Izaiah

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Lady Itharis


 
 
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Code Name:  Lady Itharis.
Real Name:  Teia Abariel Ra.
Aliases:  Empress of Xantro, Mut (Queen of the Gods, Goddess of Creation, Lady of Heaven), Hathor (Goddess of Love & Music, Mistress of the West), Satis (Goddess of Floods), Sekhmet (Lady of Flame, Goddess of Destruction & Bloodshed), Nekhbet (Goddess of Upper Egypt), Bast (the Elder; Goddess of the Sun), etc.
Nicknames:  [Unknown.]
Relatives Lord Ahramoz (husband), Lord Athymar (father), Lady Saosis (mother), Lord Sawor (older brother), Lady Teneuth (older sister), Aton (son), Khonshu (adopted son), Mayet (daughter), Bastet (daughter), Anuket (daughter), Serqet (daughter).
Affiliations The Xantroan Empire.
Base of Operations:  Alarna, Xantro I, Vardes System.  Previously Heliopolis, Earth.
Universe:  Vine Prime.

Status

Alignment:  Lawful Neutral.
Identity:  Public (to the Xantroan Empire), Mythical (to Earth).
Citizenship:  Imperatrix of the Xantroan Empire.
Marital Status:  Married.
Occupation:  Co-regent.
Theological Position:  Deist.

Characteristics

Nature Nitari/Illumination.
Place of Birth:  Xantro I.
Age:  approx. 12 000.
Height:  5' 11" (180 cm).
Weight:  164 lbs (73 kg).
Hair:  White.
Eyes:  Red.
Unusual Features:  None.
Description:  Itharis is tall, white-haired (the only real sign of aging), red-eyed and dark-skinned.  She is considered to be conventionally beautiful, with a gaze that few could resist (either because of mesmerization, or fear).  Itharis's power aura glows red, and her clothes (most frequently Xantroan regal garb, or armor, moreso the former these days) tend to follow a color scheme of predominantly red, with golden elements.

Biography

Itharis was the third child of Athymar (Atum) and Saosis, born and raised in a noble and most ancient House of Ra on Xantro I.  Like some of her peers, she conducted the Xantroan Rite of Illumination at age 8, gaining power over sound and the skies in the process.  Along with the rest of the family, Itharis was several years later appointed by the Xantroan Imperator to travel to Earth, to prepare that world for eventual assimilation to the Xantroan Empire. 
 
After the city of Heliopolis was constructed to be the centre of Xantroan activity on Earth, it was overrun by invaders of the Arzacian faction, lead by the warlord Apophis.  Athymar (who had been appointed king of the city by the Imperator) and Saosis were both killed in the attack.  Itharis and her husband, Ahramoz (Amun Ra) took up the reigns, and managed to purge the city (and Earth) from the Arzacians and most of their influence.
 
Throughout Setekh's conquest of Heliopolis and Khemet for Arzac's sake, Itharis was rendered powerless for much of the duration of the occupation (around 16 years) as Setekh had recognized her as an exceptionally dangerous enemy, and had prepared accordingly.  Naturally, she had her powers restored in the aftermath.
Sekhmet, the destroyer of civilizations!
Sekhmet, the destroyer of civilizations!
  

Many years after Setekh's occupation, when the civilization of Khemet (Egypt) was on the rise again, humans carried on their tradition of interpreting the Xantroans of Heliopolis to be gods, and worship them as such.  Aton (son of Ahramoz and Itharis) was displeased with the lack of attention he received from mankind, and released Setekh from Duat.  Setekh, now without a corporeal body, took possession of Itharis, turning the composite Itharis/Setekh into the omnicidal Sekhmet, a 'goddess of destruction'.  Among the many casualties was Khonshu, one of Ahramoz's and Itharis's sons.  On Ahramoz's command, Zehuti (the son of Setekh) devised a plan to stop the dangerous composite entity, by trapping Sekhmet in an illusion and tricking them into drinking blood-colored beer until Setekh could be extracted from Itharis's body and reimprisoned in Duat, now together with Aton.  When it was over, Ahramoz retreated elsewhere, not leaving a trace or saying a word to his loved ones.  In this time, Itharis was resigned herself to rule Heliopolis on her own, alone carrying the burden she and her husband had shared in the past.

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When Aton was mysteriously freed from Duat and took possession of the human Pharaoh, Amenhotep IV (or, Ikhnaton), he lead an assault on Heliopolis and captured many of the present Xantroans (sealing them within sarcophagi inducing suspended animation), and sealed off Earth from all known frequencies of teleportation or time travel.  While Aton attempted to capture his mother as well, Itharis (and some others, like Osiris and Horus) managed to evade capture, and thus she lead the resistance.  She and some of the other Xantroans managed to retrieve one sarcophagus from Ikhnaton's prison, the one containing Zehuti, but were not able to open it, and Horus was captured and sent for execution.  The situation changed once a young, half-Nitari, time traveller mistakenly materialized in this era and narrowly managed to save Horus from the executioner's blade.  The time traveller, calling himself Izaac, also managed to open Zehuti's sarcophagus, once he and Horus had safely reached Heliopolis (which Ikhnaton had not yet been able to seize).  As Izaac evidently had the ability to time travel on a frequency outside Ikhnaton's magical barrier, it was decided that he were to go through the Xantroan Rite of Illumination, granting him the power to simulate the 'Hekai' (powers; with some variation) of any other consenting Xantroan, such as Horus, Itharis, Osiris and Zehuti (giving him powers over fire/light, sound/air, water and heightened control of his teleportation/time travel, respectively).  With this advantage, leading the counter-assault on Akhetaton (Ikhnaton's capital) was easier, eventually defeating the tyrant (who was killed by Izaac, not according to plan), additionally helped by Ahramoz's return.  In the aftermath, Izaac disappeared (assumed to have returned home) and Ahramoz resumed his position as Heliopolis's co-regent.
 
As Khemet (Egypt) being invaded by the Persian Empire, Heliopolis was abandoned, sunk into the sea, and its inhabitants retreated back to the established Xantroan Empire.  Later, as the Imperator passed away, Ahramoz and Itharis had been named his successors, and thus ascended to the Imperial Throne of Xantro as co-regents.



Abilities & Weaknesses

Inherent Powers

  • Regeneration:  Triggered at severe injury, Itharis (like all Nitari) can lapse into a death-like comatose state, preparing her 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 her appearance, Hekai and animal spirit will be 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.  On occasion, Itharis will allow her husband Ahramoz (who is blind) to see through her eyes.

Hekai

Hekai are the powers gained by Xantroans in their Rite of Illumination.  Itharis's Hekai are triggered/guided by sound and/or song.
  • Sonic Manipulation:  The Lady of Heaven's foremost Heka is the power to manipulate sound, which, while powerful on its own, can be used to channel her other ones.  She can enhance or deafen ambient sound, create sonic booms from nothing, as well as hypnotize through sonic signals.  For this reason among others, Itharis (in her 'Hathor' aspect) was regarded by Khemites as the goddess of music.
  • Atmospheric Manipulation:  On a greater scale, Itharis can manipulate the air currents and atmospheric conditions in general (effectively controlling the weather).
  • Elemental Manipulation:  She has the ability to manipulate light, fire and water for various effects, if not to the same degree as Ahramoz or Horus.
  • Animal Spirit:  Itharis's semi-corporeal animal spirit most commonly assumes the shape of a vulture, or a lion.

Weaknesses

  • Intoxication:  Itharis's personal standards forbid her from using her powers if she is intoxicated, or otherwise not in total control of herself.  This has however been overridden in the past, as Setekh was able to use Itharis's powers when he took possession over her body (an incident mythologically attributed to Sekhmet).
  • Magic:  She is vulnerable to some forms of magic.

Possessions

  • Red, black and golden lion-themed armor with metallic, feathery wings.
  • A bow with self-generating arrows of fire, can be used by Itharis to channel her Hekai through.  She also carries a number of bladed weapons of which she is skilled in using.
  • Xantroan Sigil Ring.


Trivia

Useful Notes:  The name of the city, Heliopolis, is another anachronism for reader's convenience.  It was actually called Niwtneteru (City of the Gods, or City of the Nitari) when it was created.
Theme Song:  [Unknown.]
Quotes:  [Unknown.]
Random Facts:  The Hellenes (Ancient Greeks) identified Mut with Hera (queen of the gods) and Hathor with Aphrodite (goddess of love).
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Lord Ahramoz

  

 
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Code Name:  Lord Ahramoz.
Real Name:  Keyate Sutarrakh Ra.
Aliases:  Emperor of Xantro, Amun Ra (King of the Gods, God of the Sky, God of the Sun), Khnum (God of the Waters), Sobek (God of the Nile), Heru'Ur/Herueres/Horus the Elder (Son of Geb and Nut; God of Light), Keyate Sutarrakh Thera-Arizeph.
Nicknames:  [Unknown.]
Relatives Lady Itharis (wife), Lord Kebros (adoptive father), Lady Erneuth (adoptive mother), Lord Osiris (adoptive brother), Lord Setekh (adoptive brother), Aton (son), Khonshu (adopted son), Mayet (daughter), Bastet (daughter), Anuket (daughter), Serqet (daughter).
Affiliations The Xantroan Empire.
Base of Operations:  Alarna, Xantro I, Vardes System.  Previously Heliopolis and Coyolxauhqui, Earth. 
Universe:  Vine Prime.

Status

Alignment:  Lawful Good/Neutral. 
Identity:  Public (to the Xantroan Empire), Mythical (to Earth).
Citizenship:  Imperator of the Xantroan Empire.
Marital Status:  Married.
Occupation:  Co-regent.
Religion:  Passive adherent of Alarnianism (subset of Azurianism; focusing on the goddess of wisdom, Alarnos), also leaning towards Deism.

Characteristics

Nature Nitari/Illumination. 
Place of Birth:  Xantro I.
Age:  approx. 12 000.
Height:  6' 3" (192 cm).
Weight:  225 (102 kg).
Hair:  White.
Eyes:  Gold.
Unusual Features:  Ahramoz's animal spirit is perpetually visible, which is unusual among Nitari. 
Description:  Ahramoz is a tall, dark-skinned humanoid (alien, but resembling a human of predominantly Black African descent) with golden eyes and a short, white beard (white hair is usually the only visible sign of aging for particularly long-lived Nitari).  His 'Wadjet' (glowing facial mark that indicates active power among Xantroans) matches the legendary 'Eye of Ra'.  Ahramoz's power aura is golden, and his clothes (most frequently Xantroan regal garb, or armor) tend to follow a color scheme of predominantly gold, with blue and white elements.  As noted above, his animal spirit (which most frequently appears as a falcon) is perpetually visible (as opposed to only appearing when one's Hekai manifest), indicating Ahramoz's unusual power level.

