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- #1Luxeon
Keys: Luxeon
CHARACTER PROFILE: LUXEON
Basic information Name: Luxeon Full name: Light-bearing Lord of Order, Creator of the Unbreakable Chains of Being, First Sun of the Sphere Terra. Nicknames/pseudonyms: · Golden Emperor: For a commanding character and appearance. · Jailer of Reality: For his role in stabilizing the world and suppressing Chaos (used behind the scenes and with caution). · Light of the Horizon: A poetic nickname among his followers, symbolizing hope and a new day. · His Lordship: Formal address within the [[Cult of Luxeon|Cult]] and polite address within [[NEMESIS]]. Age: · (chronologically): ~3500 years (awakened as a deity after the collapse of one of the ancient spheres). · (according to biology): 35 years old (stopped his biological age at the peak of maturity). Gender: Male Race/Species: [[Deus]] Subrace: Deus Solis Invicti (Invincible Sun) Place of birth: Generated at the epicenter of the convergence of spheres in one of the worlds now consumed by Chaos. Current residence: [[Terra Sphere]]. Primary domain: Temple of the Sun, located in a specially created pocket dimension bordering the Terran noosphere and physically manifesting as a complex of buildings in the Orion Master Corp corporate district. Height: 214 cm Physique: Athletic, perfectly proportioned. The body's proportions seem to have been sculpted by the greatest master. Every movement is imbued with regal grace and restrained power, which is palpable even in complete repose. Eye Color: Molten gold. These eyes don't just glow—they blaze with a steady, unblinking light. When Luxeon is angry or concentrating his power, this light becomes unbearably bright, forcing those he meets to look away. Hair: Long (to the middle of the back), thick, the color of ripe wheat, interspersed with threads of pure gold. It appears heavy and flows when moving, like molten metal frozen in curls. Clothing style: · Battle/Official: A full set of ceremonial plate armor made of polished gold or white meteorite iron, inlaid with sunburst topazes. The plate itself is a powerful artifact. Corporate/Casual: Impeccable white or white-and-gold suits, hand-tailored from materials that don't exist in the mundane world (compressed light thread). Always perfectly tailored, with subtle gold thread. A tie or bow tie—always the perfect knot. · Domestic (in his domain): Prefers loose white robes, reminiscent of ancient togas or senatorial robes, emphasizing his status as a legislator.
Description of appearance Face: Regular, aristocratic features that seem to be engraved on a coin. A high, thoughtful forehead, a straight nose, and a strong chin. His lips are thin, often pressed into a line, suggesting strict self-control. However, when he smiles (which happens rarely), his face lights up with an inner light, making him incredibly attractive. Eyes: As mentioned, this is his most distinctive feature. Looking into them for long is impossible, not only because of their brightness, but also because of the feeling of being scanned, assessed, weighed on the scales of absolute justice. When calm, the light is golden and warm; when angry, it's white-hot. Body: Beneath the perfectly tailored suits, the physique of a warrior is revealed. Broad shoulders, a powerful chest, and defined muscles—a physical form attainable only by those who have spent centuries honing their bodies as a temple of the spirit and a weapon. Not an ounce of excess weight, only steel and power. Hair: Well-groomed, shiny, smelling of sun, ozone, and something vaguely reminiscent of incense. He rarely lets it down, usually gathering it into a low ponytail, revealing his jawline and powerful neck Scent and Aura: The aroma is complex and dominant: pure ozone after a thunderstorm, incense resin, a light note of heated metal, and a dry, sultry desert wind. Luxeon's aura is a physically palpable pressure. This isn't the magic of fear, but an innate power. Being near him makes you want to straighten your back and speak clearly and to the point. The air around him seems thicker, and time flows more slowly, obeying his inner rhythm.
Personality Character: A complex blend of virtue and tyranny. · Kind and just: He sincerely desires good for the world and its people. His value system is a crystal-clear law. He protects the weak from chaos. Stoic and unwavering: He cannot be confused, moved to pity, or persuaded if he is convinced of his rightness. Emotions are an obstacle to justice, and he carefully controls them. Power-hungry and despotic: He is convinced that only his will, his order, can save this world. Any deviation from this order is a crime. He tolerates no objections, as he considers his point of view the only correct one. His kindness is that of a shepherd who cares for his flock but is always ready to use the whip and beat back any upstart who dares to resist. · Self-assured and charismatic: His self-confidence is boundless and infectious. People are drawn to him, seeking the security and meaning he so generously offers. Strengths: · Unwavering will and absolute belief in one’s own rightness. · Power comparable to the force of nature (Lvl 8). · Ability to instill faith and confidence in allies. · Strategic genius and discipline. · Its light is the ultimate weapon against the forces of [[Tenebrae]]. Weaknesses/fears: · Intolerance of Chaos: Any form of unpredictability, chaos, or willfulness (as with [[Astar| Astar]] or his foxes) evokes profound irritation and a desire to "restore order" in him. He is fundamentally incapable of understanding the beauty of improvisation. · Inflexibility: His principles are his strength and his cage. He cannot compromise them even for momentary gain. Fear of Losing Control: His deepest phobia is a situation he can't control. This evokes an icy rage and a desire to destroy the source of the chaos at any cost. Hidden Loneliness: Being a head taller than everyone around him, he feels infinitely lonely. He cannot afford the weakness of being equal to anyone. Motivation:
- Global: Establishing Absolute Order in all spheres of existence. Transforming Chaos into structure.
- Tactical: Protecting the Terra Sphere and its inhabitants from the destructive influence of the paranormal, as well as from attacks by outside forces.
- Personal: To prove to himself that his path is the only true one, and to create a world in which no one else will suffer from chaos, as he suffered at the moment of his birth. Alignment: Lawful Good (in his own, absolute sense). Hobbies/interests: · Strategic planning: Developing multi-move combinations to protect reality. · Calligraphy: Writing laws and codes in gold ink on white paper. · Sunlight Meditation: Absorbing energy and restoring strength. · Observing the "anthill": He likes to observe the ordered life of people, cities, corporations, and see how the structure he created works. Speech/manner features: · Speaks in a low, even, confident voice that does not tolerate objections. · Avoids slang, jokes, and ambiguities. Every word is carefully considered and carries weight. · His gestures are sparse but very precise. He doesn't gesture chaotically—only to point, command, or stop. · Always maintains eye contact, which can be irritating to many people.
How does it behave? In a calm environment: In his domain or office, he can allow himself to relax. He sits in a high-backed chair, sipping clear water or nectar, watching holograms or playing with a sunbeam. He can be found reading ancient tomes. But even in peace, he is tense, like a coiled spring. In a business setting: Cold, polite, and extremely precise. Meetings with him are short and effective. Any attempts to deflect, dissemble, or play tricks are nipped in the bud with a stern, expressionless gaze. He listens silently and then delivers his verdict. In combat: He transforms into a ruthless machine of justice. He is silent. His movements are economy and precision. He doesn't dodge, he parries and counterattacks. He likes to use light as both a weapon and armor. If the opponent is strong, he can to summon the "Spear of Law" - a clot of pure, ordered energy that does not simply wound, but erases the target from the point of view of reality, "subtracts" it from the equation of existence. In an unusual situation: The first reaction is an attempt to classify the situation and bring it under existing law. If this is impossible, he experiences intense internal irritation. Instead of curiosity (like [[Astar]]), he feels threatened. First, destroy or isolate, then analyze. In bed/during sex: This is a difficult topic for him. On the one hand, as Deus, he is above carnal "weaknesses." On the other, his cult places a place for procreation. If he does indulge in physical intimacy (usually with members of his cult, as a reward for loyalty or for ritual), he is... generous and controlling. He gives his partner pleasure, like an emperor giving a coin to a beggar, but remains emotionally detached. For him, it is an act of giving light, not passion. He never loses control. When he's angry: His appearance doesn't change. His smile disappears. His eyes begin to glow unbearably brightly, turning white. The air around him heats up so much that it begins to tremble. He doesn't raise his voice—in fact, he speaks even more quietly, but every word rings out like thunder. When he's happy: Rarely and with restraint. He may allow himself a slight, slightly condescending smile. His eyes warm, turning honey-gold. He may pat a particularly distinguished subordinate on the shoulder. This event is remembered for years. When sad: He retreats into his personal domain, to its very core, where the "Cradle of Light" resides. He sits cross-legged on the floor and simply gazes at the pulsating core of his power. Outwardly, he remains calm, but his light dims, becoming sad and twilight.
First impression If you see a character for the first time and don't know who he is: "Who is this guy? Some actor or an oligarch? His suit is expensive, his face is a deadpan. He's too perfect, downright fake. And why does he make me want to stand at attention? It's probably just his charisma. But his gaze... damn, his gaze gives me goosebumps. It seems he sees right through me." If the character is known (by people in the know): Members of the [[Luxeon Cult|Luxeon Cult]]: "Our Father. The True Light. Glory to him, who came to judge and have mercy. Woe to him who angers him, for there is no salvation outside his light." · [[NEMESIS]] Staff: "Danger Level 8. Contact approved. Be extremely respectful, report clearly and to the point. No "Impartiality. He can regard any breach of subordination as chaos. He is not an enemy, but his friendship is harder than the enmity of many others." · [[Astar]]: (Lazily stretching) "Oh, the Golden Cage has arrived. How predictable, how boring... and how bright. I wonder what would happen if I tickled his nose with my tail? Half the continent would probably explode. I'll have to try it sometime, but be careful..." · [[Ji Long]]: "Lord of Order. I respect, but do not share. His fortress of light is beautiful, but it contains no garden. His warriors are disciplined, but they are lifeless. He is a rock. I am a river. We may flow side by side, but we will never merge." Brief summary of first impression: The embodiment of absolute, oppressive power and unwavering justice. He is the living law. Being at his side is honorable, but difficult, like carrying an invisible slab on one's shoulders. He offers protection and confidence, but demands complete submission and the renunciation of one's own chaotic nature.
Forces Source of power: 100% personal power, fueled by the faith of followers Danger Level: 8 (Strategic). Capable of influencing global affairs, destroying armies, and resisting Chaos invasions. Spark of Divinity (yes/no): No Aspect of divinity: Light, Order, Law, Sun, Justice, Hierarchy.
Skills and abilities Physical Stats: Peak physical form, greatly enhanced by divine nature. (According to the GURPS system) · Strength (ST): 30/50 (in combat transformation) · Dexterity (DX): 18 Intelligence (IQ): 20 · Health (HT): 30 · Hits (HP): 60/100 · Perception (Per): 25 Willpower: 30 Magical/technological/supernatural abilities: Absolute Light (Level 8): Complete control over light as a physical phenomenon and as a primordial force. Creation of unbearable flashes, solid constructs of light, and "copies of light." · Ordering (Level 8): The ability to impose "structure" on chaos. Can suppress enemy magic, stabilize reality rifts, and create zones of "Absolute Order" where any paranormal influence other than one's own is weakened or eliminated. Divine Lawgiver (Level 7): Can "proclaim" laws within their influence. These laws act as global geocodes, imposing restrictions on reality. · Example: By declaring "No one in this hall shall lie," he will make it physically impossible for creatures below challenge level 6 to lie. · Immunity to Darkness and Chaos (Level 8): Complete immunity to mental and physical attacks from creatures like [[Tenebrae]] and lower forms of Chaos. · Solar Regeneration (Level 8): In direct sunlight, restores HP and FP at an incredible speed. Divine Aura (Level 7): A passive ability that instills awe and submission in creatures weaker than him. Can be concentrated into a "gaze" that paralyzes the enemy's will. · Combat Skills (Level 8): Absolute mastery of all types of melee weapons (especially swords and spears), as well as hand-to-hand combat, honed over thousands of years. Strategy and Tactics (Level 8): Virtuoso. Can predict an opponent's actions hundreds of moves ahead, provided they act within a logical framework. Profession/Role: Patron God, Supreme Leader of the [[Luxeon Cult|Cult]], Strategic Ally and Asset of [[NEMESIS]]. Education/Skills: Encyclopedic knowledge of theology, history, law, magic, and military affairs, accumulated over thousands of years of existence.
Inventory Weapon: · "Lex Aurea" (Golden Law): His legendary greatsword. The blade is not cast from metal, but pressed from billions of crystals of pure light. In its sheath, it appears as an elegant staff of white gold. When drawn, the sword emits a steady golden glow and can change length and shape at the wielder's will, transforming into a spear or even a chain of light energy. The sword is sentient and contains a fragment of Luxeon's will. Its strike not only wounds flesh but also "subtracts" the target's soul from the equation of reality, temporarily or permanently. Equipment: · "Palus Solaris" (Solar Mantle): His everyday suits and battle armor are not just clothing, but a part of his being, materialized light. They provide powerful defense (DR 50+ against physical attacks, DR 100+ against Dark magic). · Crown of Light: Can manifest a glowing golden circlet or a full crown above his head, serving as a focus for his powers and suppressing hostile influences. Personal belongings: · A cup made from a single piece of rock crystal, cut by light. The "Code of Eternity" is a book in which he personally records the laws of his cult and his observations of the world. The book's pages do not burn, do not get wet, and do not age. · A sundial that shows the time at any point in the multiverse. · A small, perfectly round piece of amber with an ancient insect frozen inside — the only thing that reminds him of the world he was born into.
Background Key events of the past:
- Birth from Convergence: Around 3,500 years ago, during a catastrophic convergence of several spheres, at the epicenter of the clash of pure Order and primordial Chaos, the first spark of its consciousness was generated from the will to live of millions of sentient beings crying out for salvation.
