Izaiah

If you send me a PM, I'll get back to you eventually. Probably.

6335 2147 433 366
Forum Posts Wiki Points Following Followers

CVnU: Luna Island

Luna Island

No Caption Provided

Name • Luna Island.

Status • Hidden.

Location • The Atlantic, outside Northern Africa's west coast.

Residents • Various wildlife. Previously King Ahramoz.

Universe • CVnU.

History

King Ahramoz.
King Ahramoz.

The exact origin of this crescent-shaped, mysterious island is unknown, although it is suspected to have existed already prior to the Cretaceous-Tertiary extinction, as various species of Dinosaurs and Pterosaurs still live and thrive on it.

A magical barrier renders the island invisible and inaccessible to nearly everyone. Only a select few, around 0.01% of the population, are in tune with the correct tachyonic frequency to perceive and/or reach the island. For outsiders to gain knowledge of, let alone visit, the island, one must use magic and/or have the assistance of one of the 0.01%.

Izaiah.
Izaiah.

At some point, King Ahramoz of Heliopolis (known to Ancient Egyptians as Amun Ra) is known to have lived on the island in isolation, though his self-imposed exile there ended 1335 BCE (give or take two years).

In modern times, Izaiah has been investigating the island, such as the ruins of Ahramoz's abandoned lairs, and his writings and observations of the universe.

No Caption Provided
No Caption Provided

Trivia

Random Facts:

  • The island's Vine Prime counterpart was named Coyolxauhqui by the Wanderer (that universe's Izaiah), after the Aztec moon goddess of the same name.
Start the Conversation

CVnU: The Cynrathosphere

The Cynrathosphere

No Caption Provided

History

It is a commonly accepted fact that the planet Cynrath is the home world of the Cynrathian People and the origin of the Cynrathuan Imperium. Although, there are old tales that indicate that their race were not created or evolved on that world, but rather migrated there from elsewhere through the mysterious World Tree.

Eons ago, the Cynrathan nations warred against one another for centuries, for reasons that ranged from uprisings against oppression and injustice, to land disputes, and increasingly petty things. Where conventional methods of war were deemed insufficient, some factions, in their folly, turned to the Warlock Brotherhoods, who were known to be treacherous and having their own agendas. Ultimately however, the wars reached their culmination, nearly having resulted in the the destruction of their world. The leaders of the surviving nations united, fiercely disbanding the Warlock Brotherhoods and prosecuting the corrupt Warlocks and warmongers. It was decided then, in the city of Alarna on the continent of Tiun, to unite all nations as a single Imperium over multiple states and provinces.

(approx. 12 000 B.C.E.)

Some 8 000 years since the official formation of the Imperium, planet Cynrath had been decontaminated, terraformed and repopulated. The Eight Sovereign Houses of Cynrath were beginning to set their sights on other worlds. While avoiding worlds populated by non-humanoid sentient-sapient beings, other planets were considered fair game. To planets populated by humanoids, relatively small outposts were set up, to inspire and groom the locals into accepting their ostensibly benevolent rule. Often - by mistake or design - the Cynrathian Illuminate residents of the outposts were taken as gods by the locals.

The patriarch of the Sovereign House Arzac had secretly conspired with the ancient warlock Apophis, and annexed one of the unpopulated planets on his behest. This resulted in a civil war in the Imperium, with forces siding with House Arzac ultimately forming the Ophidian Empire on Planet Arzacia. Those in House Arzac that had sided with the Cynrathuan Imperium were disgraced as a result of their family's connection to the Ophidian Empire. Most of their states and provinces were ceded to other Sovereign Houses, and they were now ranked only as lesser nobles, and were renamed House Atarxia.

(approx. 10 000 B.C.E.)

[Yet to be written.]

Worlds of the Imperium

  • Old Cynrath • The believed source world of the Cynrathian race, the original central planet of the Imperium. Currently in ruins, abandoned by the Imperium when it was razed by _______.

After the fall of Old Cynrath, its population settled on 7 similar worlds that they could easily terraform and adapt to, one for each of the continents of Old Cynrath.

  • Naqarnuh • Ruled by House Thera. Current central world of the Cynrathuan Imperium.
  • Tiun • Ruled by House Ra.
  • Rahsna • Ruled by House Adorwen.
  • Sulumac • Ruled by House Wodinaz.
  • Ilikiah • Ruled by House Mekiryos.
  • Ebotanihs • Ruled by House Izumi.
  • Uynaras • Ruled by House Zaofu.

Some worlds that have their own native humanoid races have agreed to become protectorates of the Cynrathuan Imperium.

  • Iscara • A world of harsch environments and people who are harscher still. Split in two kingdoms, Ymiria and the Citadel.
  • Alvarys • Home to a humanoid race with heightened strength, durability and green skin.
  • Evesor • A world in which the magically gifted humanoid population strongly resemble Earth's tales of Elves or 'Fair Folk'. The Evesorians do not mind this comparison.
  • Dakral • Home to a species of natural shapeshifters.
  • Zarrok • Known as one of the most densely populated planets in the galaxy. The Zarrokites are known for their highly advanced technology, including the shrinking tech they use on themselves to fit their civilization on the planet's surface.
  • Sicar • A desert world that is home to a blue-skinned humanoid species, with communities led by the rare individual gifted with shadow magic.

Individuals

Some persons in the Cynrathosphere and/or with Cynrathi associations who may be of relevance.

Cynrathians on Earth

  • Izaiah • Caelum Atarxia/Alex Drake.
  • Orizon • Azkilion Ra.
  • Jason Drake • Azataron Atarxia. Izaiah's father. Born in the Cynrathuan Imperium, exiled to Earth.
  • Gwen Knight • Shireen Atarxia. Izaiah's sister.
  • Matthew Rayner • Aerys Atarxia.

The Imperial Family, the House Thera on Naqarnuh

  • Issumatar • Emperor of Cynrathua.
  • Rucima • Son of the Emperor.
  • Alignak • Son of the Emperor, Heir Apparent. Husband of Artume, father of Sarkuva.
  • Artume • Wife of Alignak, mother of Sarkuva.
  • Sarkuva • Daughter of Artume and Alignak.

The Cynrathian People

Biology

 Illuminate blood, highlighted by tattoos.
Illuminate blood, highlighted by tattoos.
  • Body Type • Humanoid (to the naked eye, virtually indistinguishable from Earth's humans).
  • Skin Tone • Varies, largely the same skin tones as Earth's humans.
  • Hair Color • Varies, and while natural hair colors are limited to black, dark blond, brown and red, exotic colors are common.
  • Eye Color • Normally varies between black, green, brown, blue, and red.
  • Other Features • For Cynrathian Illuminates, when they are exerting their power to a large degree, their blood may glow. It is not unusual for Illuminates to acquire tattoos, or start wearing body paint, designed specifically to highlight this, shortly after undertaking the Rite of Illumination.
    One might note that due to advances in Cynrathuan science, their citizens may have their genetic/biological make-up altered (although the law does not take such things lightly) to change one's natural skin tone, hair or eye color, or to similarly acquire tattoos. Illuminates with the power to alter biological matter might even do this for a living.

Inherent Powers

Powers that Cynrathians and their descendants possess naturally, from birth.