Biography

Ahramoz was born into the semi-noble House of Thera on Xantro I, and at 8 years of age he conducted the Rite of Illumination like some of his peers (note: the minimum age required for the Rite was later raised to 15).  At the time, his powers' ('Hekai') potential were judged as having a potential far beyond the norm, and most of his immediate family were incinerated in an accident where his powers went out of control.  In a trial it was decided that he was to go through intensive training in power restraint.  Following this, he was adopted into the House of Arizeph-Chaihon, under Lord Kebros and Lady Erneuth.  As such, he became the surrogate brother of Osiris and Setekh.  After passing into adulthood as smoothly as his situation allowed, Ahramoz began to go by the name Amun ('The Hidden') in an attempt to distance himself from his past.  Shortly thereafter, Amun was engaged to Teia Abariel of the House of Ra, also known as Lady Itharis.

 Not too long afterwards, Athymar Ra (or 'Atum') was chosen by the Imperator of Xantro to be the leader of the terraforming group preparing the planet Earth of the Sol system for eventual Xantroan conquest.  Athymar was thus appointed to choose the people he wanted along with the expedition, along with some personally chosen by the Imperator (such as Setekh), and Amun certainly accepted Atum's offer, as did Osiris and the rest of the family, as well as a number of other families.

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Shortly after having settled on Earth and constructed the city of Heliopolis, the city was assaulted by infiltrators, calling themselves Arzacians.  Lead by the colossal reptilian monstrosity called Apophis, the Arzacians managed to kill the city's regent, Atum Ra and his wife, Lady Saosis.  Amun, their intended successor, was also assaulted when unprepared for their attack, but he was saved in time by Setekh (much to their surprise, as Setekh had been something of a criminal previously).  Gathering up their forces, Heliopolis launched a counter-attack on the Arzacians and drove them off the planet and warned Xantro I of the betrayers.

Things would change however, and despite Itharis's warnings, Amun Ra didn't see how Setekh had been corrupted once more until it was too late.  Using a blade of celestial origin, Setekh murdered Osiris - the greatest threat to the rogue's plans - and trapped him in a stone coffin, only to incinerate Osiris's body later when Lady Isis had found it.  Disguising himself as Isis, Setekh managed to get close enough to Amun to poison and incapacitate him; however, the Desert King had grown too arrogant to kill the rest of his victims.  Isis had an idea, but it was highly unorthodox.  She suggested that hers and Osiris's newborn son Horus could learn a magical power duplication technique once he was old enough to conduct the Rite of Illumination, and use Amun's full power against Setekh if all else failed, though it required Amun's cooperation.  Amun was initially unwilling to try, as it would require him to lend Horus his own soul, although when his condition got worse, he reluctantly obliged.  Telling Isis the true name of his Ba (spirit companion, or soul), Amun allowed Horus to tap into his full powers.  When Horus managed to imprison Setekh in Duat (a dimensional plane used as a prison by Xantroans), Amun and the rest could be freed and healed.  Amun's sight (taken from him by Setekh) could not be restored however.

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Many years after those events, when the civilization of Khemet (Egypt) was on the rise, humans carried on their tradition of interpreting the Xantroans of Heliopolis to be gods, and worship them as such.  Amun's son Aton was displeased with the lack of attention he received from mankind, and released Setekh from Duat.  Setekh, now without a corporeal body, took possession of Itharis, turning the composite Itharis/Setekh into the omnicidal Sekhmet, a 'goddess of destruction'.  Among the casualties was Khonshu, one of Amun's and Itharis's sons.  On Amun Ra's command, Zehuti (the son of Setekh) devised a plan to stop the dangerous combo, by trapping Sekhmet in an illusion and tricking them into drinking blood-colored beer until Setekh could be extracted from Itharis's body and reimprisoned in Duat.  When it was over, Amun retreated elsewhere, not leaving a trace or saying a word to his loved ones...

[Data on events between Ahramoz's disappearance and ascension to the Xantroan Imperial Throne is lacking.] 

Abilities & Weaknesses

Inherent Powers

  • Regeneration:  Triggered at severe injury, Ahramoz (like all Nitari) can 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 will be 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

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Hekai are the powers gained by Xantroans in their Rite of Illumination.  Ahramoz's Hekai are triggered and/or guided mainly by constructive/architectural thinking.  His powers are at their highest when used to build or construct, rather than destroy.
  • Energy Manipulation:  Ahramoz's foremost Heka is the power to manipulate energy in all of its known forms, his preference is using it in the form of light and heat, hence why the Khemites of old identified him with the sun.  The magnitude of his abilities makes him the most powerful Xantroan to ever walk the Earth, but is still not on the same level as Olympians or Asgardians.  Another common use of his powers is the manipulation of of water (leading to the old Khemite assocation of Khnum and Sobek with the Nile).  Since Ahramoz is blind, he has developed the ability to see with the eyes of others (provided their consent), most often his wife, Itharis, or his daughter, Bastet (a.k.a. Wadjet-Bast).
  • Animal Spirit:  Named Benu, Ahramoz's semi-corporeal animal spirit usually assumes the shape of a falcon, but also assumes the form of a crocodile or a criosphinx on occasion.

Weaknesses

  • Intoxication:  Ahramoz's personal standards forbid him from using his powers if he is intoxicated, or otherwise not in total control of himself.
  • Magic:  He is vulnerable to some forms of magic, for instance, his blindness is the result of a curse, and thus will persist in spite of regenerating.

Possessions

  • Golden, falcon-themed armor.
  • A spear/scepter through which Ahramoz's powers can be channeled/focused.
  • Xantroan Sigil Ring.


Trivia

Useful Notes:  In Xantroan culture, Ra not only a name, but a title, signifying that Amun (and others carrying the title) is by far the most powerful member of a community.  Xantroan folk belief is that those with the power of a Ra, are exceptionally good rulers.  The origin of the title is attributed to the legend that the first 'Ra' was of the likewise named noble house, which, incidentally, Ahramoz later married into (and officially adopted the name of).
Theme Song:  [Unknown.]
Quotes:  [Unknown.]
Random Facts:   The Hellenes (Ancient Greeks) identified Amun with Zeus (god of the sky, king of the gods) and Ra with Helios (titan of the sun).
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The Atarxian Sphere

PENDING REVISION. TAKE EVERYTHING WITH A GRAIN OF SALT.

The official index of my characters and concepts.

Character template can be found here.

CVnU

Main Characters

  • Izaiah • Caelum Atarxia, the Lord of Light.

Locations & Civilizations

  • Luna Island • The Vine Titans' Island.
  • Heliopolis & the Eternals • The Legends of Ancient Egypt.
  • The Xantroa • The Golden Empire of the Nitari.
  • Gods & Magic • The Deities and Etheric Arts of the Xantroa (awaiting construction).
  • The Arzacia • The Shadow Worlds of Apophis (awaiting construction).

The Eternals of Heliopolis

  • (Awaiting reconstruction).

Vine Prime

Locations & Civilizations

Main Characters

Heliopolitans

A work in progress.

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CVnU: The Spirits of Azuria

The Spirits of Azuria

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In the Cynrathuan Empire, the Azurian religions tell the story of the primordial entity who created the universe, Azer Deiwos, and also created beings to function as a living interface between nature and sentient/sapient beings: entities that were intrinsically connected to natural forces, but could also develop personalities on their own, often reflecting how the sentients perceived those forces. These beings or entities became known as the Azurian Spirits, virtually countless in number but ruled by a council of 13, the Azurians Prime.

Note: The pictures are mainly for decoration and should be taken with a grain of salt, as no pictures depicting the characters' precise likeness are available at present moment.

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Name: Zartaion (Spirit of the Sky).

Relatives: Jenurias (wife), Hezion (brother), Nethiryon (brother), Sarachion (father), Alarnos (daughter), Hekilion (son).

Domains: The skies (atmospheres and space alike), the night.

Artifact: The Sky Scepter.

Animal Spirit: Eagle.

Attributes: Scepter, crown, blue eyes, starfield-themed.

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Name: Jenurias (Spirit of the Earth).

Relatives: Zartaion (husband), Valacis (sister), Cerilloas (sister), Rizaros (mother), Alarnos (daughter), Hekilion (son).

Domains: The earth (planetary matter, soil), daylight.

Artifact: The Earthcrown.

Animal Spirit: Sparrow, swallow.

Attributes: Crown, scepter, keys, ornate jewellery, hazel eyes, earth-themed (green and brown color scheme).

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Name: Nethiryon (Spirit of Water).

Relatives: Valacis (wife), Zartaion (brother), Hezion (brother), Sarachion (father), Aberon (son), Deziryas (daughter).

Domains: Water, ice, creation, evolution.

Artifact: The Trident.

Animal Spirit: Sapphire whale.

Attributes: Trident, green eyes, arctic-themed (blue, cyan and white color scheme).

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Name: Valacis (Spirit of Fire).

Relatives: Nethiryon (husband), Jenurias (sister), Cerilloas (sister), Rizaros (mother), Aberon (son), Deziryas (daughter).

Domains: Fire, volcanoes, destruction.

Artifact: The Volcanic Amulet.

Animal Spirit: Blazing warhawk, lion.

Attributes: Amulet, circlet, khopesh, orange eyes, fire-themed (red, yellow and orange color scheme).

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Name: Hezion (Spirit of Death).

Relatives: Cerilloas (wife), Zartaion (brother), Nethiryon (brother), Sarachion (father), Meryssis (daughter), Attaron (son).

Domains: Death, crossing over into the afterlife, winter.

Artifact: The Deathbringer Blade.

Animal Spirit: Wolf, snow leopard.

Attributes: Shining spear, body armor, helmet, silver eyes, snow-themed (white, blue and black color scheme).

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Name: Cerilloas (Spirit of Life).

