Blue Steel or below quality metals upon contact. Starts to deteriorate if attacked with Red Steel (said weapons will suffer likewise). Prohibitively expensive, not seen in any mass production form. Red Steel cannot be inscribed with runes.

Rune Steel: Blue Steel with runes inscribed into them during a second forging: the effects vary from rune to rune, so while some examples of Rune Steel may be nearly indiscernible from Blue Steel, some examples will have powerful magical enhancements. Price of manufacture varies in proportion with the quality of the rune used.

Black Steel: Invention of the fallen Mosmordren Empire, steel with Augmentive magicks forcibly infused into it by spilling the blood of those actively harvested for Soul Grave fuel onto the Base Steel while it is forged atop enchanted anvils, the souls of thousands ground to dust during their forging to give them a strong connection with death. Now the metal is poison, causing wounds inflicted to rot, and being impossible to wield for long without starting to decay. Only Soul Graves, the golems the metal was forged for, are safe to possess it without harm, as the blood in the metal forms a symbiotic connection with the souls and dark magicks that animate a Soul Grave. The metal is conventionally unbreakable, and causes non-Soul/Blood fueled magicks cast in the immediate vicinity to be weakened, sometimes outright negated, depending on proximity, the strength of the mage, and the amount of Black Steel present.

Morphic Steel: Alloy that DULU!!! is constructed out of. Grants extreme flexibility.

Necronostrium: Called 'Death Metal' or 'The Reaper's Steel', Necronostrium was invented and crafted in small amounts by the Mosmordren empire during the height of it's power. A collection of powerful magics allowed the metal to make edge implements of unparalleled viciousness, even the smallest wound made with such a material magically being enhanced until even a shallow cut could be a dire injury. Further, wounds will fester, rot, and reject the power of leylines flowing in the area, causing agony and some mutation to those struck. The wounds are unable to be treated, magically or otherwise, until the wounded has been exposed to the light of dawn. This metal can claim dominion over all earthly materials, able to cleave a path through any conventional defense. Its forging process was lost with the fall of Mosmordre, though, through Bobobo, Mordre discovered the method: it involves mass sacrifice and years of torture and agony.

Lortoxite: aka Starmetal aka The Blessings of Lortox, the patron deity of the asteroid ring around the planet Zakrath. Lortoxite (conventionally, a predominantly Tungsten-Carbide alloy) falls from the asteroid ring as blazing meteors. If the fallen metal is sufficiently heated and infused with enough magic, it can be forged into unbreakable equipment, making particularly effective instruments of combat, as the power of the reforged meteors gives otherworldly impact to blows. Conversely, armor made out of Lortoxite has the capacity to absorb and nullify tremendous impacts delivered to the wearer, in correlation with the amount of Lortoxite-forged armor they wear and what hit them. The drawback is that any piece of Lortoxite can only be forged ONCE, and once shaped into a knife, hammer or helmet, it will forever hold that form. Some astronomers make significant wealth, predicting the fall of new pieces of Lortoxite.


Golem Information and Types

For normal golems, think of them like computers. Given a problem, they can solve it. But they need to be given direction on what to do.

Once an owner dies, if there is no one else listed as next in line to be master (such as in a military setting), the golem goes inactive. It must then be awoken to bind it to a new owner. In theory anyone could do this, but the tools needed to activate golems are rare and expensive, especially for Soul Graves. Okay, looks like one does not need any tools to activate golems, deducing from the lack of any noticeable tools when Mordre saw Dregas take control of Geodiaz. Of course, Geodiaz is a clay golem, so other golems (such as Soul Graves) might need activation tools, but Arkus was suspicious that he needed a tool to activate Mordre when asked, so...


-CLAY: The first golem type ever made, a basic form has been perfected in efficiency of a craft nearly every town has: a seven foot tall, seven hundred pound, vague, rotund humanoid shape. Other designs are seen as well, but none are nearly as easily made, and thus rarer. Made with clay from dead volcanoes and crystals from live volcanoes, upon which control runes are inscribed. The runes for the default clay golem are readily known, though access to the materials needed is not.

-STONE: Vary in size, shaping and purpose greatly, as they are crafted almost exclusively with World magic, by drawing on the power of mountains or rock quarries (preferably over Leylines for best results) to imbue stone with life. Not frequently used in warfare: the time and energy required to craft even relatively simple ones is not worth the relative ease most common Stone Golems can be shattered with.

-WOOD: Crafted with World magic in ancient forests (also benefiting from from being over leylines); can be made relatively easily out of any tree and at great speed if necessary, but different trees make different golems, and the time spent shaping the golem impacts the quality. Cannot be runed, and can be burned fairly easily.