  • Metamorphosis • A passive ability amongst most Cynrathians is the power of Metamorphosis. When severely injured, they may fall into a coma for a time (ranging from a few minutes to several months, depending on the severity of their injury), during which they heal and, theoretically, require no sustenance and may, to an ignorant observer, appear to be dead. Once the regeneration is complete, they wake up, and their lifespan may have reset to accommodate their current circumstances.
    Cynrathian Illuminates usually have a stronger version of this ability. First, the ability to teleport to a presumed safe location in moments before losing consciousness (even if they otherwise are incapable of teleportation). Illuminates tend to also be able to regenerate from even more severe injuries and in lesser time, but there may be a price. During regeneration, it is possible for one's appearance and personality - also one's Hekau and Astral Animal form - to be somewhat altered, whether by choice or by accident. When such a noticeable change occurrs, they are considered to have acquired a new 'Persona'. Particularly powerful Illuminates can develop the ability to shift at will between various personas they've previously gone through - however, this is usually exhausting and not done lightly.
  • Telepathy • This is a standard form of communication between Nitari, its range reaching approximately 200 meters. By default a transmitted message will be heard (but possibly ignored) by anyone within earshot, although it is possible to narrow its width down to one person.
    An effect of this, or possibly another psychic sense, renders Illuminates able to instinctively sense the presence of other Illuminates.

For the topic of Illumination and Illuminates, see Illumination section under Science & Magic.

Science & Magic

Illumination

No Caption Provided

The Rite of Illumination is a procedure that any citizen of the Cynrathuan Imperium can apply for, but only around 15% of the applicants are accepted, and it has not gone unnoticed that the majority of those accepted are of noble descent. Youngest age at which it's legal to undertake it is 15.

In the state-approved version of the ritual, an ordained 'Psychopomp' (an Illuminate with the ability to perceive and manipulate spiritual energies) presides over it. The initiate enters a circle, and submerges their hand into water, in a basin made of Tahenium (refined tahenite crystals). Tahenium is both charged with spiritual energies and highly toxic, and this process will trigger a Cynrathian's metamorphosis in such a way as to open their mind to the Aether, resulting in gaining certain powers. The few moments in which the Tahenium reacts to the body is painful, but for a Cynrathian, it passes quickly. A human, however, would simply die (unless they had superhuman healing factor, in which case they would likely survive to gain powers as intended).

A Cynrathian Illuminate will, as long as their powers are not suppressed, be immune to the toxicity of Tahenium.

The powers gained in Illumination usually follow a pattern, as described:

  • Astral Animal Companion • Illuminates manifest their subconscious minds into a visible, semi-corporeal shape outside the body, in the form of an animal. One's Astranimal is usually manifested at will, or during over-exertion.
    The preferred Astranimal form is usually decided by a combination of the host's characteristics/attributes (or their characteristics/attributes as perceived by others) and what the present culture tends to associate with those characteristics. Thus, one's Astranimal form will often assume the shape of the animal your culture associates with your personality. If a certain Illuminate is cold and calculating, and their culture associates those traits with snakes, that Illuminate's Astranimal may assume the form of a snake. If their culture instead associates those traits with wolves, the Astranimal may instead assume a wolf's form.
    An Astranimal is typically easy to distinguish from a physical animal, by virtue of Astranimals often having a glowing aura, and not being bound by gravity.
  •  An Astranimal in the shape of a snow leopard.
    An Astranimal in the shape of a snow leopard.
    Hekau • Singular Heka. These powers and abilities may vary, towards the beginning there is rarely much rhyme or reason to it (although as they age, an Illuminate's powers may be molded according to others' beliefs or cultural associations, not unlike the Astranimals as described above). Common Hekau center around the psionic manipulation of elements like light, water, earth, fire, magnetism, etc.
    Few Hekau directly alter the appearance of a person; Illuminated, when not actively manifesting their Hekau or Astranimal, tend to be indistinguishable from those who do not share their power.

Spiritual Nature

Cynrathuan science and spirituality recognize five components of a sentient creature's spiritual essence.

  • Lifecycle • What begins some time prior to a Sentient's birth, and ends with their physical death. If their Spirit lingers on the mortal plane, they might go through Reincarnation.
  • Reincarnation • The process of a Spirit being reborn into a new life form, a new Lifecycle. This process is not exclusive to Cynrathians, but may occur in any Sentient race. It is possible for a Cynrathian Illuminate to learn a specific technique to regain their memories from a previous Lifecycle, and if they're significantly powerful, Hekau and Personas as well.

...

  • Ousia • The spiritual sum of a Sentient. It is composed of the Psyche, Anemos, Onoma, Kardia and Iskios. While these aspects can be separated from one another, they have a tendency to gravitate towards the others (i.e. even if by magic, a person's Psyche and Kardia have been separated to different places, they'd still have an inclination to merge back together naturally).
    Plural Ousies.
  • Kardia • Also known as Ib or Heart, the aspect of the Ousia that determines consciousness, not to be confused with the cardiac organ of the same name. The Kardia is unique for every Lifecycle a Sentient may undergo.
    Plural Kardies.
  • Anemos • Also known as Lifeforce, Spirit or Ka, the aspect of the Ousia that determines whether or not a Sentient is alive or dead. No Anemos, no life. Unlike the other aspects of the Ousia, the Anemos is not unique to any one individual, but is a metaphysical 'substance' that every living Sentient has a reserve of. Illuminates channel their Hekau through their Anemos.
    The only known way to use Etheric Arts to resurrect a Sentient (the Resurrection Charm) involves sacrificing one's Anemos to them, killing the conductor (or simply weakening them, possibly shortening their lifespans, if there are multiple conductors).
    Plural Anemoi.
  • Psyche • Also known as Soul or Ba, the aspect of the Ousia that defines the individuality of a Sentient. Amongst Illuminates, the Psyche defines their powers, and may manifest as their Astral Animal.
    Plural Psyches.
  • Onoma • Also known as Ren or True Name, the aspect of the Ousia that is the sum of one's life and experiences, condensed into a name, the 'password' of the Ousia. A person's Onoma sometimes changes in-between Lifecycles, sometimes (but rarely) during them.
    Especially evil practitioners of the Etheric Arts may use technique called 'Soulsight' to ascertain a Sentient's Onoma, and then cast 'Soulsiege' upon them, magically enslaving them (and by extent absorbing their Hekau, if applicable). The Resurrection Charm mentioned above also requires the conductor (or primary conductor, if there is more than one) to know the Onoma of the person they resurrect.
    Plural Onomata.
  • Iskios • Also known as Sheut or Shadow, the final aspect of the Ousia, it is the only incorruptible aspect of the soul. Even if their Kardia, Psyche, Onoma and Anemos have all been destroyed and/or corrupted, their Iskios can not be corrupted or destroyed by anyone (save perhaps for a Supreme Deity).
    Plural Iskioi.

Azurian Pantheon

Azurism is a religion (or group of related religions) common in the Cynrathuan Imperium. It usually considered to have 13 gods or prime spirits. Some branches believe in a 14th supreme deity, which they call Azer Deiwos.

Zartaion, Azur Noqtis

  • Domains • The skies (atmospheres and space alike), the night.
  • Artifact • The Sky Scepter.
  • Astral Animal • Eagle.
  • Attributes • Scepter, crown, blue eyes, starfield-themed.

Jenurias, Azir Tersa

  • Domains • The earth (planetary matter, soil, rocks, gemstones), daylight.
  • Artifact • The Earthcrown.
  • Astral Animal • Sparrow, swallow.
  • Attributes • Crown, scepter, keys, ornate jewellery, hazel eyes, earth-themed (green and brown color scheme).

Nethiryon, Azur Trijetos

  • Domains • Water, ice, creation, evolution.
  • Artifact • The Trident.
  • Astral Animal • Sapphire whale.
  • Attributes • Trident, green eyes, arctic-themed (blue, cyan and white color scheme).

Valacis, Azir Egnis

  • Domains • Fire, volcanoes, destruction.
  • Artifact • The Volcanic Amulet.
  • Astral Animal • Blazing warhawk, lion.
  • Attributes • Amulet, circlet, khopesh, orange eyes, fire-themed (red, yellow and orange color scheme).