Relatives: Hezion (husband), Jenurias (sister), Valacis (sister), Rizaros (mother), Meryssis (daughter), Attaron (son).

Domains: Life, reincarnation, regeneration, summer.

Artifact: The Forest Pendant.

Animal Spirit: Eclectus Parrot.

Attributes: Pendant, blue eyes, forest-themed (predominantly green color scheme).

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Name: Aberon (Spirit of Light).

Relatives: Nethiryon (father), Valacis (mother), Deziryas (twin sister).

Domains: Light, the sun (whichever's closest), civilization, law, order.

Artifact: The Light Sword.

Animal Spirit: Starling.

Attributes: Glowing sword, musical instruments, books, candles, amber eyes, light-themed (predominantly golden color scheme).

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Name: Deziryas (Spirit of Shadow).

Relatives: Nethiryon (father), Valacis (mother), Aberon (twin brother).

Domains: Darkness, the moons, stars (in the distance), the wilderness.

Artifact: The Huntress's Bow.

Animal Spirit: Lunar Wildcat.

Attributes: Bow and arrows (alternately a crossbow), lilac eyes, lunar-themed (indigo and silver color scheme).

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Name: Hekilion (Spirit of Preservation).

Relatives: Zartaion (father), Jenurias (mother), Alarnos (sister).

Domains: Technology, metal, preservation, stability.

Artifact: The Forger's Armor.

Animal Spirit: Vulture.

Attributes: Armor, horned helmet, scars, one red eye (the other is blinded), metallic-themed (gray and red color scheme).

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Name: Meryssis (Spirit of Progress).

Relatives: Hezion (father), Cerilloas (mother), Attaron (brother).

Domains: Travel, adaptation, diversity, sound, communication.

Artifact: The Traveler's Scythe.

Animal Spirit: Hummingbird.

Attributes: Scythe, wing emblem, blood-red hair, amber eyes, shadow-themed (predominantly black color scheme)

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Name: Alarnos (Spirit of Victory).

Relatives: Zartaion (father), Jenurias (mother), Hekilion (brother), Arezaiah (child).

Domains: Wisdom, peace, victory, righteous fury, crafts, time.

Artifact: The Philosopher's Shield.

Animal Spirit: 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).

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Name: Attaron (Spirit of Thunder).

Relatives: Hezion (father), Cerilloas (mother), Meryssis (sister), Arezaiah (child).

Domains: War, bloodshed, desctruction, thunder, lightning.

Artifact: The Berserker's Axe.

Animal Spirit: Dingo, boar.

Attributes: Axe, armor, mask, dark turquoise skin, blood red eyes, chaos-themed (red, black and teal color scheme).

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Name: Arezaiah (Spirit of Love).

Relatives: Attaron (father), Alarnos (mother).

Domains: Love, joy, entertainment, music, spirituality.

Artifact: Lantern.

Animal Spirit: Quetzal.

Attributes: Lantern on a staff, rose, whichever features (gender included) the onlooker finds the most attractive, red eyes, red and white color scheme.

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The Xantroan Empires

CVnU (Pre-Revision)

The Xantroa

Izaiah The Eternals The Atarxian Sphere

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History

The Beginning

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Orbiting the red star Vardes and surrounded by the two moons Autan and Hemas, an approximately Earth-sized planet began to develop organic life. As magnificent beasts and wildlife roamed the world for millions of years, the Nitari emerged. A humanoid race, they named their world 'Xantro', and took it for their own. According to some legends, they were not native to the planet, but emigrated there from somewhere else on the World Tree.

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A myth from early Xantronian Nitari history, speaks of how a most unusual meteoric rock was found by two brothers, Messos and Eptah. Discovering that the rock had mystical, empowering properties, they called it 'the Crystal of Light', and founded the first Warlock Brotherhood. However, Eptah grew insane from his powers, and murdered his brother. Conventional mythology usually treats Messos as the spritual ancestor of the Xantroan Civilization whereas Eptah is regarded as a precursor to the Arzacia.

Great Cataclysm

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During the 7 000 years of recorded history prior to the cataclysm, the Xantronian civilization prospered, but grew increasingly chaotic and warlike. Where conventional methods of war were deemed insufficient, the factions turned to the Warlock Brotherhoods, foolishly enough as they were known to be treacherous and having their own agendas. The wars reached their culmination in the 'Great Cataclysm'. A weapon of mass destruction which power was underestimated, was launched at the world. The planet was left intact, its life was not. Only one city, where the Crystal of Light had been harnessed as a battery for a energy shield surrounding it, had been saved. Alarna, the survivor's city.

The Empire

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(approx. 18 000 B.C.E.)

By the time 8 000 years had gone since the cataclysm, planet Xantro had been decontaminated, terraformed and repopulated. The time had come that the governing elite had set their sights on other worlds. By genetic engineering they modified populations of their own to suit the planets they settled, or terraformed the planets to accomplish the opposite, where possible. Worlds already populated by sentient non-humanoid species were mostly ignored, whereas worlds populated by humanoids were, where possible, assimilated and the populations interbred. However, this proved to be what the Arzacia had been waiting for, hijacking one of the colony planets, named it Arzac, and made it their central world.

Heliopolis.
Heliopolis.

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

Earth was one of the worlds the Xantroa were interested in taking for their own, and sent a groups of colonists, who in time would become known as the Eternals of Heliopolis, or the Gods of Egypt. The Arzacia, lead by Apophis, intended to take this world also, and infiltrated Heliopolis. However, they were found out, and the Eternals managed to purge the Earth of Arzacian influence, and because of the actions of Lord Setekh, Apophis was presumed dead.

In approx. 600 B.C.E, Apophis proved to still be alive, and launched the most devastating attack on Xantro in known history. The Xantroa were forced to evacuate their survivors from the planet and bring them to the other worlds. Colonists, such as the Eternals of Heliopolis, were recalled to aid their Empire in the war. While the Arzacian Horde was eventually repelled, planet Xantro had to be abandoned, and New Alarna in the Alpha Centauri system became the new central planet of the Xantroa.

In the present, a squad of public adventurers known as the Lightbringers are charged with being the first line of defense in any crisis the Xantroa may face.

Worlds & Realms

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  • Xantro • The believed source world of the Nitari, the original central planet of the Xantroa. Currently abandoned.
  • New Alarna • Current central world of the Xantroa, located in the Alpha Centauri system.
  • Iscara • A world where the environment forced the Nitari to make themselves stronger and more durable to survive. Split in two kingdoms, Ymiria and the Citadel.
  • Alvarys • A world where the ambient radiation and other conditions compelled the Nitari to biologically alter themselves to live well, increasing their physical resistance.
  • Evesor • The Native Evesorians were a people known for their skills with magic, and as they've interbred with Nitari, this has not changed.
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    Dakral • The Native Dakralians are natural shapeshifters, and capable of interbreeding with Nitari if they wish, their offspring retaining the biological qualities of both kinds.
  • Zarrok • The Native Zarrokites are known for their unusual advances in science and technology, many being born technopaths.
  • Sicar • A desert world, settled by Nitari who were biologically altered to thrive in the environment.
  • Ocasses & Epterah • Twin worlds, similar to Xantro and Earth. No biological modification was necessary for Nitari to thrive there.
  • Earth • Settled by the Eternals of Heliopolis, Earth was abandoned during the Last Crisis of Xantro.

Individuals

 Izaiah.
Izaiah.

Persons who are known to be of Nitari descent or to be citizens of the Xantroa.

  • Savant of New Alarna (Azataron Atarxia/Jason Drake). Resides on Earth.
  • Izaiah of Earth (Caelum Atarxia/Zacharias Drake).
  • Guinevere 'Jenny' Drake of Earth (Shireen Atarxia).
  • Matthew Rayner of Earth (Aerys Atarxia).

 Emperor Ahramoz.
Emperor Ahramoz.

Eternals of Heliopolis.

  • Ahramoz • Lord of the Sun, Emperor of the Xantroa (Amun Ra, Horus the Elder, Khnum, Sobek).
  • Itharis • Lady of Heaven, Empress of the Xantroa (Mut, Hathor, Satis, Sekhmet).
  • Atum • Lord of the Setting Sun, First King of Heliopolis.
  • Saosis • Lady of Life, First Queen of Heliopolis (Iusaaset).
  • Shu • Lord of the Air.
  • Tephnut • Lady of the Rain.
  • Kebros • Lord of the Earth (Geb).
  • Erneuth • Lady of the Skies (Nut).
  • Osiris • the Jade King (Ptah, Socharis).
  • Isis • Lady of Dreams.
  • Horus • Lord of the Sky, Precursor of the Pharaohs.
  • Setekh • the Crimson King, Usurper of Heliopolis and Kingdoms of Khemet.
  • Nebetet • the Night Lady (Nephthys).
  • Anubis • the Obsidian Knight.
  • Ophois • Lord of War (Wepwawet).
  • Ash • Lord of the Oasis.
  • Zehuti • Lord of Time (Thoth).
  • Mayet • Lady of Universal Order (Ma'at).
  • Serqet • the Scorpion's Angel (Selchis, Selket).
  • Bastet • Lady of Fire (Bast).
  • Anuket • Lady of the River (Anuchis).
  • Aton • Lord of the Rising Sun (Nefertum, Khepri).
  • Khonshu • Lord of the Moon (Chons, Monthu).

Lightbringers, protectors of the Empire.

  • Magnos of New Alarna • Wielder of magnetism.
  • Empireth of Iscara • Psionic.
  • Tinia of Epterah • Wielder of electricity.
  • Triad of New Alarna • Triplet hive-mind with the ability to merge.
  • Starhawk of Ocasses • Armored energy wielder.
  • Eidolon of New Alarna • Intangible form.
  • Mordecai of Zarrok • Technopath, unparalleled intellect.
  • Amethyst Archer of New Alarna • Size shifter, weapons master.
  • Giant of Ocasses • Size shifter.
  • Neith of Earth • Magical powerhouse.
  • Pathfinder of New Alarna • Winged tracker.
  • Shamash of Ocasses • Fire wielder.
  • Lightyear of Earth • Speedster.
  • Vydar Khanda of Ocasses • Wielder of an energy crystal.
  • Morgaine X of Evesor • Illusionist.
  • Abdiel of Ocasses • Martial arts and weapons master.
  • Imitator of Dakral • Shapeshifter.
  • Chrysos of Earth • Golden/ferrous form, limited shapeshifter.
  • Nephthys of Sicar • Shadow wielder.
  • Invision of Ocasses • Invisible form.
  • Ixion of Epterah • Energy absorber.
  • Equinox of Earth • Gravity manipulator.
  • Visionary of Evesor • Precognitive, time sensor.
  • Yoseph of Iscara • Flying powerhouse.
  • Conall of Epterah • Lycanthrope.
  • Keyb of Alvarys • Berserker strength.
  • Elementalist of Evesor • Alchemist/transmuter.