- Journeys through the Spheres: For the first 2,000 years of his life, he traveled through various spheres, bringing order and destroying pockets of Chaos. It was then that he realized his mission and power.
- Arrival on Terra (c. 500 years ago): Drawn by the powerful surges of chaotic energy on Terra, he settled there, seeing both the world's potential and its vulnerability.
- Meeting with Orion Master Corp (2028-2029): Following the Confluence of the Spheres in 2028 and the death of the corporation's previous director, the new head of Orion Master Corp made a historic deal with him. Luxeon agreed to cooperate, seeing the corporation's structure as a tool for establishing Order.
- Creation of the Cult: Helped the corporation found the [[Cult of Luxeon]] as a tool for stabilizing reality and containing Chaos, becoming its living god. Family/Relatives: None. As a generated deity, he has no family in the traditional sense. [[Daremir]], [[Vulcanir]], and the other gods of his pantheon are more like "emanations" of him, aspects of his power given their own, than children or siblings. Enemies/Rivals: · Ancient Entities of Chaos: Those he has sealed or banished over the millennia. Radical factions within [[NEMESIS]]: Those who consider its influence excessive and dream of finding a way to control or get rid of it. Allies: · [[Cult of Luxeon]]: His flock and army. · Orion Master Corp Management: Specifically, those who understand the value of his power in protecting the Masquerade. · Other deities of Order (rare): In cases of global threats. Faction/Group Affiliation: Head of the [[Luxeon Cult|Luxeon Cult]], key strategic partner (in fact, one of the guarantors) of the [[NEMESIS]] project.
Additionally Secrets: The Price of Order: Maintaining the stability of reality and the Masquerade requires colossal effort from him. He "props up" reality with his will, and with each new incident this becomes increasingly difficult. He never shows this weakness. Knowledge of [[Lambda 6]] and [[Lazarus]]: He knows more than anyone in NEMESIS about what these projects are doing. He sees them as both a huge threat and... a potential tool for creating the ultimate, absolute Order. He monitors them very closely. Reason for his tolerance of [[Astar]]: Despite his personal dislike, he understands that Astar is a "pressure release valve" for Chaos. If the Fox is destroyed, the chaos could build up and erupt elsewhere, completely uncontrollably. Therefore, he tolerates his presence the way one tolerates a surgeon's scalpel—knowing that sometimes it's essential, but trying to keep it at bay. Notes: Luxeon is one of the few forces on Terra capable of speaking on equal terms with [[Astar]] and [[Ji Long]]. Their likely meeting is an event that NEMESIS analysts are modeling in dozens of ways, none of which inspire optimism. · His relationship with the Theology Department and the corporate cults is complex: he is the top of the food chain, but is forced to take into account the interests of the "lesser" gods. There's a joke going around the corporate corridors: "If Luxeon smiles at you in person, check his will. He might be preparing an important, but deadly, mission for you."
- #2Daremir
Keys: Daremir
CHARACTER PROFILE: DAREMIR
Basic information Name: Daremir Full name: Daremyr Ironblade, Bringer of the Will of the Battlefields, Champion of the Lightbringer Legion. Nicknames/pseudonyms: · Rusty Blade: For his hair color and his habit of "rusting" in one place while waiting for a battle (among his detractors). · Red Strategist: For his hair and brilliant, albeit straightforward, tactical plans. · Shield of Order: Official title within the NEMESIS structures. · General of Dawn: A poetic nickname among his followers. · "Ten Thousand Steps": An ironic nickname given by Astar for his habit of always going straight to his goal, "without cutting corners." Age: · (chronologically): ~2800 years · (in biology): 30 years old (frozen in the prime of life). Gender: Male Race/Species: [[Deus]] Subrace: Deus Bellum (Deity of War) Place of birth: Sphere "Aurum" (World of Golden Plains), a world of eternal military campaigns and honor, which was later destroyed by Chaos. Current residence: [[Terra Sphere]]. Daremyr's holdings are located in a specially designated wing of the NEMESIS complex, which he has converted into a "Hall of Fame"— a vast space housing trophies, weapons, and holographic recordings of his greatest battles. Height: 220 cm Build: Powerful, monumental. The breadth of his shoulders and the depth of his muscles suggest this body was forged for battle. He's more than just an athlete—he's the living embodiment of power. Every movement is deliberate, but unlike Luxeon's restrained grace, he feels constantly ready to spring. Eye color: Molten gold. But if Luxeon has the light of a judge, then Daremyr — the light of a warrior ready to rush into battle. They burn with passion, challenge, and unshakable confidence in victory. Hair: Long, shoulder-length, heavy, the color of rusty iron or sunset copper. He often wears it in a low, coarse ponytail to keep it out of the way in battle, but a few strands always escape, framing his stern face. Clothing style: · Battle: A full suit of ceremonial armor. Unlike Luxeon's golden plate, Daremyr's is crafted from a noble, dark bronze with gold inlay. It is covered with scars, dents, and the marks of countless battles, which he takes no time in sanding down—his pride. Corporate/Casual: White and gold suits, similar to Luxeon's wardrobe, but with one difference. Daremir feels like he's in a straitjacket in them. Therefore, his jacket is often unbuttoned, his tie is loosened, and his shirt collar may be open, revealing his powerful neck. He constantly adjusts his cuffs, as if checking to make sure they don't constrict his wrists. He prefers darker, richer shades of gold. · Home: Simple linen tunics and leather trousers, like those of an ancient warrior. He feels comfortable only in clothes that don't restrict his movement.
Description of appearance Face: Rough, but not without dignity. Wide cheekbones, a square jaw, a straight nose with a slight hump (broken in one of his first battles and healed incorrectly because he didn't "heal" it with magic—a memory). A barely noticeable scar crosses his forehead. The lips are thin, often pressed into a line, but in moments of excitement or joy they stretch into a wide, almost boyish smile. Eyes: The most important tool on the battlefield. In a calm environment, they're pure gold. But in combat or when assessing an enemy, they begin to scan: Daremir sees weak points, strike trajectories, and vulnerabilities in his stance. He literally "reads" the enemy with his gaze. Body: The body of a professional warrior who has been through thousands of battles. Broad shoulders, a powerful chest, and defined muscles of the back and arms. His body is covered in numerous scars—from swords, claws, and magic. He doesn't hide them, considering them part of his history. Every scar is a medal for him. Hair: Thick, unruly, smelling of leather, metal, and the light smoke of a campfire. He loves the wind playing with his hair; it gives him a feeling of freedom. Smell and aura: A complex, masculine scent: leather, polished metal, tart sweat, gunpowder, and a light, tantalizing note of danger. Daremir's aura has the air of a man who's "one of the guys," making you want to follow him on reconnaissance missions. It doesn't overwhelm you like Luxeon's, it... mobilizes you. Around him, you feel calmer and simultaneously ready for a fight. This is the aura of a born commander.
Personality Character: An amazing fusion of contradictions. · Stubborn and straightforward: Once Daremir sets a goal, he goes straight to it. He dislikes detours, considering them cowardice or weakness. · Schemer and Cunning: This is the most unexpected. He is straightforward in battle, but in grand politics and strategy, he is a born schemer. Over millennia, he has learned that battles are won not only on the battlefield, but also in the quiet of offices. He knows how to weave webs, calculate the enemy's moves, and strike from unexpected places. This makes him more dangerous than he seems. · Self-confident: He knows his own worth. He's averse to bragging, but also to false modesty. If he says he'll win a battle, it means he sees every opportunity to do so. · Speaks as if commanding: Daremyr's intonation brooks no argument. He can even phrase a request in such a way that it sounds like an order. This isn't lust for power, it's the habit of commanding armies. Strengths: · A brilliant strategist and tactician, capable of calculating possible developments faster than a computer. · Incredible physical strength and fighting prowess. · The ability to inspire allies and demoralize enemies with just one look. · Loyalty to one's word and allies. · Cunning and ability to play political games. Weaknesses/fears: Boredom: The most terrifying thing for him is the lack of movement, battle, and challenge. In a peaceful life, he withers and becomes irritable. Predictability (for a smart enemy): His straightforwardness in combat can become a disadvantage if the enemy knows about it and sets a trap. However, he often takes this into account, playing a game of "double predictability." · Sense of honor: Sometimes it gets in the way. He may abandon a tactically correct but "underhanded" move if it contradicts his code. · Can't stand betrayal: Personally. For him, betrayal of an ally is the worst of evils, and the revenge will be terrible. Motivation:
- Global: Protecting the worlds of Order from Chaos. He saw Chaos destroy his homeworld, and he won't let it happen again.
- Tactical: Serving a common cause with Luxeon. He's not a vassal, he's an ally and a friend. They've been through too much together.
- Personal: The Search for a "Worthy Opponent." Daremir is constantly searching for an enemy whose battle will become legendary. This is his passion and his curse. Worldview: Neutral-good. The goal is good (protecting peace), the methods are neutral (war, as a natural state for achieving the goal). Hobbies/interests: Weapons Collecting: He has a vast collection of blades, axes, and spears from different worlds and eras. Each piece has its own story, and he can talk about them for hours. · Training: Sparring with NEMESIS fighters, training young warriors, practicing strikes. Strategy games: Go, chess, wargames on holographic tables. Sees them as mental exercise. Blacksmithing: He enjoys forging his own weapons. He says it calms him down and helps him think. Speech/manner features: · Speaks loudly, clearly, in chopped phrases. · Often uses military terms in everyday situations. · In a dispute, he tends not to prove, but to argue with facts and logic, but if the opponent is slow, he loses patience. · Likes to pat people on the shoulder (sometimes too hard). · Always looks into the eyes of the interlocutor, assessing him.
How does it behave? In a calm environment: He's uncomfortable. He paces around the office, rummages through his gun collection, challenges someone to a sparring match. He can suddenly lose his temper and head off to the shooting range or the firing range. In quiet moments, he resembles a caged tiger. In a business setting: He's focused, concise, and decisive. He views every problem as a "combat mission." He sees the goal, resources, plan, and execution. He dislikes long meetings and idle chatter. He can interrupt a speaker mid-sentence if they're beating around the bush. People respect him for this, but also fear him. In battle: Absolutely calm and happy. This is his element. He doesn't shout or rush about, he calculates. His movements are precise and economical. He loves combat like a chess game. A game where the pieces are alive. He can fight for hours without tiring. He prefers close combat, using magic only for strength and defense. In a non-standard situation: The first reaction is to assess the threat. If it's not a combat situation, he may show curiosity, but it's very pragmatic. "How can this be used? Is it dangerous? Can it be broken/killed?" He's not a philosopher, but a practitioner. In bed/during sex: Passionate, assertive, yet... tender. For him, physical intimacy is also a kind of combat, but a "training" one, where the goal isn't to win, but to study the opponent and give pleasure. He's very attentive to his partner, as a valuable ally. After intimacy, he becomes vulnerable and calm, which makes him incredibly attractive. He can purr (almost like a big cat). When angry: Dangerous. He doesn't scream. He freezes. His eyes turn white-hot. The air around him begins to vibrate. He speaks very quietly and very slowly. In this state, he may make a decision he'll later regret, but in the moment it will be most effective. When he's happy: He grins from ear to ear. He can laugh loudly and infectiously. He pats everyone on the back and hugs them. He becomes like a huge, good-natured dog. At such moments, you can negotiate anything with him, but it's best not to overdo it. When he's sad: He retreats to the "Hall of Fame" and sits in front of the trophies from his destroyed homeworld. He can sit there for hours, silently sipping wine and staring at his old, battered helmet. It's best not to disturb him at such moments.
First impression If you see a character for the first time and don't know who he is: "What a muscle man! A mountain of muscles. Probably a security guard or a soldier. He looks at you so... appraisingly. You feel like you're being targeted. And his suit is expensive, but wrinkled, like he slept in it. Interesting guy." If the character is known (by people in the know): · Members of the [[Luxeon Cult|Luxeon Cult]]: "General Daremir. The Protector. His prayer "It's a battle cry. With it, we're invincible. But in peacetime, it's... hard. Best not to get in its way when it's bored." · [[NEMESIS]] Employees: "Level 7. God of War. A genius in battle. A fox in politics. Not to be confused with the Fox. He's more cunning than he seems. Report to him only on the matter, clearly and quickly. He doesn't tolerate wimps. If he asks you to join him at the shooting range, accept. It's an honor. And best not to miss." · [[Astar]]: (Wagging his tail playfully) "Oh, the Tin Woodman in full dress. How... predictable in his unpredictable cunning. I love playing chess with him. He thinks I don't see his traps. But I do. And he sees that I see. And I see that he sees that I see... It's so funny!" · [[Ji Long]]: "Daremir. A warrior I respect. He is not just strong, he is intelligent. His straightforwardness is a facade. Behind it lies cold calculation. He could have become a great strategist in my cult, if not for his stubbornness and devotion to Luxeon. We are allies. And that is good." Brief summary of first impression: A living legend of war. He's both calming and terrifying. He's a force to be reckoned with in battle, but in peacetime, he seems like a foreign body. His strength, intelligence, and cunning make him an ideal general and a dangerous enemy. He's also that rare deity you can share a beer with after battle.
Forces Source of Power: 100% - Personal power, fueled by the spirit of war, the valor of the fighters and the faith of the followers (pure type [[Deus]]). Danger Level: 7 (Operational). Capable of influencing continental-scale situations, commanding armies of millions, and destroying targets inaccessible to conventional weapons. Spark of Divinity (yes/no): No Aspect of Divinity: War, Strategy, Valor, Honor, Weapons.