Hezion, Azur Ghimir

  • Domains • Death, winter, sleep, dreams.
  • Artifact • The Winter Blade.
  • Astral Animal • Wolf, snow leopard.
  • Attributes • Shining spear, body armor, helmet, silver eyes, snow-themed (white, blue and black color scheme).

Cerilloas, Azir Ciwos

  • Domains • Life, reincarnation, regeneration, summer.
  • Artifact • The Forest Pendant.
  • Astral Animal • Eclectus Parrot.
  • Attributes • Pendant, blue eyes, forest-themed (predominantly green color scheme).

Aberon, Azur Luxamnos

  • Domains • Light, the nearest sun, civilization, law, order, prophecy.
  • Artifact • The Radiant Sword.
  • Astral Animal • Starling.
  • Attributes • Glowing sword, musical instruments, books, candles, amber eyes, light-themed (predominantly golden color scheme).

Deziryas, Azir Louxnos

  • Domains • Darkness, the moons, distant stars, the wilderness.
  • Artifact • The Huntress's Bow.
  • Astral Animal • Lunar Wildcat.
  • Attributes • Bow and arrows (alternately a crossbow), lilac eyes, lunar-themed (indigo and silver color scheme).

Hekilion, Azur Ghwobhros

  • Domains • Technology, metal, preservation, stability.
  • Artifact • The Forger's Armor.
  • Astral Animal • Vulture.
  • Attributes • Armor, horned helmet, scars, one red eye (the other is blinded), metallic-themed (gray and red color scheme).

Meryssis, Azir Ambhiremos

  • Domains • Travel, progress, adaptation, diversity, sound, communication.
  • Artifact • The Traveler's Scythe.
  • Astral Animal • Hummingbird.
  • Attributes • Scythe, wing emblem, blood-red hair, amber eyes, shadow-themed (predominantly black color scheme).

Alarnos, Azir Seghos

  • Domains • Wisdom, peace, victory, righteous fury, crafts, time.
  • Artifact • The Philosopher's Shield.
  • Astral Animal • Firehawk, fox.
  • Attributes • Shield, sword, scales, horned helmet, fiery skin, wings (either purple, or engulfed in flame) red eyes, royalty-themed (purple, orange and blue color scheme).

Attaron, Azur Tontrom

  • Domains • War, bloodshed, desctruction, thunder, lightning.
  • Artifact • The Berserker's Axe.
  • Astral Animal • Dingo, boar.
  • Attributes • Axe, armor, mask, dark turquoise skin, blood red eyes, chaos-themed (red, black and teal color scheme).

Arezaiah, Azer Stergo

  • Domains • Love, joy, acceptance, reconciliation, entertainment, music, spirituality.
  • Artifact • Lantern.
  • Astral Animal • Quetzal.
  • Attributes • Lantern on a staff, rose, whichever features and/or gender the onlooker finds the most attractive, red eyes, red and white color scheme.

Glossary & Terminology

  • Aether • A background force spanning every part of the universe where life exists, it might be referred to as the collective power of the biospheres. Hekau (powers wielded by Illuminates) draw their power from, or through, the Aether.
    While the Aether and powers derived from it may sometimes be similar to magic, the two concepts are not truly the same. One might say that the two are of the same spectrum, but different frequencies. Some specific Hekau may grant an Illuminate magical abilities however.
    Things of or pertaining to the Aether are described as Etheric.
  • Alarna • The old capital of the Cynrathuan Imperium, on Planet Cynrath. Named after the wisdom-spirit of Azurism, Alarnos.
  • Amenthes • An interdimensional zone where Illuminate convicts are sent if they are considered exceptionally dangerous. Only their Ousia (spiritual essence) can be sent there, their bodies are typically destroyed (with the intention to clone them once the sentence has been served and they're retrieved to the physical plane). If an Illuminate is retrieved from Duat without having prepared a cloned body (or rarely, their original body) for them to occupy, they become Apparitions, and might take possession of some other person's body as a host, and some of their powers (including Hekau, but also Metamorphosis) may rub off on the host.
  • Anemos • See Science & Magic → Spiritual Nature.
  • Apparition • A disembodied Illuminate, unlawfully released from Amenthes. Apparitions might take possession of other Cynrathians or humans, and some of the Hekau (powers) possessed by the Apparition may rub off onto the host (there is also a chance that if the host is human or otherwise lack the ability to Metamorphose, they may gain such abilities after the possession).
  • Astral Animal • Also informally called 'Astranimal' or animal spirit, it is a semi-corporeal manifestation of a Illuminate's Psyche, in the shape of an animal. If they engage in Astral Projection, they might take on the appearance of their preferred Astranimal form. An Astranimal typically has a name separate from its host, but this is not to be confused with the secret true name.
  • Azurian Spirits • Divine spirits that followers of Azurism believe in and revere/worship. The Prime Azurians are 13 in number, and some branches believe they were created by an almighty divinity, Azer Deiwos.
    Azer is gender-neutral singular, Azur is masculine singular, Azir is feminine singular. Azurim is plural.
  • Azurism • A tree of religions, defined by belief and practice consistent with the Azuric texts and traditions, such as the belief in the divinities known as the Azurian Spirits. Counted as a collective, they are one of the largest religious trees in the Cynrathuan Imperium. Things pertaining to the faiths themselves and their adherents are described as Azuric, whereas things pertaining to the pantheon or their home realm are Azurian.
  • Blazing Warhawk • A kind of bird of prey originating on Cynrath. They have the ability to generate fire under their own power.
  • Crystal of Light • See Tahenium.
  • Cynrath • The planet from whence the Cynrathuan Imperium began, the old homeworld of the Cynrathian humanoid race. It orbits the star Vardes. It is currently abandoned, having been razed by [______________]. It is sometimes referred to as Old Cynrath.
    Things of or pertaining to Planet Cynrath are described as Cynrathan.
  • Cynrathian • A term for the humanoid race that came from the planet Cynrath, and are the predominant majority of the Cynrathuan Imperium. In formal contexts, Cynrathians may be referred to in plural as Cynrathim.
  • Cynrathosphere • A term used, mostly by outsiders, to refer to everything even remotely connected to planet Cynrath, the Cynrathuan Imperium, or the Cynrathian race. Things of or pertaining to the Cynrathosphere are described as Cynrathi.
  • Cynrathuan Imperium • The interstellar empire established by the Cynrathians. Even though the planet Cynrath is abandoned, they are still named after their original world of origin. Their current central world is Naqarnuh. The Imperium is sometimes referred to as simply Cynrathua.
    Things of or pertaining to the Imperium are described as Cynrathuan.
  • Emperor / Empress • The head of state for the Cynrathuan Imperium. Current Emperor is Issumatar Thera.
  • Etheric • Adjective, things of or pertaining to the Aether.
  • Etheric Arts • Arts relating to manipulation of the Aether for a wide variety of effects. May or may not be identical to the concept of 'Magic'. Illuminates can learn how to wield their Hekau in ways to practice the Etheric Arts.
  • Hekau • The powers a person gains when undertaking the Rite of Illumination. Hekau are not dependant on one's body, an Illuminate could be disembodied (turned into an Apparition), possess a person and still retain their Hekau (parts of the Hekau might even rub off onto the host). Hekau can also be deactivated/supressed through the use of technology.
    Hekau draw their power from, or through, a force referred to as The Aether.
    Hekau is plural, Heka is singular. One etheric power is one Heka, multiple etheric powers are multiple Hekau.
  • Illuminate • A term for those who have gone through the Rite of Illumination (and thus possess Hekau and Astral Animal). The term does is not considered to cover those were Illuminates once, but surrendered their status/powers.
  • Illumination • See Rite of Illumination.
  • Iskios • See Science & Magic → Spiritual Nature.
  • Kardia • See Science & Magic → Spiritual Nature.
  • Legacy of Ra • A phenomena that occurs once in a thousand amongst Illuminates, making a single person significantly more powerful than the others. Known Heirs of Ra are the Lords Atum and Ahramoz of the Nitaurim. The Heirs of Ra are thought to have first appeared among House Ra, but it's unknown if the House was named after the phenomena, or vice versa.
  • Lifecycle • What begins with a person's conception, and ends with their physical death. If their Ousia lingers on the mortal plane, they might go through a Reincarnation.
    A Cynrathian Illuminate may go through multiple Personas during the same Lifecycle.
  • Metamorphosis • A biological mechanism mostly exclusive to Cynrathians, healing injuries and slightly adapting the body and genetic code to the present situation, normally a severe injury (though some experts can trigger the Metamorphosis through will alone). The phase between two noticeable Metamorphosis cycles (or between Metamorphosis and birth, or death) is called a Persona, and each of them have somewhat different looks, and where applicable, Hekau and Astral Animal. They usually remain recognizable however.
  • The Nitaurim Clan • A group of Cynrathuans who traveled to Earth in ancient times, defending the planet against Apophis. During their millennia-long stay on Earth, in the city of Heliopolis, they were taken as the Gods of Egypt.
  • Old Cynrath • See Cynrath.
  • Onoma • See Science & Magic → Spiritual Nature.
  • Ousia • See Science & Magic → Spiritual Nature.
  • Persona • A Cynrathian's Metamorphosis cycle. A Cynrathian may have developed different Personas with slightly different looks, personalities, preferred Astral Animal forms and Hekau (powers; where applicable), but (nearly) always retains their memories. Differs from a Lifecycle in that one may go through multiple Personas during one's Lifecycle, and the change is mostly superficial.
  • Psionization • The act of exerting one's Hekau (done by Illuminates). In so doing, their blood glows and their Astral Animal may appear.
  • Psyche • See Science & Magic → Spiritual Nature.
  • Reincarnation • The process of a soul (the Ousia) being reborn into a new life form, a new Lifecycle. Through a specific Etheric Art, Cynrathians might regain their memories from a previous Lifecycle, and if they're significantly powerful (among the top 1% of the population), Hekau and Personas as well.
    This process is not exclusive to Cynrathians, but occurs among humans as well.
  • Rite of Illumination • A process some Cynrathuan citizens go through, if they wish to, and are deemed worthy. Those who pass are the Illuminates, and typically gain an Astral Animal and one or more Hekau. 15 is the minimum age required for a person to take part of the Rite, and the Rite must always be presided over by a certified adult.
  • Sigil Ring • A high technological item carried by every citizen of the Cynrathuan Imperium, filling functions not unlike personal seals, birth certificates, passports, identification, etc. All Sigil Rings contain a fragment of Tahenium.
  • Sovereign Houses • The 7 foremost of the noble families of the Cynrathuan Imperium.
  • Tahenite • A crystal mineral. Its raw version is exceptionally rare, there being only a few chunks throughout the Imperium. An easily replicated and synthesized version is an extremely common component of much of the technology in the Cynrathosphere. One refined version of the synthetic mineral is known as Tahenium.
  • Tahenium • A refined version of the mineral tahenite. Fragments created from it are placed in Sigil Rings and used in the Rites of Illumination.
  • Vardes • The star that Cynrath orbits.
  • Warlock • Those on ancient Cynrath who used Tahenium crystals to gain Hekau. This term has since been superseded by Illuminate.
Start the Conversation