The Nitari

Biology

 The Mark of Illumination.
The Mark of Illumination.
  • Body Type • Humanoid (to the naked eye, virtually indistinguishable from Earth's humans).
  • Skin Tone • Varies, mostly 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 • A common occurrence is that a cryptic marking around the eye tend to appear on 'Illuminated' Nitari some time after their Rite of Illumination. Normally this marking remains subtle, but may shine brightly when they're 'Psionized' (activating their 'Hekau', powers). This marking or phenomena is called 'Etheric Brand', or 'Mark of Illumination' in Xantronese. Likewise, a Nitari's eyes tend to glow when Psionized.
    One might note that due to advances in Xantroan science, Nitari can have one's genetic/biological make-up altered (although it requires legal permission to do so) to change one's natural skin tone, hair or eye color, or to similarly acquire tattoos. Illuminateds with the power to alter biological matter might even do this for a living.

Inherent Powers

 Metamorphosis.
Metamorphosis.

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

  • Metamorphosis/Personas • Faced with a formerly unknown/dangerous situation, Nitari can adapt by having their genetics and biological make-up shift to make way for changes. If a Nitari is brutally injured, they can 'metamorphose' into a new 'persona' by absorbing energies nearby and going into a death-like coma, where their life force doesn't leave their body but yet cannot be detected by conventional outside sources. Within minutes hours (depending on the situation), the energies gathered up will have reached its culmination by forcing a very sudden change in genetics and biological make-up, without damaging the brain, though some memories may be distorted or repressed. Thus, they will be entirely regenerated, and be somewhat more immune to both whatever injured them, and their current environment. A common side effect is a slight change in appearance although they are usually still recognizable both in appearance and manners. 'Illuminated' Nitari may also have their Hekau (powers) and Animal Spirit form altered.
    Particularly powerful Illuminateds can develop the ability to shift at will between various personas they've previously gone through. This is usually exhausting however.
  • 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 Illuminateds able to instinctively sense the presence of other Illuminateds.

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

Science & Magic

Science

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There are few areas of science that haven't been explored and conquered by the Xantroans. Their technology has been compacted to the level when visible devices are often only for appearance, while design and art can be a higher priority than practicality. Currently, typical technological constructs will be crystal-based, with an absurd capacity for memory storage and programming. Most constructs will also have several back-up systems, should the main power source fail.

Examples of Xantroan areas of science/technology:

  • Teleportation • Manifests as aquatic, rectangular portals. Failsafe mechanisms will only allow portals to open to moderately safe locations. The ideal destination should normally have been explored before teleporting there, but considering teleportation are the only remotely plausible means of traveling beyond their own solar systems, they can pinpoint locations by mapping gravitational traces from said destination.
    Non-physical time travel has been developed, but require certain permissions to use. Physical time travel is strictly prohibited (and needless to say, disabled; it was also not until recent time that this kind of time travel was known by the public to exist). However, regardless of the Xantroans' ability to teleport, their buildings still have doors (or gates). While some prefer teleportation to get around, some use aircrafts or bridges. It's a general rule for Xantroan architecture, that any structure is to be within reach by whatever means of travel the subject desires.
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    Gravity Manipulation • Just as easy as aircrafts within New Alarna 's atmosphere can be adjusted to minimal gravity, artificial gravity can be generated inside constructs such as spacecrafts. On the downside however, the inside of an aircraft (during use, anyway) is inaccessible by gravity-based teleportation (due to gravitational maps giving faulty images when anti-gravity is in use).
  • Hologram-Based Computing • As opposed to hardware-based. The data is collected in crystals.
  • Transmutation • Used to transform elements and molecular structures, a fail-safe keeps this from being misused. Doubt any further explanation is needed.

To wield conventional Xantroan technology in any form, one needs to know at least one dialect of Xantronese (or languages used on currently settled worlds), as it will not accept input in other languages.

Illumination

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The Rite of Illumination is a procedure that any citizen of the Xantroa can apply for, but only around 15% of the population are accepted. Youngest age at which it's legal to undertake it is 15, and the process involves spilling one's blood upon a fragment of the Crystal of Light, which triggers a spiritual transformation. Initially the subject will experience great pain, but then for a few moments perceive the collective life in the local solar system, and be confronted by a separate manifestation of their own subconscious mind, their Tonal. When returned to reality, the subject will have been given great powers ('Hekau'), and their Tonal will have been given a semi-solid form as an ever-changing animal spirit companion.

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

  • Tonal, Animal Spirit Companion • Illuminateds manifest their subconscious minds into a visible, semi-corporeal shape outside the body, in the form of an animal. One's animal spirit is usually manifested at will, or during Psionization.
    The preferred animal spirit 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 animal spirit form will often assume the shape of the animal your culture associates with your personality. If a certain Illuminated is cold and calculating, and their culture associates those traits with snakes, that Illuminated's animal spirit may assume the form of a snake. If their culture instead associates those traits with wolves, the animal spirit may instead assume a wolf's form.
    An animal spirit is typically easy to distinguish from a physical animal, by virtue of animal spirits often having a glowing aura, and not being bound by gravity.
  •  A Tonal.
    A Tonal.
    Hekau • Another effect of Illumination is that the person will gain one or a number of powers, called 'Hekau'. These powers and abilities may vary, towards the begnning there is rarely much rhyme or reason to it (although as they age, an Illuminated's powers may be molded according to others' beliefs or cultural associations, not unlike the Tonals 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; Illuminateds, when not Psionized (actively manifesting their Hekau or Animal Spirits), tend to be indistinguishable from those who do not share their power.

Spiritual Nature

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

  • Lifecycle • What begins with a Sentient's conception, 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 Nitari, but occurs among all Sentient races. There exists an Etheric Art that may allow a Sentient (especially Illuminateds) 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.
    Illuminateds 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 Psions, the Psyche defines their Psionics, and may manifest as a Tonal (especially among Illuminateds).
    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.
    Particularly 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 for Aileywah, Azer Deiwos or Ometeotl as far as Edenists, Azureen and Aztlanians believe, respectively).
    Plural Iskioi.

Society

(Awaiting expansion.)

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Houses & Factions

(Awaiting expansion.)