-LIFE: Made with Blood Magic; involves grafting traits onto a base living form to create a new species controllable as a sapient slave. The required local government's approval for creation and rarity of Blood Mages means very few have been made since the Mosmordren Empire's fall; the Land of Dragons however still produce a great deal, most notably Ragegluts.

-METAL: Soul Graves were the invention of the Mosmordren Empire and--though merely incomplete copies, shadows of what the Deep Spawn teachings could do--their greatest military strength. Can only be forged with Soul and Blood Magic, and the souls of many fresh dead are needed to power the golems. Nonetheless, their power is considered vastly superior to most other mid-to-large production model golems. In the Land of Dragons, there are independently operating Golems of metal, the Dao (large siege behemoths that are briefly animated with magic when their housing castle is attacked), and Small Tomb-equivalents, Ancestral Tombs (existing for such a time that a term for those souls that have had their connection to their mortality and prior existence lost has been in use for some time), that are controlled by the entombed soul.

Current Goals and Objectives

(X)'s Denote tasks that will also further the goal of getting revenge on those who destroyed the Mosmordre empire.

Curse-Related

Find out how Acturo Fissykus was able to know the commands that were supposed to be restricted to Scientomancers (X)

-Find out the nature of his connection to Arkus

Build an empire

Acquire the aid of the Yeti Tribe or Premen Clan (Complete: Premen)

-Defeat Goran and the Gorkin Clan and free the Premen Tribes under his control (Complete)

-Convince, by charm or by force, the other Premen tribes to answer to Lorgk as Over-Chieftain.

-Solve the mystery of the Drazken's bronze mine (Complete)

-Drive out Demons from bronze mine and reclaim it in the name of Mordreden (Complete)
-Enlarge their mining area by giving over the flesh of the dead, live bodies, or completely nonmagical technology to Eldghodd or his representatives. The area can also be enlarged by an additional three miles radius for every opening to Eldghodd's domain, to a maximum of nine openings.

-Create trade routes to the Drakzen Clan's lands in order to facilitate further growth of the tribe (Complete)

-Turn the Drazken Clan into an industrial powerhouse


Ally with or gain control of the Azelhaedran State(X) (Complete: Control)

-Meet new units in the Azelhaedran state: Sam Vimes (Complete), State War Mage Alexander Armstrong (Incomplete: Died in battle, his soul may be recoverable), Captain Falcon

-Restore or revive units who suffered losses in the war with the Disciples of Domintus

-Destroy the talking Core Being (Complete: Timmy turned into Heaven Node)

-Free more research outposts from enemy control (Complete)

-Ally with the Blue Knight (Complete)

-Stage a coup, getting the populace to pass control over to Mordre (Complete)


Acquire resources and allies from the Western Islands

-Acquire the relics of Gavrock

-Purchase Pistols of Gavrock (Complete)
-Trade Diomand for the Chains of Gavrock (Complete)
-Liberate the Shell of Gavrock from the pirates around Golgan Island (Complete: Purchased from Gialgorra and used on the Slayer's Bastion)
-Find the Gaze of Gavrock located on one of islands near Gialgorra's

-Defeat Professor Gialgorra's Steam Golem or find a way to ally with Gialgorra

-Find a working Endless Steam Engine to see if able to replicate it and use it to empower Mordre

-Find the true identity of the rogue Ellayia


Defeat Archmage Weinsho and his cohorts (X)

-Find the location of the Archmage and more information about him (Complete)

-Destroy Dulu once and for all or find a way to free his soul from Weinsho's control and turn him to our side (Partially Complete: bindings undone, ally status unknown)

-Capture his bases within the Azelhaedran State (Complete)

-Locate and capture any bases of his in the Land of Dragons (Incomplete: Bases taken by Trollzaru)

-Kill Eisenhardt or convince him to an alliance

-Kill Weinsho (Partially Complete: soul just won't die)


Gain control of Dionepa

-Kill all the Sphere Gods and claim all the Spheres

-'Liberate' the people and induct them into the religion of the Ever-Growing

Allies

Keddic Harksburton

-Kill Aurockoth, The God Of Blades, The Reaper Made Flesh, The Living Sword, The Soul Grave Slayer (X)

-The White Blooded Lion/The White Amplifier: Make Keddic aware of White Blood Cells, either through guidance or via training in healing magics (Complete)

-Find some way for Keddic to either harvest large amounts of White Blood and/or get his own blood hyper-infused with white blood cells in some way (Complete)
-Increase Keddic's expertise on using and comprehending White Blood (Complete)

-Complete his knowledge of the Winding Way, and of Mass Connection (Complete)

-Help him find his old master, the Lined One, and perhaps clear the Lined One's name (Complete)

-Help him develop his soul to the point that he qualifies for Legendary Soul status

-Increase his total magical stamina and his rate of magic stamina regeneration (Arkus is working on this)

-Help him become Immortal (Complete?)