CVnU: The Eternals of Heliopolis (Pending Revision)

The Eternals of Heliopolis

Izaiah The Xantroa The Atarxian Sphere

No Caption Provided

History

Heliopolis.
Heliopolis.

Approximately 12 000 years ago, the Emperor of the Xantroa appointed a number of families to colonize the planet Earth, to prepare it for eventual assimilation with their Interstellar Empire. They were the Nitari, and those who went to Earth became the Eternals of Heliopolis.

Apophis.
Apophis.

In the 1st Age of Heliopolis, once the city had been constructed, it was infiltrated by the Arzacian Horde in the name of their warlord, Apophis. In the war against the Horde, King Atum Ra, Queen Saosis and many others were killed, but Heliopolis triumphed in the end. The late king's daughter, Itharis (Mut-Hathor) ascended to the throne, joined with her husband Ahramoz (Amun Ra). As time progressed, and more of the Nitari immigrated to Earth, they guided the human population around the river Iteru (the Nile) to civilization, and occasionally interbred with them as well. In return, the Eternals were revered as Gods.

Setekh.
Setekh.

In the 3rd Age, Setekh murdered his brother Osiris using the Ghimir Blade (a.k.a. the Dominion Scepter), and proceeded to seize Heliopolis and Khemet (Egypt) in the name of Apophis and the Arzacia. Through the efforts of Isis, Nebetet, Zehuti and Anubis, Osiris was resurrected. During the following 16 years, Horus (son of Isis and Osiris) was raised with the task of overthrowing Setekh, a task he ultimately achieved by using the Sawelios Sword and the powers of Ra. Setekh was exiled into Duat, where all criminals of Eternal or Illuminated nature are sent. The Ghimir Blade was split into two pieces which were hidden in different places on Earth.

 Sekhmet.
Sekhmet.

In the 5th Age, Aton (son of Ahramoz and Itharis) was displeased with humanity, regarding their worship as insufficient. He released the disembodied Setekh from duat, who took possession of Itharis and became Sekhmet, the goddess of destruction. The composite entity went on a rampage through Khemet, killing many, Khonshu included. They were stopped only by the efforts of Zehuti and Ahramoz, who trapped them into an illusion and rendered them powerless, until Setekh could be extracted and reimprisoned. Aton was found out, and exiled into Duat also. After these events, Ahramoz disappeared, forcing Itharis to resume her duties as Heliopolis's regent by herself.

Aton.
Aton.

In the 7th Age (approx. 1347), Aton was released from Duat under unknown circumstances, but his presence was not initially detected. He took possession of the Pharaoh Amenhotep IV, over the years turning him into Ikhnaton. Through secret machinations he trapped and imprisoned most of Heliopolis's Eternals, and made it nearly impossible to teleport to or from anywhere on Earth, breaking off Heliopolis's contact with the other worlds in the Xantroan Empire. Using two forbidden spells (Soulsight & Soulsiege) that only worked once every year, he enslaved eleven commoners' souls and used them to increase his own power, along with the fiery amulet Egnis he had excavated.

 Illumination of Izaiah.
Illumination of Izaiah.

Isis, though imprisoned, managed to summon help from the 21st century, in the form of a young (and reluctant) time traveler called Zacharias Drake (Izaiah), who had the power to bypass Aton's barriers. In the approx. year 1335, Izaiah managed to free Zehuti and delay Horus's imprisonment, allowing Itharis the time to save them and take them to Heliopolis (which Aton had not managed to conquer). Once there, Osiris conducted the Rite of Illumination which stabilized Izaiah's powers ('Hekau' as the Egyptians and Eternals called them), also giving him the power to duplicate the Hekau of others (Fire from Horus, Air from Itharis, Water from Osiris, Earth from Kebros and Time from Zehuti). Zehuti gave Izaiah the directions to find the pieces of Setekh's Ghimir Blade, however Izaiah was forced to fight the mind-controlled Kebros in the process. Once Izaiah had found the pieces and reassembled them, he set out to find the lost king, Ahramoz, and convinced him to return to fight against his crazed son. With those powers at their advantage, the Eternals of Heliopolis won against Aton. However, contrary to their plans, Izaiah killed the Pharaoh (host, possessor and enslaved souls alike) and split the Egnis Amulet in two. With his dying words, Aton cursed Izaiah never to speak again. After that, Izaiah returned to his home age, and the Eternals of Heliopolis reestablished contact with the Xantroa and began undoing the damage Aton had caused. However, the Priesthood of Aton had recovered the pieces of the Egnis Amulet.