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Glossary & Terminology

  • House Adorwen • A Great House. Its most notable members include the Ladies Eternal Isis and Nebetet.
  • 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 Illuminateds) typically 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 Illuminated magical abilities however.
    Things of or pertaining to the Aether are described as Etheric.
  • Aileywah • The attributed personal name of the Edenic God, of Edenism.
  • Alarna • The old capital of the Xantroa, on Xantro. Named after the wisdom-spirit of the Azurim, Alarnos.
  • Alvarys • One of the planets in the Xantroa.
  • Anemos • See Science & Magic → Spiritual Nature.
  • Apparition • A disembodied Illuminated, unlawfully released from Duat. Apparitions might take possession of other Nitari 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).
  • House Arzayuph • A Great House. Notable members include the Lords Eternal, Osiris, Setekh, Horus, Anubis and Zehuti.
  • Arzacia • A break-away movement of the Xantroa, headed by Apophis. The Arzacia was originally established on the planet Arzac.
  • House Atarxia • A Great House. Notable members include Savant (Azataron Atarxia/Jason Drake) and Izaiah (Caelum Atarxia/Zacharias Drake).
  • Autan • One of Xantro's moons. The other is Hemas.
  • Aztlanianism • A tree of religions defined by belief and practice consistent with the Aztlanian traditions. The Gods of Aztlanianism are the Tēteōh (singular teōtl), identical to Earth's Aztec Gods.
  • Azurian Artifacts • A legendary gathering of thirteen items, each corresponding to an Azer.
  • The Azurim • Divine spirits that the Azuristic religions believe in and revere/worship. The Prime Azurim are 13 in number, and some branches believe they were created by an almighty divinity, Azer Deiwos (which some identify with the Edenic God).
    Azurim is plural, Azer is gender-neutral singular, Azur is masculine singular, Azir is feminine singular.
  • Azurism • A tree of religions, defined by belief and practice consistent with the Azuristic texts and traditions, such as the belief in the divine spirits known as the Azurim. Counted as a collective, they are one of the largest religious trees in the Xantroa. Things pertaining to the faiths themselves and their adherents are described as Azureen, whereas things pertaining to the pantheon or their home realm are Azurian.
  • Blazing Warhawk • A kind of bird of prey originating on Xantro. They have the ability to generate fire under their own power.
  • Crystal of Light • An ancient crystalline meteor, that landed on ancient Xantro. Fragments created from it are placed in Sigil Rings and used in the Rites of Illumination. The mineral itself can be rendered in English as Tahenite (from Egyptian tahen, meaning light or crystalline).
  • Dakral • See Worlds & Realms.
  • Duat • An interdimensional zone where particularly dangerous Illuminated criminals are sent, if they refuse to surrender their Hekau. Only their Ousia 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 Illuminated 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.
  • Edenic God • The prime deity of Edenism, and in most variations, the only deity (not counting the Shiranim). The Edenic God's personal name is said to be Aileywah (or Aile for short), and has been identified by some as same as the God of Earth's Abrahamic religions.
  • Edenism • A predominantly monotheistic tree of religions, and one of the largest in the Xantroa. It is defined by adherence to the Edenic Scriptures and related traditions, such as worship of the deity known as the Edenic God, or Aileywah.
  • Emperor / Empress • The head of state for the Xantroa. Current Emperor and Empress are Lord Ahramoz and Lady Itharis of House Ra.
  • Epterah • See Worlds & Realms.
  • EternalsIlluminateds who have lived long and become powerful enough to be effectively godlike. Most famously, the Eternals of Heliopolis.
  • 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'. Illuminateds can learn how to wield their Hekau in ways to practice the Etheric Arts.
  • Etheric Brand • A facial mark resembling a tribal tattoo, found on most Illuminateds. They tend to glow when they're Psionized (using their Hekau, powers), but may or may not be visible otherwise.
  • Evesor • See Worlds & Realms.
  • The Great Cataclysm • The culmination of the war that wiped all life from the planet Xantro except for Alarna.
  • The Great Houses • Respected Xantroan families. Persons descended from the Great Houses are less likely than others to have their applications for the Rite of Illumination rejected.
    Notable Houses include Thera, Atarxia, Arzayuph, Adorwen, Ra, Palatyne, Tyron, Mekhiryos, Baelor and Rekhae.
  • Hekau • The powers a person gains when undertaking the Rite of Illumination. Hekau are not dependant on one's body, an Illuminated 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 typically 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.
  • HeliopolisThe Xantroa's Earth colony, a group of islands in the Atlantic. Currently sunk below the sea. Its original name, in Egyptian, was Niwtra.
  • HeliopolitansXantroan settlers on Earth, in Heliopolis. The Heliopolitan Eternals were, in ancient times, regarded as gods/divinites by Khemites (ancient Egyptians).
  • Hemas • One of the moons of Xantro. The other is Autan.
  • Illuminateds • A term for those who have gone through the Rite of Illumination (and thus possess Hekau, an Etheric Brand, a Tonal, etc). The term does not cover those were Illuminated once, but surrendered their status/powers.
  • Illumination • See Rite of Illumination.
  • Iskios • See Science & Magic → Spiritual Nature.
  • Iscara • See Worlds & Realms.
  • Kardia • See Science & Magic → Spiritual Nature.
  • Khemet • Ancient Egypt. Also known as Mizraim (in Hebrew).
  • Khemites • Ancient Egyptians.
  • Legacy of Ra • A phenomena that occurs once in a thousand amongst Illuminateds, making a single person significantly more powerful than the others. Known Heirs of Ra are the Lords Atum and Ahramoz (current Emperor). 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 Nitari may go through multiple Personas during the same Lifecycle.
  • Lightbringers • The public adventurer team in charge with protecting the Empire.
  • Metamorphosis • A biological mechanism in Nitari, 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). A Metamorphosis cycle (i.e. the phase between two Metamorphoses) is called a Persona, and each of them may have slightly different looks, and where applicable, Hekau and Tonal. They usually remain recognizable however.
    This ability is mostly exclusive to Nitari.
  • New Alarna • The central world of the Xantroa, it is a planet in the Alpha Centauri system.
    Things of or pertaining to New Alarnia are described as Neoalarnian.
  • Nitari • The predominant humanoid race in the Xantroa and the Arzacia.
    Nitari is plural or gender-neutral singular (alternately used as an adjective, 'that person is of Nitari descent'), Nitaruch is masculine singular, Nitareth is feminine singular.
  • Niwtra • See Heliopolis, above.
  • Ocasses • See Worlds & Realms.
  • Onoma • See Science & Magic → Spiritual Nature.
  • Ousia • See Science & Magic → Spiritual Nature.
  • Persona • A Nitari's Metamorphosis cycle. A Nitari may have developed different Personas with slightly different looks, personalities, preferred Tonal 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 activating one's Hekau (done by Illuminateds). In so doing, their Etheric Brand and Tonal may appear.
  • Psyche • See Science & Magic → Spiritual Nature.
  • House Ra • A Great House. Notable members include the Lords Atum (First King of Heliopolis), Shu, Ahramoz (current Emperor of the Xantroa), Khonshu, Aton, and Ladies Saosis (First Queen of Heliopolis), Tephnut, Itharis (current Empress of the Xantroa), Bastet, Mayet (Heir Apparent) and Anuket.
  • Reincarnation • The process of a soul (the Ousia) being reborn into a new life form, a new Lifecycle. Through a specific Etheric Art, Nitari 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 Nitari, but occurs among humans as well.
  • House Rekhae • A Great House. Keshakh Rekhae is the current Lifecycle of the legendary Lady Eternal, Serqet of Heliopolis.
  • Rite of Illumination • A process some (around 15% of the population, mostly those descended from Great Houses, but anyone can apply for it) Xantroan citizens go through, if they wish to, and are considered worthy. Those who pass are the Illuminateds, and typically gain a Etheric Brand, Tonal 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.
  • House Shinoash • A Great House. Notable members include the the Lady Eternal of Heliopolis, Erneuth.
  • The Shiranim • A class of divinities as according to Edenism. In function, they may resemble either lesser gods, or angels, the firstborn children of Aileywah (the Edenic God).
    Masculine singular Shiranuch, feminine singular Shiraneth, gender-neutral singular Shirani.
  • Sicar • See Worlds & Realms.
  • Sigil Ring • A high technological item carried by every citizen of the Xantroa, filling functions not unlike personal seals, birth certificates, passports, identification, etc. All Sigil Rings contain a fragment of tahenite (the Crystal of Light).
  • House Thera • A Great House. Notable persons born into House Thera include the Lords Eternal of Heliopolis, Ahramoz and Khonshu, though both were adopted into House Ra.
  • Tonal • An animal spirit, a semi-corporeal manifestation of a Illuminated's Psyche, in the shape of an animal. If they engage in Astral Projection, they might take on the appearance of their preferred Tonal form. A Tonal typically has a name separate from its host, but this is not to be confused with the secret true name.
  • Vardes • The star that Xantro orbits (or obited).
  • WarlocksNitari on ancient Xantro who gained Hekau through the Crystal of Light. This term has since been superseded by Illuminated.
  • 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.