Kyorto

-Restore her by acquiring five (5) unbroken world magic mage skins (5/5) (Complete)


Arkus

-Fulfill his lifetime wish for the Mortal Coil to ask him to be a member through his own merits

-Turn him into a great mage
-Help him develop his soul to the point that he qualifies for Legendary Soul status

-Find the roving magic library called the Caemlo Repository

-Clear up the mysteries surrounding the unusual event that led Arkus to discover Mordre

-Implant a Deep Spawn in his PseudoSystem


Drazken Clan

-Defeat Goran The Magic Eater and the Gorkin Clan (Partially Complete: Goran dead, Gorkin survives)


Lord Dregas

-Restore Lord Dregas' golem Silicanthos (Complete)


Moss

-Find out its origins (Complete: Moss is a World Parasite)

-Empower it to the point where it can eat Core Beings.


Magnum Bang

-Organize a reunion between him and Collete the Colossus for either a rematch or to help him "give her a bone of his own".

-Help him pay off the three (3) favors he owes to Figment who gave him his body runes and improved scarf. (0/3)

-Help him develop his soul to the point that he qualifies for Legendary Soul status.

-Help him become Immortal (Complete?)

-Discover a method to heal the damage Cerebral Zeniths do to REotD


Jojo

-Help him form his Staff of Dream, which will empower his Souldreaming magic (Ongoing, but with Kyorto's aid he has made progress)


Ulzrick

-Create or find him a place he can call home, a place where he is accepted unconditionally (Complete)

-Help him get back into Jezebel's pants

-Help him develop his soul to the point that he can sustain Flexrick


Ellorika

-Find her a companion, someone she can honestly call her better


Vespinto

-Help him become a noble through military exploits


Vonjeen

-Kill Jak, reclaiming the Blue Devil

Mordre-Specific

Prevent destruction for being Anathema

-Deal with the Paradox Knights and their knowledge of Anathema status

-Prevent Vimes from learning that we are sapient (unfortunately Complete)

-Keep up the disguise of Mage Mordre


Concerning unique qualities

-Discover the reason(s) Mordre is sapient (Complete: Mordre has a singular soul that is Mordre not someone else)

-Discover the nature of this singular soul of Mordre's and why Mordre is a 'cancer of the soul' and 'rot of the Curse' (Complete: Mordre was born in part from the recoil of a Chaotic Soul magic working of Mordecai, influenced by the Curse)

-Discover why Mordre is able to produce and use Pristine Souls (Complete: Mordre, as a Soul Grave, was made solely as an example of the power of Mordecai's discoveries)

-Discover the origin and nature of the Creature

-Discover what is the entity that possessed us during the Goran fight and why it called itself the true inheritor of the Mosmordren Empire (Complete: The Other is actually Duke Mordecai)


Improve Mordre

-Learn how to utilize white blood cells or a golem-equivalent with Blood Magic, or obtain a soul that knows

-Find a method to speak with the souls entombed in form, and use it (Complete: Heroic Souls only)

-Find a way to mimic life enough that we could develop soul instead of being forced to rely only on eaten souls to grow in power (Complete: formed Mordre's self-made soul)

-Become a Dragon, tapping into the Belief pool the people of the Land of Dragons generate for Dragons

-Gain access to all sources of magic to have a permanent Omni-Source of the Cosmos going


Induce the souls within the Soul Eden to grow

-Create a network of Heaven Forges, so that all souls that could, would be sucked into the Forges, and produce power for Mordre to tap into.

-Persuade the Deep Spawn Scientomancers to overhaul the System so this is possible
-Find out how to make such a change and get the ability to do so

-Or Get a Cosmic being on the level of Planet Eaters to induce the necessary changes in the Forge

Secondary Goals

-Kill all those lying scheming yeti bastards.

-Discover the origin of Earth languages (Latin, Spanish) in this world.


Fanart


Quests by Bob

TGchan: Ant Quest | Dream Quest | Golem Quest | Spacer Quest | Volunteer Quest | Guns for Hire


Not by Bob, but inspired by him: Bob Quest