The Xantroa.
The Xantroa.

In the 9th Age, Heliopolis was officially abandoned, as the Eternals were called back to Xantro to defend the planet against the Arzacian Horde's most severe attack for many centuries. With a few notable exceptions, the Eternals then ceased to interfere in human history, occasionally uplifting exceptional humans by allowing them to undergo the Rite of Illumination. As they retreated, they shifted the islands of Heliopolis into a lower dimension. Shortly after the Eternals' retreat from Earth, Khemet was seized by the Persian Empire.

Glossary

  • The Arzacia • An interstellar empire populated by Nitari subsurvient to Apophis. They oppose the Xantroa (and thus Heliopolis).
  • Azurian Artifacts • A collection of 13 ancient items linked to the Azurim (Spirits of Azuria). They include the Ghimir Blade (a.k.a. the Dominion Scepter), the Egnis Amulet and the Sawelios Sword.
  • Duat • A shadow dimension in which physical matter does not, and can not, exist, only spiritual essences. Criminals in Xantroan society who are of Illuminated status (who refuse to have their Hekau revoked) are exiled there, and their body destroyed (with the intention of cloning it once the sentence has been served).
  • EternalsIlluminateds who have lived long enough, and become powerful enough to be effectively godlike.
  • Hekau • The powers wielded by the Illuminateds, gained through the Rite of Illumination.
  • Heliopolis • The main colony of the Xantroa on Earth.
  • Illuminateds • Citizens of the Xantroa who have undergone the Rite of Illumination and thus possess Hekau.
  • Nitari • The humanoid race native to planet Xantro, predominant in the Xantroa and the Arzacia.
  • Rite of Illumination • A rite in which a Xantroan citizen (usually Nitari) becomes an Illuminated, gaining Hekau in the process.
  • Xantro • The home planet of the Nitari. Abandoned by the Xantroa in the end of the 9th Age.
    Things of or pertaining to planet Xantro are described as Xantronian.
  • The Xantroa • The interstellar empire established by the Nitari of Xantro. Even though the planet Xantro is abandoned, they are still named after their original world of origin. Their current central world is New Alarna.
    Things of or pertaining to the Xantroa are described as Xantroan.

Useful Notes

  • The canonicity of the Xantroan Eternals has been officially approved by the CVnU Congress of Editors.
4 Comments

CVnU: Izaiah

Izaiah

No Caption Provided

Post-Cynrath Revision. Work in progress.

Jason; Alecto & Tzuryash. Gwen; Abigail.
Jason; Alecto & Tzuryash. Gwen; Abigail.
  • Code Name • Izaiah.
  • Real Name • Alex Drake / Caelum Atarxia.
  • Aliases • The Wanderer, Lord of Light.
  • Nicknames • Wando, Zai, Taxi.
  • Relatives
    Jason Drake (Azataron Atarxia; Father).
    Abigail Knight (Mother).
    Guinevere 'Gwen' Drake (Sister).
    Matthew Rayner (Brother; Unknown to the Drake Siblings).
    Blair Swierczynski (Cellphone Girl; Maternal Cousin).
    Ruby Glassman (Risky; Maternal Cousin).
    Tzuryash Atarxia (Paternal Grandfather).
    Alecto Thera (Paternal Grandmother).
  • Affiliations • None; formerly We Are Legend & Vine Titans.
  • Base of Operations • Unknown.
  • Universe • CVnU.

Status

  • Alignment • Chaotic Good.
  • Identity • Secret; known to past W.A.L. and V.T. members, also to the Nitaurim Clan.
  • Citizenship • Citizen of the United States and the Cynrathuan Empire.
  • Marital Status • Single.
  • Occupation • None; formerly W.A.L. Agent.
  • Religion • Judaism, semi-observant.

Characteristics

  • Nature • Human-Cynrathian Illuminate.
  • Place of Birth • New York City, NY, United States.
  • Age • 18 (born on March 4, 1996).
  • Height • 5' 11" (180 cm).
  • Weight • 150 lbs (68 kg).
  • Hair • Black.
  • Eyes • Amber.
  • Skin Tone • Medium Brown.
  • Ethnic Ancestry • Ethiopian (Maternal Grandmother), German & Ashkenazi Jewish (Maternal Grandfather). The majority of his Cynrathian ancestors resemble Native Americans (Paternal Grandmother) and Europeans (Paternal Grandfather).
  • Unusual Features • Glowing eyes and veins when Hekau (Illuminate's Powers) are active.
  • Description • Izaiah is reasonably good looking, moderately tall with a fairly athletic build, none to short black hair, frequently with facial stubble, golden-brown eyes, and medium brown complexion. Thanks to regeneration, most battle scars have faded somewhat. His clothes typically include a hood, and follow a red/black or blue/black/gold color scheme (with some variation). Items he's rarely seen without would be the Ghimir Blade (in battle, anyway, it only appears when the wielder wills it) and his Cynrathuan Sigil Ring and Legend Ring. At will, he can manifest Zaron (his Astral Animal, most frequently assuming the shape of a snow leopard). Zaron is seldom likely to be mistaken for a real snow leopard given how he usually shows the characteristics of emitting a glowing aura, being slightly transparent, and not being bound by gravity.

Biography

[Awaiting construction.]

Abilities & Weaknesses

Inherent Powers

  • Metamorphosis • Triggered at severe injury, Izaiah (like all Cynrathians) can choose to metamorphose. Minutes after such a choice, his entire body will regenerate, though will result in exhaustion that may last for days. An occasional side effect of such a metamorphosis is the development of a new 'Persona', which may entail a shift in his looks, and for Illuminates, their Hekau and Astral Animal.

  • Omnilinguality • A quirk of the Knight side of his family, Alex Drake has the ability to nearly immediately understand any language provided he hears or reads enough of it. If a relevant language is known to a person nearby, he may instinctively absorb that person's understanding telepathically (which will not dissipate once that person exits vicinity). Going on hearing or reading alone requires more intense concentration and resources to progressively understand, and will not be as instantaneous.

  • Sixth Sense • All Cynrathians are capable of low-level telepathy, transmitting (but not broadcasting) messages across a large city, and reading a person's mind with their consent. Izaiah specifically seems to have a sense that allows him short-term predictions of danger, which during sleep can manifest as cryptic precognitive dreams.

Hekau • The Illuminate's Might

Hekau are the powers gained by Cynrathians in the Rite of Illumination, in which one breathes in vapors created from Tahenium Crystals. This is a somewhat painful (if only for a few moments) process which only beings with strong regenerative capabilities, such as the Cynrathim, can survive. It links one's spirit to the Aether (a universe-spanning energy field, and one section of the Universal Orb).

  • Zaron, Izaiah's Astral Animal • Izaiah's semi-corporeal animal spirit usually assumes the shape of a snow leopard, his name is Zaron. If Zaron was to pass through a living person, that person would probably feel a bit cold.
  • [Incomplete.]

Weaknesses

  • [Incomplete.]

Possessions

The Ghimir Blade • Also known as the Blade of Hezion, Blade of Azur Ghimir, Winter Blade, and Lord Sutekh's Was Scepter, or Dominion Scepter. A blade forged from Orichalcum by parties unknown (unknown number of eons ago).