Vine Prime

The Xantroan Empire

~ Return to Index ~

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Glossary

  • Adiroch: God, the creator of the universe, as according to the Adirochan religions. He is the creator/father of the Yshari.
  • Adirochanism: A religion, or collection of religions, defined by belief and practice consistent with the Adirochan texts and traditions, such as the belief in Adiroch and the Yshari.
  • House of Adorwen: A Noble House. Its most notable members include the Heliopolitans Lady Isis (current Queen of Heliopolis) and Lady Nebetet.
  • The 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. Hekai (powers wielded by Illuminateds) typically 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 Hekai may grant an Illuminated magical abilities however.
  • Aetheric Arts: See Hekai.
  • Aetheric Staff: Items used by Illuminateds to channel or focus their Hekai/ Aetheric Arts. May also function as bladed weapons, although using those typically requires legal permission.
  • Alarna: The capital of the Xantroan Empire, on Xantro I. Named after the Azurian wisdom-spirit, Alarnos.
  • Alvarys: A planet with a native humanoid race of warriors. It is governed by the Empire.
  • Animal Spirit: A semi-corporeal manifestation of a Illuminated's soul (Ba), in the shape of an animal. If they engage in Astral Projection, they might take on the appearance of their preferred Animal Spirit form. An Animal Spirit typically has a name separate from its host, but this is not to be confused with the name of the Ba itself.
  • Apophis: A Warlock born prior to the Great Cataclysm, and leader of the Arzac Society, the cult that later established its own Empire.
  • Apparition: A disembodied Illuminated, unlawfully released from Duat. Apparitions might take possession of other Nitari or humans, and some of the Hekai (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 Regenerate, they may gain such abilities after the possession).
  • House of Arizeph: A Noble House. Notable members include Lord Osiris (current King of Heliopolis), Lord Setekh, Lord Horus, Lord Anubis and Lord Zehuti.
  • Arzac: A break-away movement of Xantroan Empire, headed by Apophis.
  • House of Atarxia: A Noble House. Notable members include The Traveller (Azataron Atarxia/Jason Drake) and Izaiah (Hadrian Atarxia/Jason Drake).
  • Autan: One of Xantro I's moons. The other is Hemas.
  • Azuria: The legendary realm of the Azurian Spirits (the Xantroan counterpart to Mt. Olympus, if you will).
  • Azurian Artifacts: 13 ancient artifacts corresponding to the 13 Prime Azurian Spirits.
  • Azurianism: A religion, or collection of religions, defined by belief and practice consistent with the Azurianistic texts and traditions, such as the belief in the Spirits of Azuria.
  • Ba: A soul. Related to the Ka (life force). Every Ba has a secret 'true name', that can be used to magically enslave them (thus along with their host, and their Animal Spirit and Hekai) if known by someone else. See also Animal Spirit, above.
  • Blazing Warhawk: A kind of bird of prey originating on Xantro I. They have the ability to generate fire under their own power. The Fortress uses them as a symbol.
  • House of Chaihon: A Noble House. Its most notable member might be Lady Nuit of Heliopolis.
  • Crystal of Light: An ancient crystalline meteor, that landed on what is now known as the Forbidden Mountain. Fragments created from it are used in the Rites of Illumination.
  • Dakral: A world with sentient native life forms capable of shapeshifting. It is governed by the Empire.
  • Darkdwellers: The secret black ops team in charge of protecting the Empire.
  • Duat: An interdimensional zone where particularly dangerous Illuminated criminals are sent, if their Hekai cannot be revoked. Only their Ba (soul; see above) can be sent there, their bodies are typically destroyed (with the intention to clone them once the sentence has been served and their Ba is retrieved to the physical plane). If an Illuminated 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 Hekai) may rub off on the host.
  • Evesor: A world with a native humanoid race that practices various forms of magic. It is governed by the Xantroan Empire.
  • The Forbidden Mountain: The mountain where the meteor containing the original Crystal of Light landed. As suggested by the name, access to the mountain is restricted.
  • The Fortress: One of the Guilds of Xantro. Their duties include law enforcement and military action.
  • The Great Cataclysm: The culmination of the war that wiped all life from the planet Xantro I except for Alarna.
  • Guilds: Social classes in the Xantroan Empire, with their own dresscodes and mannerisms.
  • Hekai: The powers a person gains when passing the Rite of Illumination. Hekai are not dependant on one's body, an Illuminated could be disembodied, possess a person and still retain their Hekai (parts of the Hekai might even rub off onto the host). Hekai can also be deactivated/supressed through the use of technology, in a bit of a reverse of the Rite of Illumination.
    Hekai typically draw their power from, or through, a force referred to as The Aether. Hence, Hekai may also be referred to as Aetheric Arts. Many Illuminateds have Aetheric Staffs custom-made for them, items that let them channel or focus their Hekai with greater ease.
    Usage notes: Hekai is plural, Heka is singular. One Aetheric Art is one Heka, multiple Aetheric Arts are multiple Hekai.
  • Heliopolis: A floating city on Earth, and the base for Xantroan settlers for 12 000 years.
  • Heliopolitans: Xantroan settlers on Earth. Heliopolitans were, in ancient times, regarded as gods/divinites by Khemites (ancient Egyptians).
  • Hemas: One of the moons of Xantro I. The other is Autan.
  • Illuminated: A term for those who have gone through the Rite of Illumination (and thus possess Hekai, a Wadjet, an Animal Spirit, etc). The term does not cover those were Illuminated once, but had their status revoked.
  • Illumination: See Rite of Illumination.
  • Imperator / Imperatrix: The head of state for the Xantroan Empire. Current Imperator and Imperatrix are Lord Ahramoz and Lady Itharis of the House of Ra.
  • Indigo Butterfly: One of many animals on Xantro I. The Observatory uses them as a symbol.
  • Iscara: A world with its own aboriginal humanoid race, with the two main factions, the Ymirians (resembling Terran Vikings) and the Citadel (resembling Terran Crusaders). It is governed by the Xantroan Empire.
  • Ka: A person's spirit, or life force. Related to the Ba (soul; see above). The loss of one's Ka results in death (ending one's current Lifecycle), and will deprive the Ba of Hekai (powers, see above).
  • Khemet: Ancient Egypt.
  • Khemites: Ancient Egyptians.
  • Kronos: A world (presumably) predominantly inhabited by Kronians. The Empire tried to conquer it in the past, but didn't succeed. A predominantly Xantroan city exists on Kronos though, Zartaia.
  • Legacies: An obsolete word for Hekai.
  • Lifecycle: What begins with a person's conception, and ends with their physical death. If their Ba (soul; see above) lingers on the mortal plane, they might go through a Reincarnation.
    A Nitari may go through multiple Personas during the same Lifecycle.
  • Lightbringers: The public adventurer team in charge with protecting the Empire.
  • New Alarna: The Xantro-occupied world in the Alpha Centauri system.
  • Nitari: The predominant humanoid race in the Xantroan Empire.
    Usage notes: Nitari is plural or gender-neutral singular (alternately used as an adjective, 'that person is of Nitari descent'), Nitaro is masculine singular, and Nitara is feminine singular.
  • Niwtneteru: See Heliopolis, above.
  • Noble Houses: Respected Xantroan families. Persons of Noble descent are less likely than others to have their applications for the Rite of Illumination rejected.
    Notable Noble Houses include Thera, Atarxia, Arizeph, Adorwen, Ra, Chaihon and Rekhae.
  • The Observatory: One of the Guilds of Xantro. Their fields include culture, arts and entertainment.
  • Persona: A Nitari's Regeneration cycle. A Nitari may have developed different Personas with slightly different looks, personalities, preferred Animal Spirit forms and Hekai (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.
  • House of Ra: A Noble House. Notable members include Lord Athymar (Atum Ra, first King of Heliopolis), Lady Saosis (first Queen of Heliopolis), Lord Sawor (Shu), Lady Teneuth (Tephnut), Lady Itharis (current Imperatrix of Xantro) and Lord Ahramoz (current Imperator of Xantro), Lady Bastet, Lady Mayet, Lord Chons and Lady Anuket.
  • Ra: Ra (a word literally meaning 'sun', but also has connotations with 'creation') is a title referring to those with the most powerful Hekai (powers; see above) in their community. Legend claims that the first Ra was from the House of Ra, possibly explaining the title's origin.
  • Regeneration: A biological mechanism in Nitari, triggered when they're badly injured. Their injures are healed, and they usually develop a new Persona. Differs from Reincarnation in that the healing and shifting of Personas is mostly just a modification on their present body, as opposed to leaving a corpse behind and being completely reborn into an entirely new Lifecycle.
    This ability is mostly exclusive to Nitari.
    Xantroan citizens are required by law to report any Regeneration they go through, including a sample of their new Persona's DNA (one's genetic code tends to be slightly altered by the Regeneration process).
  • Reincarnation: The process of a Ba (soul; see above) being reborn into a new life form, a new Lifecycle. Through a specific type of meditation, a Nitari might regain their memories from a previous Lifecycle, and if they're significantly powerful (among the top 1% of the population), Hekai and Personas as well.
    This process is not exclusive to Nitari, but occurs among humans as well.
  • House of Rekhae: A Noble House. Keshakh Rekhae is the current Lifecycle of the legendary Lady Serqet of Heliopolis.
  • Rite of Illumination: A process some (around 15% of the population, mostly those descended from Noble Houses, but anyone can apply for it) Xantroans go through, if they wish to, and are considered worthy. Those who pass are considered to be Illuminated, and typically gain a Wadjet, Animal Spirit and one or more Hekai. Some ideological/religious groups find the practice objectionable. 15 is typically 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.
  • Sapphire Whale: One of many animals on Xantro I. The University uses them as a symbol.
  • Sicar: A world governed by the Empire. Its dominant biome is the desert.
  • Sigil Ring: A high technological item carried by every citizen of the Xantroan Empire, filling functions not unlike personal seals, birth certificates, passports, identification, etc.
  • Snow Leopard: One of many animals on Xantro I. The Temple uses them as a symbol.
  • The Temple: One of the Guilds of Xantro. Their fields include preservation of culture, healthcare and other things. Contrary to what the name might imply, The Temple is not affiliated to any specific religion, nor is any religious affiliation or theological stance required or prohibited for members.
  • House of Thera: A Noble House. Lord Ahramoz, current Imperator of Xantro, was born into this family.
  • Tonal: See Animal Spirit, above.
  • The University: One of the Guilds of Xantro. Their fields include science and technology.
  • Vardes: The orange star that Xantro I orbits.
  • Wadjet: A facial mark resembling a tribal tattoo, found on most Xantroans who've gone through the Rite of Illumination. They tend to glow when a Xantroan is using their Hekai (powers; see above), but may or may not be visible otherwise.
  • Warlocks: Nitari on ancient Xantro I who gained Hekai through the Crystal of Light. This term has since been superseded by Illuminated.
  • Xantro: The name of the civilization.
  • Xantro I: The Xantroan source world, and the seat of its government in Alarna. It revolves around Vardes, and has two moons, Autan and Hemas.
  • Xantro II: The first colony terraformed and settled by the Empire outside its source world.
  • Xantroans/Xantronians: Citizens of the Xantroan Empire. Nitari descent is not a requirement for the designation.
  • Yshari: A class of divinities as according to the Adirochan religions. In function, they resemble lesser gods, where in religious practice, they are more remniscient of Angels or Saints (as they are not meant to be directly addressed in prayer, but may be invoked or mentioned, and are assigned patronage of various locations, occupations, and other).
  • Zarrok: A world governed by the Empire. Its dominant native life form is a sentient, techno-organic humanoid race.
  • Zartaia: A predominantly Xantroan city on the planet Kronos. Named after the Azurian sky-spirit, Zartaion.

The Dawn of Sentience

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Orbiting the red star Vardes and surrounded by the two moons Autan and Hemas, an approximately Earth-sized planet began to develop organic life, relatively early compared to most known alien life-supporting planets. During the course of millions of years (by Earth's standard) life manifested as vegetation in countless forms, invertebrates as insectoid and arachnoid-like creatures, and finally...vertebrate life, splitting into countless species, some resembling terrestrial legends of dragons and other myths, while other assumed forms not very unlike those of Terran birds, reptilians and mammals.

At some point, the humanoid Nitari race appeared. According to some legends, they were not native to Xantro I, but emigrated from one of the many other worlds connected to the World Tree. One of the first Nitari named by Xantroan history was Jarad, who came into contact with a crystalline meteor, and as a consequence became possibly one of the first super-powered beings in universal history. He would ultimately pave the way for more of his kind, not only on Xantro I but on every planet that could support the lives of sentients.

Author's Note: The planet image was found at deviantART, made by hoevelkamp. The two pages in the intro are from Superman: Birthright #1.

The Great Cataclysm

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For the first 7000 years of Nitari civilication on Xantro I, the people prospered and evolved among themselves, but were divided by culture, science, and in some places, ethnicity. Most nations of ancient Xantro I would then turn to their Warlocks for defense. The Warlocks were people who had found the crystal meteor (the 'Crystal of Light') that in a way laid the base for their society, and also learned how to transfer its power onto themselves.

Over time, it was only natural, however unfortunate, that some would be naive enough to invent weapons more powerful than that of the Warlocks, without ever having been shown any signs that the people could handle that kind of power. The result of such weapons' existence combined with culture and interest clashes would naturally lead to a global cataclysm: an event that annihilated all life on the planetary surface, some 20 000 Terran years ago. Save for the city of Alarna, shielded by a new kind of force field technology, created from a fragment of the Crystal of Light.

Author's Note: The image is from Thor: Tales of Asgard and was drawn by Olivier Coipel.

The New Beginning

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Shocked into putting their differences aside, the Alarnians wrote a new constitution for their society, embracing peace and unity as their most sacred ideals. New kinds of technology coupled with new laws would lead to the existence of crime, diseases, poverty and starvation reduced to near non-existence. Terraforming the once war-torn world outside the city borders would be one of several steps into creating a near-Utopia.

Author's Note: Picture is from here.

The Empire

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Approximately 8 000 Earth years since the Great Cataclysm, the world of Xantro had developed into a stable society. However, not all were pleased with their supposedly 'perfect' environment.

Aware of the risk of overpopulation, the Nitari decided to go past the border of their homeworld, settling both lifeless and life-supporting planets in dozens of solar systems. Wherever they went, they imposed their own order on potential civilizations, often with minimal bloodshed whenever possible (as was their way), however, some would not accept the Empire's rule. The rogue worlds were more often than not abandoned, left to their own fate. And, a few of the settled worlds severed all ties from the Empire completely. On every settled world though, the Nitari had to adjust to the planetary conditions through genetic engineering; which gave birth to several new races.

 Storms of War!
Storms of War!