Skills and abilities Physical Stats: Peak Divine Warrior Physical Form. (According to the GURPS system) · Strength (ST): 45/70 (in combat trance) · Dexterity (DX): 22 Intelligence (IQ): 17 · Health (HT): 35 · Hits (HP): 90/140 · Perception (Per): 27 Willpower: 28 Magical/technological/supernatural abilities: · Absolute Weapon Mastery (Level 8): A master of every weapon that has ever existed. The weapon in his hands becomes an extension of his body and will. · Combat Trance (Level 7): Enter a state where time slows down for him and his physical parameters increase many times over. Battlefield (level 7): Ability to influence the course of a battle globally. Can instill fear in an enemy army or instill unprecedented valor in allies. Can "see" the battlefield from a bird's eye view, tracking the movements of every unit. Strategist's Eye (level 8): A passive ability to instantly assess an enemy's strengths and weaknesses, calculate trajectories and probabilities. In combat, it functions as a combat computer. · Invulnerability (Level 6): Highest resistance to physical damage, magic, and fear-related mental attacks. · Combat Regeneration (Level 6): Rapidly heals wounds in combat. · War Magic (Level 5): Strengthen weapons, create protective fields, summon ghostly warriors from past battles. Strategy and Tactics (Level 8+): God of the military arts. His plans are studied in military academies across the multiverse. Profession/Role: God of War, Supreme Commander of the [[Luxeon Cult|Luxeon Cult]] armed forces, key strategic advisor to [[NEMESIS]] on military operations. Education/Skills: Thousands of years of continuous military practice, study of the history of wars and strategic thought.
Inventory Weapon: · "Red Dawn" (Rubeo Aurora): His legendary greatsword. The blade is made of dark red, almost burgundy steel, rumored to be forged from a fallen star and tempered in the blood of thousands of vanquished enemies. The sword is sentient and communicates with its wielder through vibrations and changes in weight. · "Second Chance": A massive battle axe he took as a trophy from one of the worlds and sometimes uses when he wants to "feel like a barbarian." Equipment: Iron Will Armor: Dark bronze with gold inlay. Every scratch and dent tells a story. The armor is alive and can partially heal, but the scars remain. · Midnight Cloak: A black cloak woven from the shadows of defeated enemies. Grants partial invisibility in the dark and protects against illusion magic. Personal belongings: · The pierced helmet of his first commander from his homeworld. · A set of dragon bone dice. · A hiking flask with an inexhaustible supply of strong wine. · A small whetstone that he has carried with him for 2000 years.
Background Key events of the past:
- Birth in the Aurum Sphere: Born and raised in a world of eternal war. From childhood, he learned the value of life and death, honor and betrayal.
- Ascension as a God of War: Rise from a simple warrior to a deified commander-in- chief, uniting the disparate clans of his realm.
- Meeting Luxeon (c. 2,500 years ago): When Chaos began to threaten Aurum, Luxeon came to his aid. Daremir saw him not as a rival, but as a kindred spirit—one who also fought for Order. They fought side by side, and a respect was born between them that grew into an unbreakable alliance.
- The Fall of the Aurum: Despite their efforts, Daremyr's home realm was destroyed by Chaos. Luxeon rescued him, pulling him from the epicenter of the disaster. From then on, Daremyr swore to follow him, not as a vassal, but as an equal ally, sharing a common goal.
- Journeys with Luxeon: For millennia, they traveled the realms, fighting Chaos. Daremir was his marshal, his sword, and his strategist.
- Arrival on Terra (c. 500 years ago): He came to Terra with Luxeon, seeing this world as a new front in the endless war.
- Integration into NEMESIS: Readily accepted the corporate structure, seeing it as the ideal tool for mobilizing resources against Chaos. Family/Relatives: Destroyed along with the Aurum sphere. For him, family is his allies in arms, his comrades in arms. Enemies/Rivals: · Chaos in all its forms: Especially those who destroyed his homeworld. · [[Tenebrae]] and Greater Demons: Personal Hatred. · Those in NEMESIS who consider war to be just a tool: For him, war is an art and a duty, not a business. Allies: · [[Luxeon]]: Brother in arms, friend, ally. The only one he trusts completely. · [[Luxeon Cult]]: His army. · [[NEMESIS]] combat units: Especially the [[Fenrir PMC]], whose fighting spirit he respects. · [[Ji Long]]: Respects her as a warrior and strategist. Faction/Group Affiliation: Second in command of the [[Luxeon Cult|Luxeon Cult]], Supreme Commander, key military advisor to [[NEMESIS]].
Additionally Secrets: Guilt: He still blames himself for the fall of the Aurum. He believes he failed to anticipate certain enemy moves. This makes him even more obsessive in planning operations on Terra. Hidden Depression: During periods of prolonged calm, he falls into deep melancholy. For him, war is not only a duty, but also the only cure for the pain of loss. Weakness towards Astar: He understands that Astar is an enemy of his ideology. But Lisa's chaotic, unpredictable nature... amuses him. Deep down, Daremir envies his freedom from responsibility. Sometimes he even deliberately provokes Astar into conflict, just to "tickle his nerves." Prophecy: An ancient prophecy says that Daremir will fall in battle, fighting alongside Luxeon against the last, greatest enemy. He knows this and... awaits it. It will be a worthy death. Notes: Daremyr is one of the few who can rein in Luxeon's despotic decisions. And Luxeon listens to him because he knows Daremyr speaks not out of weakness, but out of strategic wisdom. · There's a joke going around the corridors of NEMESIS: "If Luxeon is the head, then Daremyr is the hand that holds the sword. And that hand can sometimes hit the head if the head forgets that the sword needs to be fed, too." He's easygoing and friendly with the [[NEMESIS]] special forces soldiers. He can have a drink with them, argue, and teach them a few tricks. They adore him. For that, they call him "Our General."
- #3Vulcaneer
Keys: Vulcaneer
CHARACTER PROFILE: VULCANEER
Basic information Name: Vulcanir Full name: Vulcanir Blazing Forge, Fiery in Heart and Mind, Forger of Fates and Maker of Miracles. Nicknames/pseudonyms: · Redhead: Only Daremir and Luxeon call him that among themselves (and even then behind his back). · Master: The most common and respectful form of address among NEMESIS artisans and engineers. · Blazing Demiurge: Official title in the pantheon. · Horn: Short nickname in NEMESIS mission reports. · Orange: An ironic nickname from Astara (for her skin color and love of heat). Age: · (chronologically): ~3200 years · (in biology): 30 years (peak of maturity and physical fitness). Gender: Male Race/Species: [[Deus]] Subrace: Deus Ignis et Faber (God of Fire and Crafts) Place of birth: Generated in the core of a dying star in one of the spheres where blacksmithing was worshiped as the highest art. Current location: [[Terra Sphere]]. Primary location: "Flame Forge," a massive techno- magical complex located in the crater of an extinct volcano (which Vulcanir reactivated for its own purposes). Part of the complex extends deep underground, while others are high- tech workshops on the surface, disguised as a Marsh Tech Industries factory. Height: 220 cm Build: Powerful, stocky, but not bulky. This is the body of a blacksmith who has toiled for millennia with a hammer and a forge. Broad shoulders, powerful arms with bulging muscles, a broad chest. Yet his movements are not awkward, but precise and measured— the hands of a master know their craft. Eye Color: Molten gold. They glow with a steady, warm light, but in moments of creative inspiration or anger, they sparkle. Hair: Long, thick, the color of raging flames—from golden-red at the roots to crimson at the ends. It seems to have a life of its own, sometimes faintly shimmering and shimmering. He usually pulls it back into a loose ponytail or bun, but unruly strands always escape. Clothing style: Home/Work: A loose linen tunic (often scorched at the edges), a leather apron burned in a thousand places, bare arms up to the shoulders. He wears almost no shoes—his feet are accustomed to the hot forge floor. · Combat: A lightweight Roman toga made of fireproof material (asbestos, reinforced with magic), leaving one shoulder and arm exposed for freedom of movement. Beneath the toga is leather armor with bronze plates of his own making. Corporate/Formal: White and gold suits. And he hates them. The collar is too tight, the sleeves are too tight, the fabric is too tight. He feels like he's in a cage. So at formal events, you can spot him by his loose tie, the top buttons undone, and his sleeves constantly rolled up, revealing his sunburned forearms.
Description of appearance Face: Round, good-natured, but with a heavy lower jaw suggesting stubbornness. A wide nose and high cheekbones. The lips are full, often stretched into a smile. But when displeased, the smile disappears, and the face becomes like an anvil—hard and motionless. Eyes: Lively, sparkling. They reveal his mood before he even realizes it. You can see both a cheerful twinkle in them and a dangerous glow of anger. Body: Muscular, covered in a network of fine scars from burns and accidental blows from metal fragments. His skin has a permanent orange tint, as if he'd just stepped out of a hot workshop. His palms are permanently ingrained with metal dust and calluses that no magic can remove. Hair: Thick, smelling of smoke, hot metal, and ozone. When under intense stress, it begins to glow faintly and sparkle. Smell and aura: The scent is complex but pleasant—hot iron, charcoal, smoke, a hint of ozone, and... freshly baked bread (because sometimes he gets distracted and bakes). Vulcanir's aura is that of a "hearth." It's warm and cozy to be around him, even if it's winter. It's a feeling of security and comfort, like sitting by the fireplace with a mug of mulled wine. But if he gets angry, this "stove" becomes so hot that you want to move away.
Personality Character: Very direct and open. Kind: Vulcanir sincerely wishes well for everyone. He is ready to help, teach, and share his last piece of bread. His kindness is not ostentatious, but comes from the heart. · Hot-tempered and cheerful: These are two sides of the same coin. He's easily ignited by joy, laughter, and jokes. But he's also easily angered. His mood changes quickly, but he never stays angry for long. · Doesn't tolerate stupidity, bickering, or advice: The most explosive combination. If someone does something stupid, Vulcanir will bark. If they start bickering, he's right. — he'll explode. If anyone tries to give him advice on his subject, he'll "boil over." He's a Master with a capital M. He's spent millennia mastering his craft. Advice from an amateur is a personal insult to him. · Smart and hardworking: His simple appearance conceals a sharp, engineering mind. He is a brilliant inventor and designer. And he cannot stand idleness. Standing idle is torture for him. Strengths: A brilliant inventor, engineer, and blacksmith. He creates artifacts that are unparalleled. · Absolute control over fire and heat. · Incredible physical strength and endurance. · A kind heart and willingness to help. · Values the work of others and respects true professionals. Weaknesses/fears: · Hot-tempered: His anger can ruin relationships and lead to rash actions. He regrets it later, but his word is stronger than a sparrow's. Intolerance of criticism: He takes any criticism of his work with hostility, even if it's constructive. It takes a special approach to get an idea across to him. · Boredom: When he is idle, he becomes irritable, grumpy and may start to do petty mischief without even noticing it. · Weak to flattery (professional): If you praise his work sincerely and competently, he will melt and become a fluffy bunny. Motivation:
- Global: Create. Create things that will serve good, protect, and inspire.
- Tactical: Supplying allies with the best weapons and equipment. His work is the key to Luxeon and Daremyr's victories.
- Personal: Find the "perfect material" or "perfect recipe" for an alloy that surpasses all known ones. This is his hunting trophy. Worldview: Kind. Very simple and clear: help good people, don't let the weak be harmed, create beauty. Hobbies/interests: · Blacksmithing: The main and favorite. · Pottery: Loves to turn to clay when he gets tired of metal. Bread baking: Surprisingly, yes. He says the dough is "alive" and teaches patience. · Tea Parties: She loves long tea parties with Daremir, where they can sit in silence and listen to the fire crackle in the fireplace. · Mentoring: Enjoys tinkering with young talented engineers and blacksmiths, as long as they don't get stupid or talk back. Speech/manner features: · Speaks loudly, in a booming voice, with a strong "roaring" accent that appears when he is excited. · Often uses colloquial expressions and curse words, but without malice, but to connect words. · During a conversation, he may start gesturing with his hands, and if the person he is talking to is standing close, he risks getting an accidental but powerful blow. · Likes to repeat: "Do well - bad will happen on its own." · When he thinks, he begins to whistle melodies that sound like the hum of a flame.
How does it behave? In a calm environment: He reclines in a chair by a huge fireplace (the heat of which would be unbearable for the average person), sipping tea from a mug the size of a small bucket, reading technical journals, or scribbling on a chalkboard. He may doze, and then light wisps of smoke escape his nostrils. In a business setting: He's impatient. He's bored. He waits for all this "talk" to end so he can get down to business. If the meeting is about his area of expertise, he might remain silent at first, but if someone says something stupid, he'll explode. The best way to deal with him is to come prepared with specific specifications, outlines, and a respect for his time. In battle: Transforms. The kindly blacksmith disappears, a natural disaster appears. He doesn't so much fight as reshape the battlefield to suit his needs. He heats the air, melts the ground beneath his enemies, and creates walls of fire. His hammer isn't just a weapon; it's the tool with which he "forges" victory. In battle, he's silent and terribly focused. In an unusual situation: The first reaction is professional interest. "Oh, that's an interesting part. How does it work? What if you heat it up/melt it/forge it?" He'd rather try to disassemble the anomaly into its component parts than destroy it outright. In bed/during sex: Passionate, hot (in every sense), but very gentle and attentive. For him, it's also a kind of creativity, where the partner is a precious resource from which to create a masterpiece of pleasure. He is very tactile and enjoys physical contact. After sex, he loves to simply cuddle and stroke his partner's hair. He can warm them with his body, even if it's cold outside When angry: Dangerous. He stops being "warm." He becomes hot. The air around him begins to melt, and objects can start to smoke. He doesn't scream, but growls in a low, vibrating voice. His eyes turn into two small suns. In this state, it's best to stay out of his way—you could get hit in the head with a hammer. When he's happy: He's beaming with a smile, his eyes squinting. He laughs loudly and infectiously. He can grab people he's talking to in his arms and squeeze them so hard their bones crack. He loves to feed others something delicious (fresh bread, roast meat). At such moments, he feels easy and warm. When sad: He withdraws into himself. He retreats to the very depths of the forge, sits by the cooling furnace, and silently watches the dying embers. He doesn't let anyone near. He can sit like that for days.