  • Has two different modes: one tangible and absurdly sharp (default mode); and one physically intangible (though visible) that can freeze anything it passes through, if the wielder wills it.
  • It has been claimed that it can also capture the soul or 'life essence' of whomever it kills (provided the killed one is sapient/sentient, killing an animal or destroying a primitive robot with it wouldn't have any such effects), although Izaiah has no intention to find out the truth value in that claim.
  • The blade can appear and disappear based on the user's will. If an unauthorized person were to attempt wielding it, it would disappear, and thus be available for an authorized wielder to summon it back.
  • Certain events seem to suggest that Ghimir can only be broken (and never irreparably destroyed) using a similar artifact, or by someone who is about to die within the next few minutes. However, it can be repaired by its wielder, or someone with a close connection to the 'element' of death.
  • The blade's paranormal properties (sharpness, intangible mode, responding to summons, disappearing when attempted to be used by non-wielders) can be counteracted by advanced magic or science, specifically by generating anti-magic/anti-dimension-shifting/anti-etheric energy fields in the object's present location. However, the nigh-indestructibility of the blade would still remain in such circumstances.

[Incomplete.]

Trivia

[Incomplete.]

Pre-Cynrath Revision

Izaiah (2013-2015)

The Eternals The Xantroa The Atarxian Sphere

No Caption Provided
No Caption Provided

Code Name • Izaiah.

Real Name • Caelum Atarxia.

Legal Name • Zacharias Drake.

Aliases • The Lunar Legend, ~The Wanderer~, Khonshu, The Doctor, Son of Tomorrow, Scion of the Frozen Heavens, Son of Two Worlds, the Lord of Light.

Nicknames • Wando, Izzy, Zach, Cal, Taxi.

Relatives

• Savant/Azataron Atarxia/Jason Drake (father),

Iltani/Abigail Knight (mother),

Guinevere 'Jenny' Drake (older sister),

Matthew Rayner (older brother, unknown),

The Praetor/Tzuryash Atarxia (paternal grandfather),

Alecto Thera (paternal grandmother),

Atzyrias Atarxia (paternal cousin),

Linda Knight (maternal aunt),

Cellphone Girl/Blair Knight (maternal cousin).

Affiliations • We Are Legend.

Base of Operations • Mobile; Los Angeles, California, United States; Coyolxauhqui.

Universe • CVnU.

Status

No Caption Provided

Alignment • Chaotic Good.

Identity • Secret.

Citizenship • Citizen of the United States; Citizen of Heliopolis with a criminal record.

Marital Status • Single.

Occupation • W.A.L. Agent.

Religion • Judaism, semi-observant.

Characteristics

 The Etheric Brand, the Mark of Illumination.
The Etheric Brand, the Mark of Illumination.

Nature • Illumination, Human/Nitari Hybrid.

Place of Birth • New York City.

Age • 17 (born on March 4, 1996).

Height • 5' 11" (180 cm).

Weight • 150 lbs (68 kg).

Hair • Black.

Eyes • Blue.

Unusual Features • Etheric Brand (glowing tattoo-like markings), eyes glowing blue only appears at will or when his Hekau-powers are active).

No Caption Provided

Description • Izaiah is moderately tall with a fairly athletic build, short black hair, facial stubble, green eyes, and light brown complexion. Thanks to regenerative power, most battle scars have faded somewhat. His clothes typically include a hood, and follow a red/black or blue/black color scheme (with some variation). Items he's rarely seen without would be the Ghimir Blade (in battle, anyway, it only appears when the wielder wills it) and his Xantroan Sigil Ring and Legend Ring. At will, he can manifest Zaron (his Tonal, a semi-corporeal animal spirit most frequently assuming the shape of a snow leopard) and an Etheric Brand (a glowing mark, resembling a tribal tattoo across his body), most often when his Hekau are active. Zaron is very unlikely to be mistaken for a real snow leopard given how she emits a glowing aura, is slightly transparent, and is not bound by gravity.

Biography

 Illumination.
Illumination.

[Awaiting construction.]

Abilities & Weaknesses

Inherent Powers

 Metamorphosis.
Metamorphosis.

Metamorphosis • Triggered at severe injury, Izaiah (like all Nitari) can lapse into a death-like comatose state, preparing his body for a complete (or mostly complete) regeneration which will occur minutes after the event. Common side effects of such a metamorphosis is the development of a new 'Persona', which entails that his appearance, Hekau and Tonal will be slightly altered.

Omnilinguality.
Omnilinguality.

Omnilinguality • Ability to nearly immediately understand any language provided he hears or reads enough of it. This ability seems to be unique to Izaiah, it is not a common gift among the Nitari (let alone humans).

Sixth Sense • All Nitari are capable of low-level telepathy, transmitting (but not broadcasting) messages across a large city, and reading a person's mind with their consent. Izaiah specifically seems to have a sense that allows him short-term predictions of danger, which during sleep can manifest as cryptic precognitive dreams.

Hekau • Powers of Illumination

 Zaron.
Zaron.
 Hydrokinesis.
Hydrokinesis.

Hekau are the powers gained by the Nitari in the Rite of Illumination, they typically draw their power from the Aether (a universe-spanning energy field).

Zaron, Izaiah's Tonal (Animal Spirit) • Izaiah's semi-corporeal animal spirit usually assumes the shape of a snow leopard, her name is Zaron. If Zaron were to pass through a living person, that person would probably feel a bit cold.

Telepathy • Ability to read the thoughts of others provided they're not shielded by mental blocks or personal inhibitions (for instance, if a person thinks of something they would never say out loud, this thought would be more difficult to access; however, this may not apply if the target is drunk or otherwise drugged). This enhances Zach's already innate limited telepathic ability.

Telekinesis • Power to move matter with one's mind. Izaiah's Telekinetic ability is mostly restricted to one 'object' (or group of objects) at once. As such, he would not be able to use Telekinesis to fly while simultaneously levitate something else from a distance, but he would be able to simulate super-strength while flying by being in physical contact with the object.

Photokinesis.
Photokinesis.

Tachyokinesis • Power to manipulate tachyons, particles that move faster than light. Effects he can accomplish with this include teleportation and time travel (of himself and others).

Telekinesis.
Telekinesis.

Photokinesis • Izaiah has the power to generate and manipulate light for a variety of effects, including powerful concussive energy blasts and solid energy constructs (which will dissolve when he releases focus, unless transmuted into solid matter by a third party).

Hydrokinesis • Ability to manipulate the movement of water with a thought, as well as heating and freezing it and reverting it back to its original/default temperature. Also, through conscious effort, he can increase the ambient amount of water within a certain radius with around 100% (effectively teleported from a randomly selected location, the environment will revert back to its default water levels as soon as Zach abandons the mental effort to maintain this effect).

As an extension of this power, contact with water can accomplish a variety of effects, including enhanced teleportation (if submerged, and a body of water in the target location large enough to be submerged in is in place, this greatly extends the range of his teleportation power) and healing of injuries (provided broken bones and alike are aligned correctly).

He is also able to breath/survive underwater for extended periods of time.

Weaknesses

No Caption Provided
  • Due to subconscious mental blocks, potentially offensive uses of Izaiah's powers will be rendered useless if he's made aware (provided he has good reason to believe that the provided information is correct) that he's not fully in his right mind (due to being poisoned, drugged, or alike). He'll still be able to metamorphose or defend himself with defensive/non-offensive uses of his powers, but not anything that would injure/kill/damage his opponent.
  • The effect of his powers are often proportionate to his self-confidence or expectations. Essentially, if he'd be in an arrogant/over-confident state of mind, his powers could be put to greater use than if he was in a more humble state of mind.
  • Certain sonic frequencies, as well as anti-magic/anti-dimension-shifting-technology could potentially cancel out Izaiah's powers, rendering him human level.
  • Water that has been polluted with certain chemicals (or other things) could be straining to manipulate, and/or cause nausea/headaches.
  • Any human could learn how to shield themselves from telepathic scanning or influence through sheer force of will or mantras, although it is rare. Also, reading peoples' minds can be mentally exhausting, never mind the fact that many minds should be left alone if one wishes to maintain some manner of sanity.

Possessions

The Ghimir Blade.
The Ghimir Blade.