One of the most tragic breaches in the Xantroans' pacificist policy happened when the invading forces reached the Yegeto System, and the following war against Kronos. This occurred when Xantro attempted to conquer their world, some 6500 years ago. When the negotiations went downhill, a rogue Xantroan whose name was forever banished from history, would launch attacks on the Kronian home world. This lead to Kronos to attack the Xantro I system, causing massive devastation and tragic losses on both sides. Eventually, a peace was settled between both empires, although their conflict would leave massive scars on both civilizations. The leading circle of Xantro at this time attempted to silence all references to the war, however, and thus very few are aware of this event. At any rate however, a city predominantly populated by Xantroan Nitari has grown on Kronos: Zartaia.

In modern times, the Xantroan Empire has two teams made for protecting them, the Lightbringers, who act in public and represent many of the settled worlds, and the Darkdwellers, who are the black ops of the Empire.

Author's Note: Kronos is Kimiko Cronos's creation (this aspect of their history was written with permission from both authors). Scans/pictures were found in Superman Annual #14, and at deviantART.

Worlds of the Empire

The Empire of Xantro has settled 26 planets in total, but some were never under its rule (like Kronos) and others have been abandoned, and yet others have severed their ties from the Empire.

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Named worlds include, but are not limited to:

  • Xantro I (the source world of the Empire).
  • Xantro II.
  • New Alarna (in the Alpha Centauri system; Azataron Atarxia's home world).
  • Earth (not officially conquered, although a local base exists in the form of the 12 000 year old floating city of Heliopolis).
  • Iscara, world of the Ymirians (Vikings) and the Citadel (Crusaders).
  • Alvarys, world of brutes.
  • Evesor, world of mystics.
  • Dakral, world of shapeshifters.
  • Zarrok, home of a humanoid techno-organic race.
  • Sicar, desert world.

Named Xantroans

Named persons of relevance, with Nitari/Xantroan descent.

  • Jason Drake of New Alarna (Azataron Atarxia; left the Empire for Earth to escape the authorities).
  • Izaiah of Earth (Hadrian Atarxia/The Wanderer/Izaac Drake; born on Earth, son of Azataron).
  • Sylus Raahon.
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Xantroan settlers on Earth (in Heliopolis):

  • Atum (Ra): First King of Heliopolis, murdered by Apophis.
  • Saosis (Iusaaset): First Queen of Heliopolis, murdered by Apophis.
  • Shu: Son of Atum and Saosis, lord of the air.
  • Tephnut: Daughter of Atum and Saosis, lady of the rain.
  • Kebros (Geb/Nun): Lord of the earth and the sea. Adoptive father of Ahramoz, Osiris and Setekh.
  • Erneuth (Nut/Neith): Lady of the sky and the wilderness. Adoptive mother of Ahramoz, Osiris and Setekh.
  • Ahramoz (Amun Ra/Khnum/Sobek/Horus the Elder): Second King of Heliopolis, lord of the sun. Current Emperor of Xantro.
  • Itharis (Mut/Hathor/Sekhmet/Satis/Nekhbet): Second Queen of Heliopolis, lady of the sky. Current Empress of Xantro.
  • Osiris (Socharis/Ptah): Lord of life. Father of Horus and possibly Anubis.
  • Isis: Lady of magic. Mother of Horus.
  • Setekh (Seth): Lord of the desert. Father of Zehuti, Ophois, Ash and possibly Anubis. Conquered Heliopolis in ancient times, but was defeated by his nephew, Horus.
  • Nebetet (Nephthys): Lady of the darkness. Mother of Anubis and Ophois, former wife of Setekh.
  • Horus (Horus the Younger): Lord of light. Defeated his uncle, Setekh.
  • Bastet: Lady of fire. Daughter of Ahramoz and Itharis.
  • Zehuti (Thoth): Lord of time. Son of Setekh.
  • Anubis: Lord of burials. Son of Nebetet.
  • Ophois (Wepwawet): Lord of death. Son of Setekh and Nebetet.
  • Ash: Lord of oases. Son of Setekh and Nebetet.
  • Khonshu: Lord of the moon. Adopted son of Ahramoz and Itharis.
  • Mayet (Ma'at): Lady of order. Daughter of Ahramoz and Itharis.
  • Serqet: Lady of scorpions. Daughter of Ahramoz and Itharis. Gave up her life when purging the Earth from a plague.
  • Aton: Lord of conquest. Traitorous son of Ahramoz and Itharis. Conquered Egypt in ancient time when possessing Pharaoh Ikhnaton, was killed by Izaiah.
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Lightbringers, protectors of the Empire:

  • Magnos of New Alarna: Wielder of magnetism.
  • Empireth of Iscara: Psionic.
  • Tinia of Xantro II: Wielder of electricity.
  • Triune of New Alarna: Triplet hive-mind with the ability to merge.
  • Starhawk of Xantro I: Armored energy wielder.
  • Eidolon of New Alarna: Intangible form.
  • Mordecai of Zarrok: Technopath, unparalleled intellect.
  • Amethyst Archer of New Alarna: Size shifter, weapons master.
  • Giant of Xantro I: Size shifter.
  • Neith of Earth: Magical powerhouse.
  • Pathfinder of New Alarna: Winged tracker.
  • Shamash of Xantro I: Fire wielder.
  • Lightyear of Earth: Speedster.
  • Vydar Khanda of Xantro I: Green Lantern.
  • Morgaine X of Evesor: Illusionist.
  • Abdiel of Xantro I: Martial arts and weapons master.
  • Imitator of Dakral: Shapeshifter.
  • Chrysos of Earth: Golden/ferrous form, limited shapeshifter.
  • Nephthys of Sicar: Shadow wielder.
  • Invision of Xantro I: Invisible form.
  • Ixion of Xantro II: Energy absorber.
  • Equinox of Earth: Gravity manipulator.
  • Visionary of Evesor: Precognitive, time sensor.
  • Yoseph of Iscara: Flying powerhouse.
  • Conall of Xantro II: Lycanthrope.
  • Keyb of Alvarys: Berserker strength.
  • Yarikh of Evesor: Alchemist/transmuter.

Author's Note: Pictures are from Batman: Book of the Dead, as drawn by Barry Kitson, and from deviantART.

Xantroan Science

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There are few areas of science that haven't been explored and conquered by the Xantroans. Their technology has been compacted to the level when visible devices are often only for appearance, while design and art can be a higher priority than practicality. Currently, typical technological constructs will be crystal-based, with an absurd capacity for memory storage and programming. Most constructs will also have several back-up systems, should the main power source fail.

Examples of Xantroan areas of science/technology:

  • Teleportation, manifesting as aquatic, rectangular portals. Failsafe mechanisms will only allow portals to open to moderately safe locations. The ideal destination should normally have been explored before teleporting there, but considering teleportation are the only remotely plausible means of traveling beyond their own solar systems, they can pinpoint locations by mapping gravitational traces from said destination.
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    Non-physical time travel has been developed, but require certain permissions to use. Physical time travel is strictly prohibited (and needless to say, disabled; it was also not until recent time that this kind of time travel was known by the public to exist). However, regardless of the Xantroans' ability to teleport, their buildings still have doors (or gates). While some prefer teleportation to get around, some use air-crafts or bridges. It's a general rule for Xantroan architecture, that any structure is to be within reach by whatever means of travel the subject desires.
  • Gravity manipulation. Just as easy as air-crafts within Xantro I's atmosphere can be adjusted to minimal gravity, artificial gravity can be generated inside constructs such as spacecrafts. On the downside however, the inside of an aircraft (during use, anyway) is inaccessible by gravity-based teleportation (due to gravitational maps giving faulty images when anti-gravity is in use).
  • Hologram-based computing, as opposed to hardware-based. The data is collected in crystals.
  • Transmutation of elements and molecular structures, a fail-safe keeps this from being misused. Doubt any further explanation is needed.

To wield conventional Xantroan technology in any form, one needs to know at least one dialect of Xantronese, as it is the only group of languages it will accept input in. Beside that, it's nigh-impossible to corrupt or reprogram Xantroan tech, unless it is brought outside the Empire's space.

Author's Note: Scans used in this section were found in Superman: Last Son of Earth #1 and Superman: New Krypton Special #1.

Nitari Biology

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Some common facts/stats about the Nitari.

  • Body type: Humanoid (to the naked eye, virtually indistinguishable from Earth's humans).
  • Skin tone: Varies, mostly 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: A common occurrence is that a cryptic marking around the eye tend to appear on 'Illuminated' Nitari some time after their Rite of Illumination. Normally this marking remains subtle, but may shine brightly during use of their 'Hekai' (powers) or in the presence of powerful energy sources. This marking or phenomena is called 'Wadjet' in Xantronese. Likewise, a Nitari's eyes tend to glow during use of powers.
    One might note that due to advances in Xantroan science, Nitari can have one's genetic/biological make-up altered (although it requires legal permission to do so) to change one's natural skin tone, hair or eye color, or to similarly acquire tattoos. Xantroans with the power to alter biological matter might even do this for a living.

Author's Note: Scan to the right is from Spawn #158.

Powers & Adaptations

Inherent Powers

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  • Night Vision: Ability to see infrared and ultraviolet rays (mainly to compensate for the relative darkness in an orange solar system). This is mostly limited to inhabitants of Xantro I.
  • Regeneration/Personas: Faced with a formerly unknown/dangerous situation, Nitari can adapt by having their genetics and biological make-up shift to make way for changes. An example of such an adaptation would be if a Nitari moved to a yellow solar system, where the light is brighter. Their eyes would adjust to appropriate levels, completing the adaptation in approximately six months (Earth time) provided they aren't injured during this time.
    More drastically, if a Nitari is brutally injured, they can 'regenerate' into a new 'persona' by absorbing energies nearby and going into a death-like coma, where their Ka (life force) doesn't leave their body but yet cannot be detected by conventional outside sources. Within days or hours (depending on the situation), the energies gathered up will have reached its culmination by forcing a very sudden change in genetics and biological make-up, without damaging the brain, though some memories may be distorted or repressed. Thus, they will be entirely healed, and be somewhat more immune to both whatever injured him/her, and their current environment. A common side effect is a slight change in appearance although they are usually still recognizable both in appearance and manners. 'Illuminated' Nitari may also have their Hekai (powers) and preferred Animal Spirit form altered.
    No Caption Provided
    Particularly powerful Nitari can develop the ability to shift at will between various personas they've previously gone through. This is typically exhausting however.
  • 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 Illuminateds able to instinctively sense the presence of other Illuminateds.