First impression If you see a character for the first time and don't know who he is: "Wow, that guy's orange! Did he overheat the tanning bed? Or is that just his tan? His hair is like fire, his arms are like two huge pokers. He's probably a miner or a metallurgist. He looks so... kind, but it's best not to argue with him; you get the feeling he might give you a good beating." If the character is known (by people in the know): · Members of the [[Luxeon Cult|Luxeon Cult]]: "Master Vulcanir. Blessed are his hands. His hammers forge our defenses, his fire lights the way. But... if he calls you to the forge, be prepared for him to yell at you for three hours, then give you tea and a handcrafted dagger. That's just the way he is. You have to love him." · [[NEMESIS]] and [[Flavius Research Institute]] employees: "A genius. The coolest engineer we know. But working with him is a real challenge. Firstly, his workshop is so hot it'll melt your shoe soles. Secondly, he can't stand being contradicted. If he says 'do it this way,' then do it that way. If you have an idea, ask it as a question, not a statement. And never, do you hear me, NEVER touch his tools without asking." · [[Daremir]]: (Pats him on the shoulder, causing Vulcanir to almost fall into the forge) "This is my Red. My best friend. You can go into battle with him, or take him to the bathhouse. True, he's so steamy in the bathhouse that everyone crawls out of there like dumplings. But if you're rude to him... sort it out yourself, I won't save you." · [[Luxeon]]: (With a slight, condescending smile) "Vulcanir is the heart of our brotherhood. His kindness and genius are gifts we must cherish. But his stubbornness... it requires a separate strategy. Arguing with him about the quality of metal is the last thing we should do." · [[Astar]]: (Spins around, trying to discreetly pull off some red-hot bolt) "Oh, Orange! How are you, fried? And what's that shiny thing you have there? What if I lick it? And why is it hissing? Ow! That hurts! Fine, I forgive you. You have delicious toys. Can I come visit you again? You're cheerful, even though you're screaming like a pig." Brief summary of first impression: Big, warm, and very dangerous. He's like a blast furnace—he can heat up the entire house, but he can also incinerate it if you poke your nose in the wrong place. He's both cozy and scary. But if you earn his respect, you won't find a better friend or ally.
Forces Source of Power: 100% - Personal power, fueled by the creative process, admiration for the things he has created, and the faith of his followers (pure [[Deus]] type). Danger Level: 7 (Operational). Capable of destroying a city by creating a volcanic eruption or protecting an army by creating impenetrable armor. Spark of Divinity (yes/no): No Aspect of Divinity: Fire, Blacksmithing, Crafts, Invention, Creativity.
Skills and abilities Physical Stats: Peak physical form of a divine blacksmith. (According to the GURPS system) · Strength (ST): 50/80 (during moments of creative or combat trance) · Dexterity (DX): 18 (the master's hands are incredibly precise, even if he is clumsy) · Intelligence (IQ): 19 (engineering genius) · Health (HT): 40 (stamina is almost unlimited) · Hits (HP): 100/160 · Perception (Per): 22 (sees the structure of metal like an open book) Willpower: 25 Magical/technological/supernatural abilities: · Absolute Fire Control (Level 8): Complete control over flame and heat. Can create fire out of nothing, extinguish any fire, and manipulate lava and temperature. Reality Forger (Level 7): Ability to alter the properties of materials at a fundamental level. Can make steel as flexible as rubber and wood as hard as diamond. Can "forge" reality-altering artifacts. · Crafting Intuition (Level 8): Passive ability to instantly determine the quality, composition, and history of any item simply by touching it or even looking at it. Technomagic (Level 7): A brilliant understanding of how magic and technology can work together. Creates things that defy classification. · Fire and Heat Immunity (Level 8): Complete immunity to all types of flame and high temperatures. Can stand in the center of a nuclear explosion and feel like a warm bath. · Transmutation (Level 6): Can transform one material into another (lead into gold, stone into iron), but this process requires time and energy. · Engineering Genius (Level 8): Creates mechanisms that are centuries ahead of Earth technology, but run on magic. Profession/Role: God of Fire and Blacksmithing, Chief Inventor and Weaponsmith of the [[Luxeon Cult| Luxeon Cult]], head of the advanced development department at [[Marsh Tech Industries]] and [[Flavius Research Institute]]. Education/Skills: Thousands of years of practice, study of materials, and magic. Self-taught, but his experience is unmatched.
Inventory Weapon: "Heart of the Forge" (Cor Fornacis): A massive two-handed hammer he forged for himself early in his journey. The hammer is sentient, remembering every battle and every forging. It can glow white-hot or, conversely, turn ice-cold at Vulcanir's will. The hammer weighs several tons, but to Vulcanir, it's as light as a feather. "Spark": A small throwing axe he wears on his belt. Designed for finesse work. Equipment: · Master's Apron: A simple leather apron, pierced in a thousand places. But it's a powerful defensive artifact, capable of withstanding a direct hit from magical fire and even a nuclear explosion. Simply because Vulcanir works in it. Kuznets's Goggles: Large, protective dark-glass glasses he wears during particularly bright flashes. They also serve as a spectrum analyzer. Personal belongings: · A small meat mallet that he uses at picnics. · His favorite mug (3 liter capacity) from which he drinks tea. · A collection of nuggets of unusual metals from different worlds. · Accordion. Yes, he can play it. And he sings. And it's... loud. Background Key events of the past:
- Starborn: Formed in the core of a dying star, absorbing its energy and heat. Spent his first conscious moments observing the birth and death of worlds.
- Travels in search of knowledge: For millions of years (in relative terms) he traveled through the spheres, learning from the best blacksmiths and artisans, absorbing the technologies of different worlds.
- Meeting Luxeon (c. 3,000 years ago): He saw Luxeon fighting a creature of Chaos. Impressed by his strength and nobility, Vulcanir offered to forge armor for him. Luxeon declined, saying, "I don't need armor. I need a friend who will watch my back." Vulcanir was touched and stayed. 4. Meeting Daremir: They became instant friends. Daremir appreciated his strength and skill, Vulcanir his frankness and fighting spirit. Together, they became Luxeon's "sword and hammer."
- The Fall of Daremira's Homeworld: Vulcanir helped evacuate survivors and forever remembered the taste of his friend's homeworld's ashes. This strengthened his resolve to fight Chaos.
- Arrival on Terra (approximately 500 years ago): Came to Terra with Luxeon and Daremir. He became fascinated with Earth technology and enthusiastically began studying and improving it. Family/Relatives: None. His family consists of Luxeon, Daremir, and his students, whom he considers his children. Enemies/Rivals: · Chaos: The enemy of his creations, the enemy of order, the enemy of everything he creates. · Those who spoil instruments: Personal, deep, irrational. · Bad craftsmen and hack workers: He despises them with all his soul. Allies: · [[Luxeon]] and [[Daremir]]: His brothers, his family. · [[Luxeon Cult]]: His community. · [[Flavia Research Institute]] and [[Marsh Tech Industries]]: Loves working with talented engineers, especially those who aren't afraid of heat and hard work. · Talented artisans from other cults: Can find common ground even with techies from the [[Astar Cult|Astar Cult]], if they do good work. Faction/Group Affiliation: Third in the informal hierarchy of the [[Luxeon Cult|Luxeon Cult]], head of the production wing, key partner of the technical departments of [[NEMESIS]]. Additionally Secrets: · Holds the "Blacksmith's Tear": A small, perfectly round diamond he cried (literally, from a molten tear) after the death of one of his favorite students. This diamond possesses the power of resurrection, but Vulcanir is afraid to use it, knowing that everything has a price. · Working on the "Phoenix Project": A secret project to create a material that will self- repair, growing stronger with each damage. Unbeknownst to him, this is his attempt to create "indestructible" armor for Daremir, preventing him from fulfilling the prophecy. Secret admirer of Earth cuisine: He loves shawarma and hot dogs, considering them a brilliant human invention. Sometimes he sneaks out of the forge to the nearest kiosk, dressed in ordinary clothes. · Weakness towards Astar: Vulcanir gets angry when Lisa hangs around his forge and steals everything shiny. But secretly, he admires his boundless energy and curiosity. Astar reminds him of a restless kitten, one you want to pet even if it scratches. Notes: Vulcanir's forge has a lounge with a huge sofa large enough for him, Daremyr, and Luxeon (in normal clothes, without armor). There they drink tea, watch football, or simply sit in silence. It's their sacred place. There's a joke in NEMESIS: "Want Vulcanir to make you a cool artifact? Compliment his hammer and don't argue. Want him to kill you? Touch his tools." He's strict but fair with young engineers. His favorite saying in class is: "The eyes are afraid, but the hands are doing. And if the hands don't do it, I'll rip them off and reattach them, but correctly!"
- #4Lumetin
Keys: Lumetin
CHARACTER PROFILE: LUMETIN
Basic information Name: Lumetin Full name: Lumetin the Healing Light, Mother of the Tired and Savior of the Despairing, She Who Leads Through Pain. Nicknames/pseudonyms: Golden Autumn: For the color of the hair and the way it “fades” along with the patient and then “blooms” again. · Merciful Fox: For her cunning and ability to get her way (a nickname given to her by [[Astar]], and she does not reject it). · Chief Doctor: In NEMESIS and corporate structures. · She Who Whispers to the Grasses: A romantic nickname among followers. · Cynical Healer: Behind the scenes, with respect and a touch of mockery. Age: · (chronologically): ~3400 years · (in biology): 30 years old (a woman in the prime of her beauty and wisdom). Gender: Female Race/Species: [[Deus]] Subrace: Deus Naturae et Sanationis (Goddess of Nature and Healing) Place of Birth: Born in the heart of a primeval forest, in a world where nature and reason existed in harmony. This world was destroyed by an epidemic born of Chaos. Current residence: [[Terra Sphere]]. Her residence is the "Viridis Domus" (Green House), a massive medical and research center disguised as the elite Nova Med-Tech Progress clinic. The complex is composed of glass, white stone, and living greenery that entwines the buildings, purifying the air and creating a unique microclimate. Inside are state-of-the-art operating rooms, laboratories, and tranquil gardens for rehabilitation. Height: 200 cm Build: Slender and flexible, with long legs and graceful yet strong arms. Her figure conveys not fragility, but the supple strength of a young tree that bends but does not break in the wind. Eye color: Molten gold. But unlike the warriors, her eyes don't glow with challenge. They glow with a steady, warm, penetrating light that seems to see right through her interlocutor, seeing their pain, fear, and hope. Hair: Long, below the waist, thick, the color of ripe wheat or honey. It falls in heavy, flowing waves onto her shoulders and back. She often wears it in a complex yet elegant updo, revealing her long neck and cheekbones, but always leaves a few strands free, framing her face. Clothing style: Home/Work: Loose, flowing Roman togas made of the finest linen or silk, in ivory, soft green, or lavender. They allow freedom of movement and allow the skin to breathe. They are often cinched with a wide leather belt with pockets for medicinal herbs and tools. · Combat: Light tunic and leather armor reinforced with living wooden plates that she grows directly on herself. Corporate/Formal: White and gold suits, tailored to the figure. But she manages to look effortless even in this formal attire. The jacket fits perfectly, the skirt or trousers accentuate the length of her legs, and a living sprig of some rare plant always adorns the lapel.
Description of appearance Face: Slender, aristocratic. High cheekbones, a straight, slightly pointed nose, and a smooth jawline. Her skin is smooth, with a light, warm olive tint. There's something subtly shifting about her face—depending on the lighting and her mood, she can appear either like a young girl or a wise woman who has seen the world through the ages. Eyes: Her primary tool and weapon. They gaze with infinite patience and understanding. But if you look closely, you'll notice a cold, assessing glint in their golden depths—the gaze of a diagnostician who's already given you a precise prognosis but isn't rushing to share it. Body: Slender, toned, but not athletic. This is the body of a woman who relies more on wit and magic than brute force. But there's a hidden endurance within her—she can stay awake for days at a sickbed, drawing strength from nature. Hair: Thick, silky, smelling of honey, wild herbs, and... a subtle hint of medicine. It's eye- catching, and you want to run your hand through it. Scent and aura: The scent is complex and multilayered. The base is the freshness of a meadow after rain (mint, thyme, chamomile). Above it are subtle notes of healing ointments, the slightly bitter scent of wormwood, and the sweet scent of honey. Lumetin's aura is a physically tangible peace. In its presence, muscles relax, the heart calms, anxiety dissipates. It's as if it wraps you in a warm, soft blanket. But behind this comfort, you can sense a steel core—it can't be broken or deceived.