The Ghimir Blade • Also known as the Blade of Hezion, Blade of Azur Ghimir, Deathbringer Blade, and Lord Setekh's Was Scepter, or Dominion Scepter. A blade forged from Orichalcum by parties unknown (unknown number of eons ago).

  • Has two different modes: one tangible and absurdly sharp (default mode); and one physically intangible (though visible) that can freeze anything it passes through, if the wielder wills it.
  • It has been claimed that it can also capture the soul or 'life essence' of whomever it kills (provided the killed one is sapient/sentient, killing an animal or destroying a primitive robot with it wouldn't have any such effects), although Izaiah has no intention to find out the truth value in that claim.
  • The blade can appear and disappear based on the user's will. If an unauthorized person were to attempt wielding it, it would disappear, and thus be available for an authorized wielder to summon it back.
  • Certain events seem to suggest that Ghimir can only be broken (and never irreparably destroyed) using a similar artifact, or by someone who is about to die within the next few minutes. However, it can be repaired by its wielder, or someone with a close connection to the 'element' of death.
  • The blade's paranormal properties (sharpness, intangible mode, responding to summons, disappearing when attempted to be used by non-wielders) can be counteracted by advanced magic or science, specifically by generating anti-magic/anti-dimension-shifting/anti-etheric energy fields in the object's present location. However, the nigh-indestructibility of the blade would still remain in such circumstances.
No Caption Provided

Sigil Ring • A multifunctional device of Xantroan origin, it takes the form of a platinum ring with a thunderbolt insignia. Its nano-technology has been programmed to accomplish virtually anything, however its construction is complicated enough that only simple functions work reliably. Izaiah has managed to employ the following uses for it:

  • Effortless flight, activated and guided by thought, and controlled by will. Works independently on Izaiah's ability to simulate flight with Telekinesis.
  • Instant costume switch, activated by will.
  • Sending and receiving transmissions. Also, accurately converting Izaiah's telepathy to sound that can be transmitted.
  • Attaching his symbol/signature/autograph on things he needs/wants to sign, or simply projecting his symbol onto a flat surface.

Since the ring is coded to Izaiah's DNA and finger prints, it cannot be used by anyone else, unless he has personally approved the person attempting to use it.

Glossary

The Xantroa.
The Xantroa.
  • Arzac • The central planet occupied by the Arzacia.
    Things of or pertaining to planet Arzac are described as Arzacinian.
  • The Arzacia • An interstellar empire predominantly populated by Nitari, opposing the Xantroa.
    Things of or pertaining to the Arzacia are described as Arzacian.
  • The Arzacian Horde • The armies of the Arzacia, based on planet Arzac.
  • EternalsNitari Illuminateds who have become long-lived and powerful enough to be effectively godlike. Some of the Eternals are known to have lived in Heliopolis.
  • Etheric Brand • (Also called Wadjet or Mark of Illumination.) A glowing pattern of markings that appear on an Illuminated's body when Psionized (i.e. when their Hekau, powers, active).
  • Hekau • (Also called Psionics.) The powers wielded by Illuminateds. May resemble and/or overlap with the concept known as 'Magic' (although some define Magic and Hekau as being on different wavelengths, although on the same spectrum). When a person is activating their Hekau, it is said that they are Psionized.
    Singular Heka, Plural Hekau.
  • Heliopolis • Ancient home to the Heliopolitan Eternals. The Heliopolitans were frequently assumed to be Gods by the Khemites (Egyptians).
  • Illuminateds • Persons who have undergone the 'Rite of Illumination' and hence possess Hekau, Etheric Brands and Tonals. The majority of Illuminateds in existence are Nitari.
  • New Alarna • The planet currently hosting the capital of the Xantroa, and is located in the Alpha Centauri system. It is Azataron Atarxia's planet of origin.
  • Nitari • The humanoid race seemingly originating from Xantro, and the predominant race of the Xantroa and Arzacia.
  • Metamorphosis • A healing transformation someone of Nitari descent may undergo, triggered only by severe injury (very rarely by will alone).
  • Psionization • The act of activating one's Hekau (done by Illuminateds). In so doing, their Etheric Brand and Tonal may appear.
  • Tonal • Animal Spirit Companion, manifested by Illuminateds.
  • Xantro • The home planet of the Nitari. It is currently abandoned, having been razed by the Arzacian Horde.
    Things of or pertaining to planet Xantro are described as Xantronian.
  • The Xantroa • The interstellar empire established by the Nitari of Xantro. Even though the planet Xantro is abandoned, they are still named after their original world of origin. Their current central world is New Alarna.
    Things of or pertaining to the Xantroa are described as Xantroan.

Trivia

Useful Notes:

  • 'Lord of Light' is a title awarded to Emperors of the Xantroa who are regarded as unusually great (not unlike human monarchs with nicknames like 'the Great' or 'the Magnificent'). Hence, Izaiah appointing himself the title is likely to come across as exceedingly conceited to those who are used to Xantroan culture.

Theme Song: Ezio's Family - Jesper Kyd.

Quotes: "I'll save the day tomorrow!" - Izaiah.

Random Facts:

  • Izaiah has difficulty with spelling and writing, and will blame dyslexia if asked about it. (In reality, it's because his omnilinguality interferes with his ability to read; it renders most sentences as instantly readable but doesn't let him recognize individual words if he doesn't put much mental effort into it.)

6 Comments

Lord Setekh


  
No Caption Provided
 

Code Name:  Lord Setekh.
Real Name:  Yemarrig Arizeph.
AliasesSeth (Set/Sutekh; God of Chaos, Storms & the Desert), Ba'al, Zeus, Typhon.
Nicknames:  [Unknown.]
Relatives Lady Nebetet (wife), Lord Kebros (father), Lady Erneuth (mother), Lord Osiris (brother), Lord Ahramoz (adopted brother), Lord Anubis (son or nephew), Lord Zehuti (son), Lord Ash (son), Lord Ophois (son), Lord Horus (nephew).
Affiliations:  The Arzacian Empire (previously the Xantroan Empire).
Base of Operations:  Unknown (previously Heliopolis, Earth).
Universe:  Vine Prime.

Status

Alignment:  Chaotic Evil.
Identity:  Mythical.
Citizenship:  Citizen of Heliopolis and the Xantroan Empire with a criminal record, previously King of Heliopolis and Khemet (Ancient Egypt).
Marital Status:  Married.
Occupation:  [Unknown.]
Religion:  [Unknown.]

Characteristics

Nature:  Apparition (Disembodied Xantroan Illuminated).
Place of Birth:  Xantro I.
Age:  approx. 12 000.
Height:  Inapplicable (formerly 6' 6"/198 cm).
Weight:  Inapplicable (formerly 275 lbs/124 kg).
Hair:  Inapplicable (formerly red).
Eyes:  Inapplicable (formerly red).
Unusual Features:  Setekh does currently not have a corporeal body of his own, and has to take possession of a living superhuman to make a physical impact.  His vessels tend to have red-glowing eyes and a deep, reverberating voice.  Once he leaves a vessel, they may develop regenerative abilities and rudimentary Hekai.

Biography

Raised alongside his older brother Osiris in the Xantroan Noble House of Arizeph-Chaihon, by their parents Lord Kebros and Lady Erneuth, Setekh was always tossed in the shadow of his older brother.  His hatred of Osiris would over time exceed the normal boundaries of sibling rivalry.  As an adult, Setekh researched the subjects of forbidden weapons and genetic engineering, and the fragments of the Crystal of Light used to empower the Illuminateds of their society.  He was also involved in "black market"-like networks that had use for his kind of research.  Needless to say, he was caught and put on trial.  As a threat possibly great enough to be banished into Duat, a realm of eternal darkness, his eventual punishment was put to a vote.  The banishing was eventually decided against, much to the frustration of Osiris. 