Illumination

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The following 'powers' apply only to 'Illuminateds', that is, persons (Nitari or otherwise) who have passed the Rite of Illumination.

  • Animal Spirit: Illuminateds typically manifest their subconscious minds (in Xantroan culture, commonly referred to as 'Ba' or 'Tonal', and may often represent their concepts of personality or soul) into a visible, semi-corporeal shape outside the body, in the form of an animal. One's animal spirit is usually perpetually visible until one's next regeneration (see above, under 'Inherent Powers') or approximately four Terran years. Even after that, a Xantroan may manifest their animal spirit at will.
    The preferred animal spirit 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 animal spirit form will often assume the shape of the animal your culture associates with your personality. If a certain Illuminated is cold and calculating, and their culture associates those traits with snakes, that Illuminated's animal spirit may assume the form of a snake. If their culture instead associates those traits with wolves, the animal spirit may instead assume a wolf's form.
    An animal spirit is typically easy to distinguish from a physical animal, by virtue of animal spirits often having a glowing aura, and not being bound by gravity.
  • Hekai: Another effect of the Rite of Illumination is that the Xantroan will gain one or a number of powers, called 'Hekai'. These powers and abilities may vary, but the general rule is: if there is any non-cosmic being in the universe who can accomplish a certain effect, there is a chance that a Xantroan may end up with this ability. Common Hekai center around the psionic manipulation of elements like light, water, earth, fire, magnetism, etc.
    Few Hekai directly alter the appearance of a person; Illuminateds, when not actively manifesting their Hekai or Animal Spirits, tend to be indistinguishable from those who do not share their power.

Side notes:

  • The Regeneration mentioned above is different from the concept of Reincarnation, the latter being the process of dying permanently and being reborn into a new lifecycle altogether (with different biological relatives and all; and having to grow up from birth again). Regeneration, on the other hand, is simply a spontaneous healing of one's injuries, with the side effect of developing a new persona. An individual's different personas are still part of the same lifecycle, whereas reincarnations are not.
  • Despite some differences between the Nitari and Earth's humans, they're very much genetically compatible, capable to have fertile children.

Author's Note: Pictures are from Action Comics #813 and Supergirl and the Legion of Super-Heroes #24.

Xantroan Society

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The Empire is ruled, predictably enough, by an Imperial Monarch at the top. (Occasionally, the monarch may choose one or several co-regents, each with equal power then.) Below the Monarch, there are several subsets of councils. The sum of the first council below the monarch is more powerful than the monarch, the sum of the second council more powerful than the sum of the first, etc etc.

The councils below the Imperial Monarch consist of several representatives of all guilds, and each council has an elected president (the closest approximation to its Xantroan equivalent) or spokesman.

The society of the empire is split into several different classes ("guilds"), each officially considered equal to one another, although some individuals tend to look down on people from the other guilds (even though this is a form of classism and typically frowned upon). Marriage or procreation between guilds is possible, although it is discouraged by some. While the guilds serve more as guide lines and suggestions regarding an individual's area of work than as a strict rule, it is at times viewn as an unbreachable system, even though that was not originally the intent of it.

Children can choose whatever guild they want, at age 15, and it is quite common for them to choose the same guilds as their parents (or in the case of inter-guild marriage/procreation, the parent of the same gender). Passage into adulthood happens later, around their relative age of 22, although this is considered to be of lesser importance than a successful Rite of Illumination.

Every citizen in the Empire is given a 'Sigil Ring' some time prior to 15 years of age, which fills multiple functions, such as personal seals/symbols, birth certificates, passports, identification. Every Sigil Ring also contains a fragment of the Crystal of Light, which can only be unlocked by a very specific frequency of tachyonic signals, and is typically only unlocked during the Rite of Illumination.

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The Rite of Illumination is an exceptionally important event for some Xantroans. The original version of this rite was once limited to those with the privilege of being Warlocks, however, after the Great Cataclysm, anyone had the ability to apply for it. Successfully passing the Rite will often warrant a celebration, although that is completely voluntary. In the first stage of the Rite, the subject will be judged on their actions and/or in-actions in their life so far, and will be tested in a few different ways. It is possible to fail this, and that will lead to not being allowed to pass onto next level (the test can be taken at later times, though). If passed, blood will be drawn from the subject's palm of their hand, and exposed to a fragment of the Crystal of Light (traditionally the same fragment kept in their Sigil Ring). Such contact is, for most, incredibly painful, and will with no exceptions trigger a light regeneration (for those who aren't of Nitari descent, the process involves artificial means to achieve the same effects, otherwise they might die). During the process of said regeneration, the subject will for a moment be connected to the collective life in the local solar system, and be confronted by a separate manifestation of their own subconscious mind (Ba). When returned to reality, the subject will have been given great powers ('Hekai'), and their Ba will have been given a semi-solid form as an ever-changing animal spirit.

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If an Illuminated violates certain laws, they can be found unworthy of the powers they've been given. In such occasions, the subject can have their Hekai supressed, although said process requires the cooperation of the subject (if no cooperation is given, they risk the Duat penalty). In either case, if they cooperate, they're given the chance to have their powers given back if judged worthy once again.

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Names are given in largely the same manner as in Earth's western societies, where the last name represents a family line, and the first name is the one given to you by your parents. A difference is that marriage rarely leads to a changing of names on either side, and daughters will normally inherit their mothers' name while sons will inherit their fathers'. High-class politicians, generals, and people with other highly respected titles are rarely referred to by their surname, most often their title, given name (or a pseudonym), and a number ("General Rokzard III", or "President Lerandia X" for example). It is also common for people to adopt names on their own once they're mature enough, for any reason they wish.

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There are multiple religions within the Empire. On worlds with a predominant Nitari population, there are two major polytheistic religious categories, and one major monotheistic one. One pantheon (the Azurian Spirits) resembles Earth's Olympian Gods, the other is virtually identical to (and may be the same as) Earth's Aztec/Mesoamerican Gods. Adirochanism is traditionally monetheistic, its God being Adiroch. Adirochanism also recognizes the Yshari, lesser divine beings.

Where crime in the Empire is concerned, only a minuscule bit of them are ever left unsolved. There are different kinds of punishments/counter-measures, but the most common ones are: house arrest, revocation of Hekai, recruitment into The Fortress (see "The Guilds", below), or banishment into Duat - a dark realm devoid of natural life (this is only used on the absolute worst criminals, those who can't be otherwise controlled or monitored). In rare cases of uncommon occurrences, death penalty can be invoked.

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All non-Nitari individuals within the Empire's borders (i.e. the inhabitants on conquered worlds) are free to embrace Xantroan culture, including joining a guild, applying for the Rite of Illumination, use their technology, etc. Although many on the conquered worlds choose to follow the traditions of their own races, as far it is possible under the Xantroan rule. Unfortunately, while discrimination between Nitari and "other-worlders" is officially outlawed, it is a severe problem on worlds conquered by the Empire.

The Guilds

The Guilds of Xantro are split up in a few main branches, however their names cannot be translated into proper English. The closest translations would be The Temple (historians, monks, etc), The Fortress (the military, law enforcement), The Observatory (artists, philosophers, actors, etc), and The University (scientists, archaeologists, astronauts, etc). There are sub-branches of each guild, but it would take an eternity listing all of them.

Each guild have their own symbols and conventional dress codes, as well as their own manners.

  • The Temple: Their dress code normally includes black, form-fitting clothes covering most of their bodies, and a mono-colored robe over it, decorated by cryptic patterns. Additionally, the women normally wear some form of metallic headgear.
    They are dedicated mostly to preservation in all forms in the Empire, which includes culture, religion, but also physical things like the eco-systems and animal life. They are also responsible for agriculture (although that is mostly handled by robots, they still need surveillance), and to make sure each citizen has sufficient resources in terms of food, technology and a place to live.
    The most mysterious of these people are the bishops (who might even count as a sub-branch), who dress more in more colorful robes and hoods (often in red, blue and purple) and wear glowing masks over their faces. Some classes of bishops rarely ever 'speak' openly. The presence of a bishop (or anyone who has held that title previously without having been excommunicated or dishonorably discharged) is required in any Xantroan's Rite of Illumination.
    The Temple are represented by the snow leopard, and their crest is composed of the two moons of Xantro, Autan and Hemas.

  • The Fortress: The people of the Fortress are viewn as the 'black ops' of society, the ones to do what no one else wants to, as war or violence is heavily frowned upon. In either case, these people are the ones leading the Empire beyond their borders, constantly seeking out new worlds to conquer. They are also the agents of law enforcement on settled worlds, responsible for apprehending suspected criminals and acting as guardians of...things that need guarding.
    Ironically enough, many 'regressors' (people with violent, 'regressive' behavior) and even criminals are recruited into the Fortress; either as punishment or rehabilitation.
    The branch that works mainly with law enforcement and guarding, normally dress in gray, with crystal spears and platinum helmets. In extreme contrast, the ships of the invading forces are themed on the Xantroan Warhawks. The invaders' personal armors are often themed on their own animal spirits (often in golden colors), however, the Warhawk theme is extremely common due to the kind of personalities that sufficient invasions would require.
    The Fortress are represented by the blazing warhawks, and its crest consists of a helmet crossed with a spear.

  • The Observatory: In Xantroan culture, observatories are more associated with art and the wonders of nature than scientific research. This guild is composed by a wide range of specialties, in particular: musicians, actors, artists, architects, designers, programmers and lots more. Their responsibilities (if you can call it that) covers mostly everything between public entertainment and architectural design. Their dress code is the most varied in Xantroan society, although headbands and bright colors are common.
    The crest of the Observatory is a six-pointed snow flake, and they are represented by the indigo butterfly.

  • The University: These are the ones responsible for Xantroan technology and scientific knowledge. Their clothes, while somewhat varied, are often themed in white and blue, at times black. Like the Observatory, this guild has lots of specialties, including, but not limited to: archaeology, meteorology, genetics, and astronomy. Naturally, the University is also the ones responsible for finding worlds suitable for conquest or environments that are compatible with Xantroan customs. The people of the University are often sterotyped as emotionally cold or distant, although that is hardly true. At most, they merely exercise strict self control, letting logic dictate their choices and manners more than emotion.
    The crest of the University is a simple model of a solar system, with a star in the middle and planets surrounding it. They are represented by the sapphire whales in the seas of Xantro.

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