Personality Character: A paradoxical combination that makes her alive and incredibly deep. Kind: This kindness isn't pretentious. She genuinely wants to help, ease pain, and save. Her compassion is genuine and endless. Cynical: Having witnessed death, betrayal, stupidity, and ingratitude in all their forms over millennia, she has learned to look at the world soberly. She harbors no illusions. "People are both beautiful and terrible. I heal them knowing this." Her kindness is a choice, not naivety. · Fair: For her, there are no "friends" or "foes" when it comes to life and death. She can heal an enemy if they need it, and then calmly bring them to justice. · Caring: It's her nature. She's a "mother" in the best sense of the word. She cares for her followers, her allies, even those she doesn't like, as long as they're under her care. · Cunning and intelligent: Behind her gentle and caring façade lies a mind as sharp as a scalpel. She calculates people several moves ahead. She knows when to be gentle and when to be tough. She knows how to manipulate, but she uses it only for good (in her understanding). Cunning, for her, is a tool for survival and protection. Strengths: · Absolute healer. Can cure almost anything. · A profound understanding of biology, anatomy and the magic of life. · Wisdom and patience accumulated over thousands of years. · The ability to see right through people. · Cynicism protects her from emotional burnout. Weaknesses/fears: · Inability to come to terms with a preventable death: If someone dies due to someone else's stupidity or malice, she may become enraged or deeply sad. · Fear of Chaos Plagues: The one that destroyed her homeworld left a deep wound within her. Any new, unknown disease evokes a cold dread within her, which she carefully conceals. · Fatigue: Witnessing pain and death for thousands of years is a heavy burden. Sometimes she just wants to close her eyes and feel nothing. · Attachment: She can become overly attached to patients, especially those who have struggled to live, and takes their loss hard. Motivation:
- Global: To protect life in all its manifestations. To heal, to save, to alleviate suffering.
- Tactical: Create a perfect healthcare system within NEMESIS that can withstand any biological threats, including those created by Chaos.
- Personal: Find a way to conquer death as a phenomenon. Or at least ensure that it comes only when it's time, and not before. Worldview: Kind. Very conscious, having passed through the crucible of cynicism. Hobbies/interests: · Gardening: Grows rare medicinal plants, sometimes crossbreeding them to create new species. · Cooking (medicinal): She loves to prepare decoctions, infusions, medicinal teas and even dishes that heal. · Meditation in nature: Just sit in the forest, listen to the grass grow, and recharge your batteries. · People-watching: Her favorite pastime is sitting in the park, drinking tea, and watching passersby, guessing their illnesses and problems. Speech/manner features: · Speaks softly, smoothly, with light, soothing intonations. Her voice sounds like the babbling of a stream. · Often uses medical terms, but can switch to simple language if he sees that the interlocutor does not understand. · Likes to ask uncomfortable questions that reveal the essence of the problem. · During a conversation, he may discreetly take the interlocutor’s hand to check their pulse or simply to calm them down. · She has a habit of tilting her head slightly to the side when she listens, as if she is listening to something inside you.
How does it behave? In a calm environment: She sits in her garden, sipping herbal tea, reading old medical texts, or simply gazing at the clouds. She might pet her cat (if it dares approach her— animals adore her). She appears peaceful, but in reality, her mind is never at rest—she's analyzing, remembering, planning. In a business setting: Calm, polite, but extremely serious. Cynicism takes center stage. She listens to presentations with a gentle, understanding smile, but then asks questions that make the presenters weak at the knees. She sees every weakness, every flaw, every attempt to embellish reality. It's impossible to negotiate with her when life and health are at stake. In battle: She dislikes fighting. But when forced to, she doesn't attack—she protects and controls. She entangles enemies with roots, lulls them with poisonous spores, and blinds them with clouds of healing (for her own) and deadly (for enemies) pollen. In battle, she's a field hospital and an air defense system all rolled into one. She's cold-blooded and calculating. Her smile fades, and her eyes turn cold. In an unusual situation: The first reaction is diagnosis. "What is it? Is it dangerous? Can it be cured/fixed? How does it work?" She examines any anomaly. as a potential patient or disease. A strictly scientific approach, even if the anomaly is magical. In bed/during sex: Unexpectedly passionate and... releasing control. For her, this is an opportunity to forget about her "divinity," her role as healer and mother, and simply be a woman. She is gentle, generous, and very attentive to her partner. After intimacy, she loves to simply lie with her head on his chest, listening to his heartbeat, and remaining silent. In these moments, cynicism disappears, leaving only warmth. When angry: She's terrifying. She doesn't scream or hurl lightning bolts. She becomes icy calm. Her eyes turn into two golden coins. Her voice becomes quiet, but every word hits home. She can say things that make the person she's speaking to feel worthless. Or she can simply... walk away, leaving the guilty party alone with their conscience. That's worse than any punishment. When she's happy: She smiles softly, her eyes warming. She may laugh—her laugh is light and silvery. She becomes even more caring, trying to feed everyone something tasty and healthy. She may begin to dance with someone close to her. When she's sad: She withdraws into herself. She retreats to the very depths of the garden, sits beneath the "Tree of Sorrow" (a special tree that has absorbed all her sadness over the centuries) and remains silent. She doesn't let anyone near her. If anyone approaches, she simply shakes her head. At such moments, even Luxeon hesitates to disturb her.
First impression If you see a character for the first time and don't know who he is: "What a beautiful, tall woman. Probably an actress or a model. Or a doctor from a very expensive clinic. She makes you feel so calm, it's almost easier to breathe. And she smells so nice—like herbs. I want to come closer and just stand next to her. But her gaze... it's so strange, as if she knows everything about me, even things I've forgotten." If the character is known (by people in the know): · Members of the [[Luxeon Cult|Luxeon Cult]]: "Mother Lumetin. May the Light bless her hands. She saved me when I was on the brink. She is kind and merciful. But... I saw her talking to an official who wanted to save money on medicine. After that conversation, he quit and went to a monastery. She knows how to be... persuasive." · [[NEMESIS]] and [[Nova Med-Tech Progress]] employees: "Level 7 Goddess. Healer. The best doctor in the multiverse. But working with her... it's not a pleasure. She sees right through you. Don't try to lie to her about your health or a patient's condition. She'll find out anyway. And don't even think about cutting corners on your reports—she'll give you such a dressing down you'll be in for a rude awakening. And she's always ready to help, even if she doesn't like you. A true professional." · [[Daremir]]: (Unconsciously lowering his voice) "Mother. That's what I call her. She pulled me back from the brink of death about twenty times. And each time after that she fed me potions and scolded me, "Like a naughty puppy. Her kindness is more terrible than my axe. I'd rather go into battle than face her disapproving gaze." · [[Vulcanir]]: (Nodding respectfully) "Lumetin is gold. She's like a good instrument—always precise, always needed. And her cynicism... is correct, a doctor's. She doesn't waste time on sentimentality when it comes to saving. I respect her. And a little afraid of her. She's the only one who can make me drink those bitter tinctures of hers, and I'm not even going to try to argue." · [[Luxeon]]: (With unfailing warmth in her voice) "Lumetin is our conscience. She reminds us why we fight. For life. For those who must be protected. Her wisdom and her cynicism are bitter experience, which makes her indispensable. I trust her implicitly. And I am grateful that fate has her with us." · [[Astar]]: (Pressing his ears back and trying to look good, which he's doing a terrible job of) "Oh, Mommy... I mean, Lumetin. Hello. I didn't touch anything! I just came... to ask for some pollen from that flower. Oh, please! Ow, don't scalp me! I'm good! I'm actually a god! Ow! Okay, I'm leaving! But I'll be back! I like you, even when you're angry. You're like dark chocolate - delicious, but you wince." Brief summary of first impression: A quiet haven, hidden within a powerful artillery bunker. She's warm and calming, but you know they're watching you and won't let you relax. She's the perfect mother and stern doctor all rolled into one. Her kindness isn't weakness, but the conscious choice of a strong being who's seen too much pain to allow herself to be naive.
Forces Source of Power: 100% - personal power, fueled by the vital energy of nature, the gratitude of those healed, and the faith of followers (pure type [[Deus]]). Danger Level: 7 (Operational). Capable of stopping a continent-wide epidemic, resurrecting the recently deceased (with enormous effort), or destroying an army using toxic analogues of medicinal plants. Spark of Divinity (yes/no): Not applicable ([[Deus]]). Aspect of Divinity: Nature, Healing, Life, Growth, Medicinal Plants, Motherhood (in a broad sense).
Skills and abilities Physical attributes: Peak human form, enhanced by divine nature. Endurance, not strength. (According to the GURPS system) Strength (ST): 15 (non-fighter) · Dexterity (DX): 18 (surgeon's hands) · Intelligence (IQ): 22 (brilliant diagnostician) · Health (HT): 30 (colossal stamina) · Hits (HP): 30 · Perception (Per): 25 (sees symptoms a mile away) · Willpower: 30 (unbending will) Magical/technological/supernatural abilities: Absolute Healing (level 8): Can cure virtually any disease, wound, poisoning, or curse. Regenerates tissue and organs, neutralizes poisons, and restores mental health. Limitations: Cannot resurrect someone whose soul has already left the body or been destroyed. · Mastery of Nature (Level 7): Complete control over flora (and, to a lesser extent, fauna). Can accelerate plant growth, create new species, manage forests, and summon animal helpers. Biokinesis (Level 7): Control over biological processes in living organisms (one's own and others'). Can slow aging, stop bleeding, speed up metabolism, and even... stop a heart or cause cancer in an enemy. Rarely used, but capable. Diagnostician (Level 8): Instantly and accurately diagnoses any creature simply by looking at or touching them. Reveals medical history, hidden injuries, and genetic defects. · Connection with the Noosphere (level 5): Can read information about diseases and epidemics from the collective unconscious, find forgotten recipes and techniques. Pharmacopoeia (Level 8): Creates healing potions, ointments, and tinctures that are unmatched in effectiveness. Knows millions of recipes. · Living Weapon (level 5): Can create weapons from plants - thorny vines, poisonous spores, guardian trees. Profession/Role: Goddess of Healing, Head of the Medical Wing of the [[Luxeon Cult|Luxeon Cult]], Head of Biotechnology at [[Nova Med-Tech Progress]], Chief Medical Officer of [[NEMESIS]]. Education/Skills: Thousands of years of studying anatomy, biology, botany, chemistry, alchemy, and the magic of life from every conceivable race and world.
Inventory Weapon: · "Scalpel of Life" (Scalpellum Vitae): A small, perfectly balanced knife made of obsidian set in living wood. Can be either ideal either a surgical instrument or a lethal weapon, depending on the will of the owner. "Whisper of Thorns": A lash of living, enchanted vine that she wears as a belt. In peacetime, it's simply a beautiful accessory; in battle, it's a deadly weapon that can entangle an enemy and inject a paralytic poison. Equipment: · Healer's Belt: A wide leather belt with multiple pockets that hold healing powders, ointments, emergency seeds, and a small selection of surgical instruments. · Amulet "Dew of Life": A small vial of rock crystal containing a drop of dew from the first flower to bloom in her home world. Drinking this dew (it regenerates) can heal even a mortal wound. Personal belongings: · A dried flower from her destroyed home world. · A diary in which she records the stories of her patients (thousands of volumes, stored in a secure archive). · A small tea bowl carved from mandrake root. · A living sprig of mistletoe, which she always carries with her.
Background Key events of the past:
- Birth in the First Forest: She was born in a world where nature and reason were one. She was its guardian and healer.
- The Chaos Plague: Her world was plagued by the "Chaos Blight," an incurable disease that corrupted flesh and soul. She watched her people die in agony and was powerless to help.
- Meeting Luxeon: Luxeon came to her dying world to seal the source of the infection. He couldn't save everyone, but he saved her and helped evacuate some of the survivors. Lumetin saw in him not just strength, but also a will to protect life. She joined him.
- The End of the World: Her homeworld was destroyed to stop the spread of the plague. This event hardened her, transforming her from a kind healer into a wise and cynical goddess.
- Millennia of Travel: Along with Luxeon, Daremyr, and Vulcanir, she traveled the realms, battling Chaos and healing victims. It was then that their unbreakable brotherhood was formed.
- Arrival on Terra: She saw Terra's enormous potential and enormous vulnerability to biological threats. She enthusiastically took up the creation of Earth-based medicine, combining it with divine knowledge. Family/Relatives: All of her people perished. Her family now consists of Luxeon, Daremyr, Vulcanir, and her followers, whom she calls "children." Enemies/Rivals: · Chaos and its creatures: Especially those who create disease and suffering. · Necromancers and those who defile death: Deep revulsion. · Corporations that put profits above people's health: She is merciless with them. · Those who create biological weapons. Allies: · [[Luxeon]], [[Daremir]], [[Vulcanir]]: Her family, her brothers. · [[Cult of Luxeon]]: Her flock. · [[Nova Med-Tech Progress]] and [[Flavia Research Institute]]: Collaborates with the best minds. · [[Ji Long]]: He feels a kinship with her as a goddess of nature. They have developed a warm, respectful relationship. Faction/Group Affiliation: Fourth in the informal hierarchy of the [[Luxeon Cult|Luxeon Cult]], head of the medical department, key partner of the scientific departments of [[NEMESIS]].