As a group of Xantroans were sent as the first wave of an eventual invasion towards Earth, Setekh was appointed to follow, as part of his rehabilitation.  Osiris, one of the leaders of the mission, was not happy over that decision, but resigned himself to it.  Thus they founded the great city of Heliopolis.
 It also came to Osiris's surprise when Setekh would save Lord Ahramoz and defeat the Arzacian Warlord Apophis, although not before the first King and Queen of Heliopolis, Athymar and Saosis, had been killed by the beast.

When he was young, Setekh's family had arranged for him to be married to Lady Nebetet.  He was initially indifferent to this, but warmed up to her over time, same for her.  They had two children, the Lords Ash and Ophois.  However, Nebetet was found to be pregnant shortly after an embarrassing drunken incident involving Osiris.  The child grew up to become Lord Anubis, but it was never certain whether Setekh or Osiris was the father. 
At another occasion, Setekh met a young stranger in the countryside of Khemet (Egypt), who called himself Zehuti and claimed to be Setekh's son.  Zehuti's genetic code was found to be a match, however Nebetet was found not to be Zehuti's mother, casting suspicions of infidelity on Setekh (who of course denied those allegations, not that anyone cared or actually believed him).  Nevertheless, Zehuti was shown to be exceptionally capable and intelligent, and was assumed into the 'family' and became the King's, Lord Ahramoz's foremost advisor.

With Zehuti's help, Setekh used the Illumination Crystal he had researched on before to create a device capable of tracking divine artifacts.  Hence, he found the Blade of Hezion, which Egyptian legend remembered as the 'Was Scepter' that became an eternal symbol of power.
 
At Osiris's birthday celebration, Setekh had given his brother a gift, a game that looked like cube.  When he solved the puzzle, the device trapped Osiris in a sarcophagus according to Setekh's design, which he then cast into the Nile.
When Lady Isis had recovered the sarcophagus without it having been too damaged, Setekh was quick to find out and this time he used the Blade of Hezion to kill Osiris, then he incinerated his body and scattered the bones all over Northern Africa.  With Osiris gone, it was not too difficult for Setekh to overpower all of his local fellow Xantroans, including Nebetet who had disagreed with Setekh's actions.  Only sixteen years after, when Horus (the son of Isis and Osiris) had grown old enough to fight, Setekh would finally receive the punishment that had been impending for a long time...imprisonment, in Duat.  All connections between Earth and Arzac were severed, and the Xantroan rule was reestablished.  However, while Osiris could be resurrected by the joint efforts of Isis, Nebetet, Zehuti and Anubis, they could not reverse the curse that the sarcophagus had imposed on him - the inability to leave Heliopolis alive.

Many years later, Setekh would be freed...by none other than Lord Aton, the son of Lord Ahramoz (Amun Ra) and Lady Itharis (Mut-Hathor), when he had grown enraged at humanity.  However, as Setekh was no longer was a corporeal entity, he had to use a host body, in this case: Itharis.  But despite turning her into the murderous Sekhmet, and going on a rampage through Khemet and killing countless people, including Lord Khonshu, Setekh had been weakened and was easily tricked by Zehuti, and could once again be imprisoned, this time by Lord Ahramoz.  
 
In the present, Setekh was once again freed, by an Arzacian cult in Cairo.  Sensing only one metahuman present, Setekh took possession of Blair Świerczyński (a.k.a. Cellphone Girl who was on vacation in Egypt at the time) and traveled to Heliopolis to seek out Nebetet.  Izaiah, the present wielder of the Blade of Hezion, followed and used to Blade to extract Setekh from Blair's body.  Setekh then took possession of a speedster, fought Izaiah, Cellphone Girl and Charmix as he sought out a sample of his original genetic code in order to clone a new body for himself.  With the sample found, he escaped, his whereabouts currently unknown.

Abilities & Weaknesses

Inherent Powers

The natural, inborn powers Setekh possessed in his original body by virtue of being of the Nitari.  May also apply (albeit to a lesser degree) when possessing a host.
  • Regeneration:  Triggered at severe injury, Setekh could lapse into a death-like comatose state, preparing his body for a complete (or mostly complete) regeneration which will often occur hours, or days after the event.  Common side effects of such a regeneration is the development of a new 'Persona', which entails that his appearance, Hekai and animal spirit would have been slightly altered.
  • Telepathy:  All Nitari are capable of low-level telepathy, transmitting (but not broadcasting) messages across a large city, and reading a person's mind with their consent.

Hekai

Hekai are the powers gained by Xantroans in the Rite of Illumination.  It is unknown what type of mantra Setekh employs to activate his Hekai.
  • Sand Manipulation:  Appropriately enough for someone perceived as a god of deserts, Setekh has the ability to psionically control sand in any form.  He is able to create solid constructs and can also dimension-swap his body with sand (giving the appearance of shapeshifting into sand) as a means of transportation, variably using it to transport himself through sand constructs or sandstorms, or simply teleport through sand structures.  
  • Chaotic Energy Manipulation:   Ability to disrupt or distort energy, as well as increase the entropy in an area or object.  This ability allows Setekh to wield darkness (by canceling out light), disrupt the structure of matter (causing objects to crumble into dust or fragments of its former self) and to direct bursts of energy as destructive bolts of lightning, among other things.  
  • Superhuman Attributes:  Ability to channel Aetheric Energy throughout his body, increasing his strength, durability, speed and agility. His lifting capabilities is far over 100 tons and his speed and reflexes rival that of Thor and Hercules.  
  • Body Possession:  After being imprisoned in Duat by Horus, Setekh's body was destroyed, his ethereal form discovered the ability to possess bodies and use them as a vessel for his consciousness.  The vessel will develop powers similar or identical to Setekh's original abilities, in addition to all powers the host body already had.  However, the less superhuman potential there is in the vessel, the more difficult it is to maintain the possession.  Also, intoxication or injury will be worse for Setekh than his host, and will leave him vulnerable to expulsion and banishment.  
  • Animal Spirit:  As all Xantroan Illuminateds, Setekh's powers are derived from the Aether, channeled through his Ba (Xantroan/Egyptian expression for "soul" or subconscious mind).  Illuminateds' Bas traditionally assume the form of an animal culturally relevant to their character.  Setekh's Ba had originally the appearance of the Typhonic beast (a canine of Xantroan origin, a population of them were moved to Earth along with the Heliopolis wave, later went extinct), then secret personality developments led to the change of his Ba into a viper, symbolizing chaos and deception, a fact that Setekh hid skillfully until he had seized control of Heliopolis and Egypt.

Weaknesses

  • None known.

Possessions

  • Blade of Hezion:  Setekh used to have the legendary Deathbringer Blade of Hezion in his possession.  It is an artifact that can cut through virtually all forms of physical matter, as well as manipulate certain forms of energy (although most frequently used for freezing).  It can also trap a person's soul in Duat, or expel a foreign consciousness from a body.  The true extent of the blade's functions are yet unknown
    After Setekh was imprisoned in Duat, the Blade was split in two parts and hidden at the opposite ends of the world.  Its next known wielder was Izaiah, who was given directions on how to find it by Zehuti.  After Izaiah lapsed into a regeneration-coma and the Blade was broken once more, Anubis repaired it and presented it to Izaiah again when he awoke.


Trivia

Useful Notes:  [Unknown.]
Theme Song:  [Unknown.]
Quotes:  [Unknown.]
Random Facts:  
  • Setekh is vegetarian, and bisexual.
  • The mythological Seth was considered by the Hellenes (Greeks) to correspond to Typhon, the son of Gaia and Tartarus who fought Zeus and the other Olympians, however he can also be said to have a lot of similarities to Zeus himself as well.
Start the Conversation
  • 26 results
  • 1
  • 2
  • 3