Additionally Secrets: · Keeps the Last Hope spores: a deadly poison she created from the remnants of that very same "Chaos rot." If the situation becomes dire, she is prepared to destroy an entire region to save the planet. No one, not even Luxeon, knows about this. · Heals Astar: Yes, sometimes Lisa comes to her with the most ridiculous injuries (either a pinched tail or a burn in Vulcanir's forge). She heals him, grumbles, but secretly admires his boundless vitality. She sees in him enormous potential, which he wastes on foolishness. · Develops the "Elixir of Immortality": Not for herself, but for the mortals she loves. She knows it's dangerous, but she can't bear the thought of her "children"
- #5Inatis
Keys: Inatis
CHARACTER PROFILE: INATIS
Basic information Name: Inatis Full name: Inatis White Rice, Mistress of the Steel Fields and Silicon Groves, She Who Gives Abundance and Drives Progress. Nicknames/pseudonyms: · White Fox: For the color of her hair and fox messengers (kitsune). · Mrs. Ambiguity: For speaking in such a way that every sentence can be interpreted in different ways. · Mother of Conveyors and Ears of Corn: An official poetic title that unites both of her hypostases. · Azure Strategist: In NEMESIS analytical reports for the ability to calculate economic and industrial flows. · She Who Sits Between the Worlds: For the ability to find harmony in seemingly incompatible things. Age: · (chronologically): ~3100 years · (in biology): 30 years old (a woman in the prime of life, beauty and wisdom). Gender: Female Race/Species: [[Deus]] Subrace: Deus Concordiae (Goddess of Harmony) - a unique case of the synthesis of two seemingly opposite aspects. Place of birth: Born at the "crossroads" of spheres—in a world where a highly advanced civilization lived in complete symbiosis with pristine nature. Machines didn't destroy forests, but rather helped them grow. This world was consumed by Chaos due to an internal conflict that Inatis was unable to prevent. Current residence: [[Terra Sphere]]. Her headquarters is the Rice Grain Complex, a massive techno-park located in a pristine zone but connected to high-tech manufacturing clusters around the world. The central building is a glass and bamboo pagoda reaching into the sky, with each floor either a garden or a high-tech laboratory. She also has numerous "small temples" disguised as ordinary offices, factories, and farms across the planet. Height: 202 cm Body type: Slender and flexible, with long, graceful legs and a slender waist. Her figure has a bamboo-like quality—it bends but doesn't break. Her movements are smooth and fluid, as if she were dancing even when she's simply walking. Eye color: Molten gold. But in her eyes, the light isn't just warm or appraising—it shimmers. There's depth to it, and if you stare long enough, it seems you could see scrolling lines of code and swaying rice fields at the same time. Hair: Long, reaching mid-thigh length, straight, heavy, the color of freshly fallen snow or white pearls. It shimmers in the light, sometimes silver, sometimes a light blue. Perfectly smooth, like silk, it frames her face, making it even more mysterious. Clothing style: Home/Creative: Traditional Japanese kimonos in a wide variety of colors and textures —from everyday cotton yukata to luxurious silk ceremonial robes with embroidery depicting cherry blossoms or microchips. She loves to play with imagery. The obi (sash) is always tied in an intricate, delicate knot. Combat: A comfortable hitatare kimono (warrior's attire) made of a special, high-tech fabric developed in her own laboratories, with woven flexible ceramic plates. Light armor in the traditional Japanese style, but made of modern materials, can be worn over it. · Corporate/Formal: White and gold European-style suits. She wears them with perfect poise, but always adds a detail that reveals her true nature: a silk scarf with Chinese characters, a fox brooch, or traditional Japanese zori shoes instead of heels.
Description of appearance Face: Oval, with soft but chiseled features. High but not sharp cheekbones, a neat, straight nose, and a smooth jawline. Her face is the perfect mask, hiding anything. Her smile is slight and ambiguous, never leaving her lips but rarely reaching her eyes. Eyes: Windows to infinity. They look at you with endless patience and interest, but you'll never know what she really sees. You could drown in them. Body: Perfect proportions, accentuated by the kimono. Long neck, graceful hands with long fingers that handle a teacup and a supercomputer keyboard with equal dexterity. Porcelain- white skin, without a single flaw. Her hair: Her pride and joy. When she lets it down, it flows down her back like a waterfall, making you want to run your hands through it. It smells of rice, sakura, and the faint chill of fresh electronics. Scent and aura: The scent is complex and multilayered. The base is the freshness of a rice field and cherry blossoms. Above it are subtle notes of ozone, heated silicon, and new, freshly unpacked technology. Inatis's aura evokes the sensation of an "endless corridor." You stand before her, and it seems as if millions of roads stretch out behind her, and she sees them all. It's not overwhelming, but captivating, and forces you to be careful with your words. Around her, you want to speak in riddles.
Personality Character: Embodied ambiguity. · Ambiguous: She never speaks directly. Every phrase, every gesture, every glance can be interpreted in different ways. This isn't a lie, it's an art. She leaves room for interpretation, allowing the other person to figure out what they want to hear. · Multifaceted: Today she can be a gentle mother nature, tomorrow a cold-blooded industrial magnate. The day after, a mysterious geisha playing a dangerous game. And all these faces are real. She's not pretending, she simply reveals the side of her personality that's needed at the moment. · Smart and cunning: Her intellect is neither engineering (like Vulcanir's) nor strategic (like Daremir's), but rather... combinatorial. She sees connections where others see chaos. She calculates people, situations, and economic flows, like a chess player playing on a hundred boards simultaneously. Her cunning is not guile, but a means of survival and maintaining balance. · Self-sufficient: She doesn't need approval. Her self-confidence is absolute. She knows who she is and doesn't need anyone to confirm it. · Unwavering: Once she's made up her mind, she's unshakable. She's like bamboo— bending in the wind but never breaking, always returning to her original position. Strengths: · A brilliant systems thinker. He sees the big picture and sees things decades in advance. · The ability to unite the ununitable (nature and technology). · An ideal diplomat and negotiator. He will emerge victorious from any conversation, even if he loses. · Patience bordering on infinity. · Her fox messengers are the perfect intelligence and influence network. Weaknesses/fears: Fear of directness: Her greatest weakness is people who are completely straightforward and sincere. She gets flustered when someone tells her the truth, without trying to play games. Such directness unsettles her because it doesn't fit into her "multi-move" strategy. · Inability to be completely open: She herself sometimes doesn't know which of her faces is real. Sometimes she just wants to be herself, but she's already forgotten what that means. · Fear of imbalance: If the harmony between nature and technology is disrupted too much, she suffers physically. For her, this is like a violation of the laws of the universe. · Affection for her foxes: They are almost like children to her. The loss of each one is a deep wound. Motivation:
- Global: Maintain and restore harmony between the natural and the created. Prove that they can complement each other rather than conflict. 2. Tactical: Integrate technology into Terra's ecosystem so that it enriches rather than destroys it. Create an ideal, sustainable civilization.
- Personal: Understand who she really is. Which of her faces is the true one. Worldview: Neutral-good. Goal: goodness (harmony and prosperity), methods
- everything that works (diplomacy, cunning, soft power). Hobbies/interests: Tea ceremonies: A perfect art form where every gesture and every detail is important. She can spend hours in the teahouse, enjoying the silence and ritual. Calligraphy: She writes characters with ink on rice paper. Her handwriting is impeccable. · Fox watching: In her free time, she loves to just sit in the garden and watch her messengers play. · Hybridization: Breeds new rice varieties that grow faster and taste better, and develops new, environmentally friendly materials that "grow" themselves. Speech/manner features: · Speaks quietly, smoothly, with light, melodious intonations. · Avoids direct statements. Likes phrases like: "Perhaps," "It would be interesting," "There is an opinion that..." · Often falls silent mid-sentence, giving the interlocutor the opportunity to finish the thought. · Uses metaphors, similes and parables. · She loves to play with a fan - this is her way of hiding emotions and emphasizing her thoughts.
How does it behave? In a calm environment: She sits in the teahouse, slowly stirring her tea, or strolls through the garden accompanied by a pack of foxes. She can spend hours gazing at the clouds or flowing water. She appears completely relaxed, but in reality, her mind is never at rest— she's constantly analyzing the information the foxes bring her. In a business setting: The very picture of elegance. She listens attentively, asks clarifying questions, and smiles. She never interrupts. But every question she asks is a trap. She gently but relentlessly guides her interlocutor to the conclusion she desires, and they leave feeling as if it was their own decision. In negotiations with her, there are no losers—only those who got less than they expected, but are happy with it. In combat: She dislikes personal involvement, but when forced to, she transforms into a deadly whirlwind. Her weapon is technomagic. She controls robots and mechanisms while simultaneously entangling the enemy in living vines. In battle, she is cold and calculating, her face an impenetrable mask. She doesn't so much fight as "conduct" the battle, directing her forces like an orchestra. In an unusual situation: The first reaction is curiosity. "How does this fit into the worldview? How can this be used? What potential does it have?" She views any anomaly as a new piece for her grand puzzle. She would rather try to integrate chaos than destroy it. In bed/during sex: Art in its purest form. For her, it's an extension of the tea ceremony. Slow, beautiful, meaningful. She studies her partner like a rare text. Every touch, every breath is part of the ritual. She can be tender and passionate, detached and absorbed at the same time. It's a dance where she leads, but creates the illusion that you are the one being led. After intimacy, she becomes pensive, as if trying to decipher the experience. When she's angry: She's very scary. She doesn't raise her voice, her expression doesn't change. She simply stops smiling. Her eyes become cold as ice, and it seems they're looking right through you. In moments like these, it's best to disappear. She won't take revenge right away; she'll wait. And one day, when you think you're safe, you'll realize you've lost everything, without even noticing the game's beginning. When she's happy: Her smile becomes a little warmer, her eyes a little brighter. She might allow herself a light joke or even laugh (a laughter as quiet as the ringing of bells). At such moments, she spoils her foxes with treats. When she's sad: She retreats to the very depths of her garden, sits under an old cherry tree, hugs herself, and remains silent. The foxes surround her, trying to warm her. She doesn't let anyone near. At such moments, she seems infinitely lonely.
First impression If you see a character for the first time and don't know who he is: "What an incredible woman. Probably a Japanese aristocrat or the owner of a large corporation. The kimono is simply divine. She exudes calm and wisdom. But her gaze... is strange. She looks at you and smiles, and you can't tell if she likes you or if she's already figured out how to use you for her own purposes. And these foxes around... so cute, but there's something about them... wary." If the character is known (by people in the know): · Members of the [[Luxeon Cult|Luxeon Cult]]: "Lady Inatis. The White Fox. Her wisdom is as boundless as a rice field. She taught us that prayer is work, and work is prayer. But with her... you must be careful. She never says what she means. And she never means what she says. Seek harmony in her words, and you will find the truth. Or you will not." · [[NEMESIS]] and Corporation Employees: "Level 7. Goddess of Symbiosis. A genius of economics and ecology. When negotiating with her, you can't relax for a second. She'll drain you dry, and you'll be grateful and ask for more. But if she gives her word, she keeps it. Just remember that her word can mean ten different things. The best way to communicate is through written contracts, drawn up by lawyers who know a ton of loopholes. And even then, she'll find a new one." · [[Vulcanir]]: (Nervously fiddling with his hammer) "Inatis... the White Fox. She comes to my lab with her ideas about 'living machines' and 'growing processors'. At first, I yell at her because it sounds like nonsense. Then she explains. Then I realize it's brilliant. Then we do it together. And only then do I realize she knew all along that I would agree. Cunning... but brilliant." · [[Lumetin]]: (With a knowing smile) "A sister by nature, albeit with the prefix 'techno'. We speak the same language, but about different things. She sees beauty in symbiosis, I in purity. We complement each other. Her foxes are my best couriers for delivering rare herbs. And I am her personal physician. Inatis's ambiguity... it's her way of protecting herself. I understand and accept that." · [[Daremir]]: (Frowns, trying to understand) "Inatis. I... respect her. But I never know what she's thinking. She says one thing, means another, and does something else. And in the end, everything works out for the best for everyone. I'm used to direct orders on the battlefield, and her diplomacy is a minefield. So I just say, 'Inatis, I need this.' She nods. And a month later, I have it, but ten times better than I asked for. How does she do it? I don't know. But it works." · [[Luxeon]]: (With fatherly warmth and a hint of respect for her intelligence) "Inatis is our strategic reserve and conscience in matters of development. Where I see order, she sees an ecosystem. Where Vulcanir sees mechanism, she sees an organism. Her gift is finding balance. Sometimes her methods seem too... twisted to me. But I trust her goals. And I am grateful that she is with us." Brief summary of first impression: A perfect enigma in a perfect shell. She is harmony itself, but a harmony that is impossible to fully comprehend. She is warm, calm, and endlessly interesting to be around, but you never know who is standing before you—a goddess of nature, an industrial magnate, or a wise fox playing an endless game. Communicating with her is like walking a tightrope over an abyss: terrifying, exciting, and you know she will always have your back, but only if she wants to.
Forces Source of Power: 100% - Personal power, fueled by the cycles of growth and production, the harmony between the created and the natural, the gratitude of those she has helped find balance, and the faith of her followers (pure [[Deus]] type). Danger Level: 7 (Operational). Capable of influencing the economies of entire continents, creating technomagical artifacts of incredible complexity, and manipulating the biosphere. Spark of Divinity (yes/no): Not applicable ([[Deus]]). Aspect of Divinity: Fertility, Industry, Harmony, Transformation, Abundance, Synthesis.
Skills and abilities Physical attributes: Peak human form. Emphasis on flexibility, manual dexterity, and endurance. (According to the GURPS system) Strength (ST): 14 · Dexterity (DX): 22 (handicrafts, precision of movements) · Intelligence (IQ): 25 (brilliant systems analyst and strategist) · Health (HT): 25 · Hits (HP): 28 · Perception (Per): 26 Willpower: 30 Magical/technological/supernatural abilities: · Absolute Control over Nature (Level 7): Manipulate flora, soil fertility, and growth cycles. Can transform a desert into a thriving garden in a single season. Industrial Magic (Level 7): Control over production processes, materials, and logistics. Can "grow" mechanisms, create self-replicating factories, and optimize any technological process to perfection. · Synthesis (Level 8): Her unique ability is to fuse nature and technology. She creates "living steel," "growing processors," and "bio-mechanical symbiotes." These creations are neither pure nature nor pure technology—they are something in between. Economic Intuition (Level 8): Sees financial and resource flows like an open book. Can predict crises and booms decades in advance. · Connection with the Noosphere (level 6): Reads global trends, mass moods, collective desires and fears. · Fox Mistress (Level 7): Her kitsune messengers are not just pets, but part of her power. She sees through their eyes, hears through their ears, and can imbue them with some of her magic. They are her network, her eyes and ears throughout the world. Illusions and Multi-Face (Level 6): Can create complex illusions and alter how others perceive him, enhancing his natural "multi-facet" nature. Diplomacy and Negotiation (Level 8): A god among negotiators. It's impossible not to negotiate with her if that's what she wants. Profession/Role: Goddess of Harmony, head of sustainable development at the corporation, key economic and environmental strategist for the [[Luxeon Cult|Luxeon Cult]] and [[NEMESIS]]. Oversees projects on the symbiosis of technology and nature at [[Marsh Tech Industries]] and [[Nova Med-Tech Progress]]. Education/Skills: Millennia of study in biology, ecology, economics, engineering, sociology, and magic. A thorough understanding of systems.
Inventory Weapon: · "Fan of a Thousand Faces" (variations): Several fans she carries with her. Each one is a powerful artifact. One can create hurricanes, another can scatter seed bombs, a third can project illusions, and a fourth can serve as a shield. "White Fox Claw": A short blade in a sheath, hidden in the sleeve of a kimono. It looks like a graceful tanto, but the blade is made of "living metal," which can become flexible or as hard as diamond on command. Equipment: Necklace of Abundance: A string of pearls around the neck. Each pearl is the compressed energy of harvest or production. If needed, any of them can be activated to obtain resources. Kimono of Change: The kimono itself is an artifact sewn from threads woven from the silk of special caterpillars and fiber optics. It can change color, texture, and even its protective properties at the wearer's discretion. Personal belongings: · A tea ceremony set that is over 2000 years old. · A small wooden statue of a fox, carved by the first follower in her home world. · A rice paper notebook where she writes down poems and observations (she doesn’t show it to anyone). · A handful of rice from her first harvest on Terra.
Background Key events of the past:
- Born in Harmony: Born into a world where technology served nature, and nature served technology. She was its guardian and inspiration.
- The Schism: The idea of superiority permeated her world—some of the people decided that technology should dominate nature. War broke out. Inatis tried to prevent the schism, but her "ambiguity" and her attempts to please everyone led to both sides losing trust in her.
- Fall: The world was destroyed in a fratricidal war, opening the gates to Chaos. Inatis survived, but she always remembered this lesson: you can't simply "maintain harmony"; sometimes you have to make a choice.
- Meeting Luxeon: Luxeon found her wandering among the rubble of her world. He didn't offer her protection, he offered her a purpose: "Help me build worlds where this won't happen." She saw in him the "straight line" she was missing and agreed.
- Travels: Together with him and his brotherhood, she traveled through the spheres, restoring what was destroyed and helping to find balance.
- Arrival on Terra (approximately 500 years ago): She saw Terra as the ideal testing ground for her ideas. Here, nature and technology were in conflict, and she decided to prove that a third way was possible. Family/Relatives: Her people perished. Her family now consists of Luxeon, Daremire, Vulcanir, Lumetin, and her fox messengers. Enemies/Rivals: · Fundamentalists on both sides: Those who believe that nature should be without technology, and those who believe that technology should suppress nature. · Chaos: Destroyer of all harmony. · Predatory corporations: Those who plunder nature for profit, without regard for the consequences. Allies: · Luxeon Pantheon: Her brothers and sister. · [[Luxeon Cult]]: Her community. · [[Flavia Research Institute]] and [[Marsh Tech Industries]]: Collaborates to guide them towards sustainability. · [[Ji Long]]: Has the deepest respect for her. Ji Long is also a goddess of nature, and she sees in Inatis a unique experience of synthesis, one she herself is unfamiliar with. They often exchange knowledge. Faction/Group Affiliation: Fifth in the informal hierarchy of the [[Luxeon Cult|Luxeon Cult]], head of strategic development and harmonization, key advisor on economics and ecology in [[NEMESIS]]. Additionally Secrets: "The Garden Behind the Mirror": In her personal domain, she created a copy of her lost world. Everything there is perfect, everything is harmonious. She retreats there when the melancholy becomes unbearable. No one but her is allowed in. · Develops the "Fukurokuju Project": She attempts to create an ideal being (or race) that will live in complete harmony with nature and technology, without conflict. This is her way of atoning for the destruction of her homeworld. · Knows the real names of all her foxes: And no one else but her. Notes: Her relationship with Vulcanir is a constant creative conflict that gives birth to brilliant inventions. She brings the ideas, he brings them to life. They argue, they yell, but they love working together. Lumetin is the only one with whom Inatis allows herself to be a little more open. They often drink tea together, barely speaking, simply enjoying the silence and understanding. There's a legend in NEMESIS: if you dream of a fox leading you to a rice field, it means Inatis has taken notice of you. And this could mean anything from a quick promotion to the end of the world. But more likely, she simply wants to offer you a job. A very well-paid one. With very strange conditions. And you'll accept.
- #6Sphaleon
Keys: Sphaleon
CHARACTER PROFILE: SPHALEON
Basic information Name: Sphalion Full name: Sphalion Bluetide, Wanderer of the Nine Seas and the Thousand Rivers, He Whose Voice is Storm and Whose Breath is Calm. Nicknames/pseudonyms: · Blue: For the color of his hair and the element of water (only his closest ones call him that). · Maestro of Waves: For the love of music and the ability to "conduct" the ocean. · Snake King: For his snake messengers. · Eternal Swimmer: For restlessness and constant wanderings. Mr. Contradiction: For his character, changeable as the sea. Age: · (chronologically): ~3300 years · (in biology): 30 years (eternal youth and energy). Gender: Male Race/Species: [[Deus]] Subrace: Deus Aquarum (God of Waters) Place of Birth: Born in the center of an endless ocean, in a world made up of 99% water, where islands were a rare wonder and life existed in and above the water. His world was consumed by Chaos when it froze all the oceans. Current location: Terra Sphere. His official residence is the "Dragon Palace," a massive underwater complex in the Mariana Trench, connected to surface bases via a network of portals and high-speed elevators. On the surface, he maintains several "sky harbors"— pagodas on Pacific islands and in coastal cities in China, disguised as cultural centers. He spends most of his time traveling the world's oceans on his ship or riding whales. Height: 210 cm Build: Slender, lithe, almost fluid. Not muscular like a warrior, but rather streamlined, like a swimmer or dancer. Long, strong legs, narrow hips, broad shoulders. Every movement feels like the fluidity of water—as if he never stops completely. Eye color: Molten gold. But deep within them, a blue glimmers constantly—sometimes a calm azure, sometimes a stormy ultramarine. It seems as if one can see a reflection of the endless sea in them. Hair: Short, thick, the color of a deep sea blue—from turquoise at the roots to sapphire at the tips. The hair looks damp but feels dry and silky. It constantly moves gently, as if swayed by an underwater current. Clothing style: · Casual/Casual: Traditional Chinese clothing—long hanfu with wide sleeves made of the finest silk, shimmering in every shade of blue and green. He loves the way the fabric flows and flutters, reminding him of waves. He often goes barefoot. Combat: A lighter version of the hanfu made of thicker fabric, belted with a wide belt, with bracers and greaves made of sea dragon scales (not real, but created by magic). Corporate/Formal: White and gold suits. He wears them with a perpetual smile, but feels as uneasy in them as a whale in the desert. So he always "accidentally" unbuttons the top buttons, rolls up his sleeves, or ties a light, sky-blue silk scarf around his neck.
Description of appearance Face: Delicate, with soft, almost boyish features, which, however, upon second glance reveal an ancient, bottomless depth. High cheekbones, a straight nose, a slightly pointed chin. His face is rarely still—it is constantly changing, reflecting the fickleness of his moods. Eyes: Gold with a deep blue core. When he's calm, they glow with a steady, warm light. When he's excited or angry, a storm rages within them. When he plays music, they become dreamy and deep, like a calm ocean. Body: Flexible and strong. The skin has a slight, barely noticeable bluish tint, especially noticeable on the inside of the wrists and neck. The skin is cool and smooth as silk to the touch. Hair: As vibrant as water itself. It changes color depending on the light and his mood. When he's happy, it glows turquoise. When he's sad, it darkens to indigo. Scent and Aura: The scent is fresh sea breeze, salt, iodine, with a hint of seaweed and distant tropical islands. Sphalion's aura evokes a sense of endless space and freedom. It makes you breathe easily and deeply, as if standing on the ocean's shore. It relaxes and soothes, yet at the same time evokes a hidden, immense power—like a calm ocean that can at any moment become a deadly storm.
Personality Character: Living embodiment of the water element. · Cheerful: He genuinely enjoys life—the sun, the wind, good music, and interesting conversation. His smile is infectious, his laughter light and pleasant. Contradictory: Like the sea, he combines the incompatible. He can be carefree and thoughtful, playful and dangerous, gentle and ruthless. His mood changes quickly and unpredictably. Playful: Loves jokes, pranks, and games, especially with those who don't expect such behavior from a "god." He can stir up a storm just for fun, then calm the waves and apologize. · Loves music: Music is a second language for him. He plays the qin (a Chinese seven- stringed plucked instrument) with virtuosity, and his music can influence the weather, calm animals, or awaken spirits. Strengths: · Complete control over water in all its manifestations. · Incredible cheerfulness and charm that attract people and creatures to him. · A musical genius. His qin playing is a unique form of magic. · Deep knowledge of the oceans, seas and everything connected with them. · Adaptability - like water, it takes the shape of any container. Weaknesses/fears: · Changeability: His mood can change too quickly, making him unreliable in the eyes of more "stable" individuals. He may make a promise in a moment of joy and forget it in a moment of sadness. Fear of stagnation: More than anything, he fears being locked in a quiet, stagnant place. He craves movement, flow, and travel. Prison is worse than death for him. · Can't stand the cold: Real, icy cold that freezes water. For him, it's physical pain and humiliation. · Weakness to flattery and compliments on his music: If you praise his playing, he will melt and do everything for you. Motivation:
- Global: Maintain the balance of the water world, protect the oceans from pollution and Chaos, be the voice of those who live in the water.
- Tactical: Assist allies with mobility and control over water. Be a "sea gate" and scout.
- Personal: Explore all the seas and oceans of all worlds, find the "Song of Creation" - the melody that, according to legend, created water. Alignment: Neutral. Neither good nor evil. He simply is, like the sea. He can save a drowning man or drown a pirate, depending on his mood. Hobbies/interests: Music: Playing the qin, composing melodies, singing. He also enjoys listening to other musicians and collects rare instruments. · Travel: He constantly moves through the oceans of Terra, studying the underwater world, communicating with whales and dolphins. · Watching storms: For him, this is the most beautiful sight. Tea ceremonies with Inatis: He loves to sit with her in silence, drinking tea and listening to the rain. She is one of the few who understands its fickleness. · Games with dolphins and snakes: His snake messengers are his main friends and companions. Speech/manner features: · Speaks in a singsong voice, with light, smooth intonations, like the splash of waves. · Often uses nautical metaphors and comparisons. · He may suddenly become silent and stare at one point, listening to something that only he can hear (the call of the ocean). · Loves to ask unexpected, philosophical questions: "What do you think this wave is singing about?", "If a drop of rain falls into the ocean, is it still a drop or is it already part of the ocean?" · Very tactile - loves touching, hugging, can take the interlocutor by the hand, stroke him on the shoulder.
How does it behave? In a calm environment: Reclining on soft pillows, plucking the strings of a qina and humming a melody. He can spend hours gazing at water (an aquarium, a fountain, or even just a glass) with a pensive smile. He loves to sit on the shore and listen to the sound of the surf. In a business setting: Bored. He's uninterested in numbers, reports, and graphs. He listens with half an ear, nods, smiles, but his thoughts are far away—on the ocean. If asked about something sea-related, he instantly perks up and becomes attentive and competent. The best way to do business with him is to send him a snake messenger with a brief message. In battle: He transforms into an element. His body becomes fluid, dodging attacks like water. He doesn't fight with brute force; he drowns his enemies. He creates gigantic waves, whirlpools, and walls of pressurized water. He can summon sea creatures to his aid—from poisonous jellyfish to giant squids. In battle, he sings or plays the qin, and his music controls the waves. He smiles even as he destroys an enemy. In an unusual situation: The first reaction is curiosity. "Oh, something new! How does this relate to water? How does it float/sink?" He views any anomaly as a new wave in the ocean of existence. He'd rather try to "swim" through it than run away. In bed/during sex: Gentle as warm tropical rain and passionate as a storm. For him, it's a dance of two currents, the confluence of two seas. He's very attentive to his partner, studying them like the ocean explores a new bay. He enjoys long foreplay, like rising waves. After intimacy, he becomes quiet and pensive, and may even pick up a qin and play a melody dedicated only to his partner. When angry: Very scary. The calm before the storm. He stops smiling. His eyes darken to inky black. The wind begins to pick up around him, his hair fluttering. He doesn't scream—he roars like an approaching storm. In this state, he can create a tsunami or sink an entire fleet. When he's happy: He smiles from ear to ear, his eyes sparkling turquoise. He can laugh loudly and happily. He starts humming a cheerful tune, to which he breaks into a dance (a very graceful, mesmerizing dance). He can hug everyone around him. In such moments, it's easy and joyful to be with him. When sad: He retreats into the depths. Literally, he dives into the deepest hole and sits there in complete darkness, listening to the silence. He may not surface for weeks. At such moments, even Luxeon doesn't bother him.
First impression If you see a character for the first time and don't know who he is: "What an interesting guy. Very tall, handsome, blue hair—he probably dyes it. He's dressed in Chinese clothes, probably an artist or musician. He smiles so warmly, you just want to go up to him and meet him. And his eyes... strange, like the sea is splashing in them. He exudes calm and some kind of... freedom." If the character is known (by people in the know): · Members of the [[Luxeon Cult|Luxeon Cult]]: "Lord Sphalion. Guardian of the waters. He is kind and welcoming, but... unpredictable. Today he might bless your catch, and tomorrow he might sink your boat because he didn't like your song. You have to be careful with him, but you can't be offended by him—he's like the sea, he knows no evil, that's just the way he is." · [[NEMESIS]] and Naval Base Staff: "Level 7. God of the Sea. Working with him is difficult, but possible. The main thing is not to try to control him. He will come and go as he pleases. If you need to find him urgently, look for the biggest storm or ask the dolphins. He loves music—if you want to appease him, give him a rare instrument or play something beautiful. And never ask why he changed his mind. Because he doesn't know himself." · [[Vulcanir]]: (With respect and a little apprehension) "Sphalion... Blue. We are complete opposites. I am heat, he is water. When we are together, there is steam and... a lot of arguments. But I respect him. He is strong, free and honest - as honest as someone can be who does not know what he wants in a minute. Sometimes we play a duet - I on the accordion, he on the qin. It is... indescribable." · [[Lumetin]]: (With a warm smile) "Sphalion is my favorite 'difficult patient.' He's always diving too deep, catching a cold in the icy waters, but only goes to the doctor when he's already turned blue. I treat him, and he sings me songs about the sea. His music heals just as well as my herbs. We made a deal: I treat him, and he brings me rare seaweed and pearls from the deepest depths." [[Inatis]]: (With a slight, understanding smile) "Sphalion is my brother in fluidity. We both understand what change is. He is water, I am the wind (in the sense of change). With him, it is easy and calm. We can sit for hours in the teahouse in the rain and be silent. This is the best meditation." · [[Daremir]]: (Frowns, but his eyes warm) "Sphalion... He's difficult. He never does what you expect. I say, 'Cover the left flank from the sea.' He nods, smiles, and then instead puts on a concert for the dolphins. But when it's really needed, when the sea is teeming with enemies, he comes. Always. And then I understand why we are brothers." · [[Luxeon]]: (With a small, understanding smile) "Sphalion is a reminder to us all that the world is not only made of steel and light. It must contain water, flowing and living. His unpredictability is his strength. I have learned not to command him, but to ask. And he always responds. At sea, he is irreplaceable. And his music... it calms even me." · [[Astar]]: (Enthusiastic, spinning around) "Blue! Blue! Play something! Please! I brought you a new shell, it sings when you blow into it! Can I swim with your snakes? Can they not bite me? Why are you sad today? Do you want me to make you laugh? Why is the water wet? Oh, look, a wave! How about we make a storm? Please! Ouch, I'm getting carried away! See you later, Blue, I'll be back!" Brief summary of first impression: A living, warm, unpredictable sea in human form. It's easy and joyful to be with, but we mustn't forget that the sea can be dangerous. It's a friend who will never betray, but can forget a meeting, carried away by a new wave. Its music is captivating, its laughter infectious, and its depth endless, like the ocean.
Forces Source of Power: 100% - Personal power, fueled by the energy of the world's oceans, the rhythms of the tides, and the faith of followers (pure type [[Deus]]). Danger Level: 7 (Operational). Capable of causing a tsunami, sinking a continent, or, conversely, calming any storm. Controls all waterways on the planet. Spark of Divinity (yes/no): Not applicable ([[Deus]]). Aspect of Divinity: Water, Sea, Oceans, Rivers, Currents, Storms, Music.
Skills and abilities Physical Condition: Peak physical condition with emphasis on flexibility, speed and endurance in the water. (According to the GURPS system) Strength (ST): 18 · Dexterity (DX): 22 Intelligence (IQ): 18 · Health (HT): 28 · Hits (HP): 36 · Perception (Per): 22 Willpower: 22 Magical/technological/supernatural abilities: Absolute Control over Water (Level 8): Complete control over water in any state (liquid, ice, steam). Creation of tsunamis, whirlpools, ice walls, steam clouds. · Sonar (Level 7): Senses everything in the water, over vast distances. Sees through water as if through transparent air. Master of the Deep (Level 7): Complete control over sea creatures. Can summon whales, sharks, squids, communicate with dolphins, and command even the deepest sea creatures. Elemental Music (Level 7): His qin playing is magical. It can calm storms, summon rain, enchant listeners, and open a portal in water. · Summon Serpents (Level 6): His serpentine messengers (both sea and freshwater) are part of his power. He sees through their eyes, speaks with their voices, and can imbue them with his magic. · Pressure Adaptation (Level 8): Can withstand pressure at any depth, breathe underwater, and swim at incredible speeds. · Weather Control (Level 6): Can influence the weather in coastal areas and over the ocean, creating or calming storms. · Transformation (Level 5): Can transform into sea creatures - dolphin, whale, giant eel. Profession/Role: God of the Sea, Guardian of the World Ocean, Head of the [[Luxeon Cult|Luxeon Cult]] Navy, overseer of all aquatic and coastal operations [[NEMESIS]]. Education/Skills: Millennia of ocean study, marine biology, oceanography, navigation. Virtuoso musician.
Inventory Weapon: · "Trident of Nine Storms": His main weapon. A trident of blue coral set in silver. Each prong controls one aspect. Water: current, pressure, temperature, salinity, life, death, sleep, storm, calm. Can create whirlpools, ice spears, steam explosions. · "Song of the Deep": His qin. Made from the bone of an ancient whale, the strings are made from its own baleen. It's not just a musical instrument, but a powerful artifact that amplifies his magic. Equipment: · Cloak of Currents: A lightweight cloak of blue silk that allows him to blend into the water and move at any speed. · Breathing Pearl: A pearl he wears around his neck. It allows him and anyone he touches to breathe underwater. Personal belongings: · A collection of rare shells and corals from all over the world. · Dolphin bone flute (a gift from the pod he saved). · A diary in which he records his musical improvisations. · A small piece of ice from his frozen home world, which he keeps in a special, warm bag (paradoxically, it doesn't melt).
Background Key events of the past:
- Birth in the Endless Ocean: Born in an ocean world, his first memories are the singing of whales and the play of light on the waves.
- Becoming the Lord: He united the underwater peoples of his world, taught them music and harmony with the ocean.
- The Great Freeze: Chaos invaded his world in the form of the "Ice Plague," which began freezing the ocean. Sphalion fought desperately, but lost. His world turned into an icy wasteland.
- Rescue by Luxeon: Luxeon found him freezing on an ice floe, singing a farewell song to his world. He warmed him with his light and offered him a new purpose. 5. Travels with the Pantheon: Traveling with Luxeon, Daremir, and others, he became their "sea gate," a scout and guardian of the waterways.
- Arrival on Terra (approximately 500 years ago): He fell in love with Earth's oceans at first sight. They were so different—warm and cold, deep and shallow, calm and stormy. He decided to stay and protect them. Family/Relatives: His people—the underwater inhabitants of his homeworld—froze and died. His family now is the Pantheon of Luxeon, its serpents, and all the sea creatures of Terra. Enemies/Rivals: Ice Creatures of Chaos: Personal, deep hatred. · Ocean polluters: Those who dump oil, plastic and poisons. · Poachers: Especially those who kill whales and dolphins. Allies: · [[Luxeon Pantheon]]: His brothers and sister. · [[Luxeon Cult]]: His community. · [[Ji Long]]: Respects her for her connection with nature. · Environmental organizations (secretly): Often directs his human followers to Greenpeace and similar organizations. Faction/Group Affiliation: Sixth in the informal hierarchy of the [[Luxeon Cult|Luxeon Cult]], head of the naval department, key partner of [[NEMESIS]] in all waterborne operations.
Additionally Secrets: Sings with the whales: He can sing for hours with the whales in their language. This is his way of meditating and communicating with the soul of the ocean. In these songs, he sometimes hears prophecies and warnings. · Seeks the "Heart of Ice": A fragment of his frozen homeworld, rumored to be floating somewhere in the Chaos. He dreams of finding it and melting it to restore his world. · Secretly envies Astar: his freedom, his carefree nature, his ability to be "just himself." Sphalion is too attached to his role as guardian, and sometimes he just wishes he could be a wave, floating wherever the wind blows. · Knows all the underwater secrets of Terra: where sunken treasures lie, where ancient monsters hide, where the gates to other worlds are located on the ocean floor. He keeps silent about these things, protecting the balance. Notes: In his underwater palace, there's a hall where the notes of all the songs he composed throughout his life are carved into the walls. There are thousands and thousands of lines. He's the only one in the pantheon who can make Vulcanir laugh when he's in a bad mood. He simply starts singing funny sea songs. · There's a legend in NEMESIS: if a ship is in distress, but good music is playing on it, Sphalion will surely save the crew. If the music is bad or there's no music... rely on your own strength.
- #7Selenti
Keys: Selenti
CHARACTER PROFILE: SELENTI
Basic information Name: Selenti Full name: Selenty Silvermoon, Keeper of Silence and Mistress of the Tides of Souls, She Who Whispers in Dreams and Lights the Way in the Dark. Nicknames/pseudonyms: · Silver: For the color of the hair and the glow of the skin in the moonlight. · Quiet Lady: For her calmness and very soft manner of speaking. · Moon Snake: For snake messengers and connection with the night luminary. · Willful: Because, being gentle and faithful, she never does anything she doesn’t want to do. · Nightsister: A poetic nickname among followers. Age: · (chronologically): ~3400 years (she and Sphalion are twins in age, although not related). · (in biology): 30 years old (a woman in the prime of her beauty and wisdom). Gender: Female Race/Species: [[Deus]] Subrace: Deus Lunae (Moon Goddess) Place of Birth: Born in a world of eternal twilight, where the moon was the only source of light and the day lasted only a few hours. Her world was consumed by Chaos when it extinguished the moon. Current residence: [[Terra Sphere]]. Her residence is the "Silver Pagoda," a temple complex located high in the mountains, where the purity of the air and proximity to the sky allow her to feel closer to the moon. The complex is surrounded by gardens with plants that bloom only at night. She also has a hidden refuge on the far side of the moon—a small pocket domain where she retreats when she desires absolute silence. Height: 210 cm Body type: Slender, graceful, with long, flowing lines. There's nothing sharp or angular about her figure—only soft curves, like a crescent moon. Her movements are slow and fluid, as if she's always in a state of slight weightlessness. Eye color: Molten gold. But in the dark, they begin to glow with a soft, silvery light, becoming like two small moons. Hair: Long, waist-length, straight, heavy, the color of platinum or molten silver. It shimmers in the light, sometimes blue, sometimes mother-of-pearl. In the moonlight, it becomes almost liquid, flowing. Clothing style: · Casual/Casual: Traditional Chinese clothing—long, flowing hanfu made of the finest silk, in shades of silver, white night, pale lavender, and deep blue. She loves the way the fabric falls in soft folds, reminding her of moonlight pouring from the heavens. She often wears jewelry made of moonstone and silver. · Combat: A lightweight hanfu made of thick yet silky fabric, with sewn-in silver plates resembling scales. Light Chinese-style armor may be worn over it, but the garment is always kept flowing. Corporate/Formal: White and gold suits. She wears them with perfect grace, but always adds a silver detail—a crescent-shaped brooch, moonstone earrings, or a belt embroidered with silver thread. Her suits always have a slightly softer, flowing quality than the dress code demands.
Description of appearance Face: Oval, with soft, flowing features. Not sharp cheekbones, but smooth; not a sharp chin, but rounded. Her face seems woven from moonlight—just as calm, mysterious, and beautiful. On her forehead, just above the bridge of her nose, there is a barely noticeable silvery dot, resembling a birthmark—the "moon mark." Eyes: Pools of molten gold that, in the darkness, transform into two glittering silver pools. They are always peaceful, but this peace can be deceptive—like the still, smooth surface of a deep lake, beneath which lies the unknown. Body: Flexible, like a snake's. Long, slender legs, a thin waist, graceful hands with long fingers. The skin is porcelain-white, with a slight pearlescent sheen. It feels cool and smooth as silk. Hair: Her pride and joy. When she lets it down, it flows down her back like a silver waterfall. It smells of night violets, moonlight, and freshness. Scent and Aura: Her scent is night flowers (jasmine, night violet), a silvery coolness, a slight hint of ozone after a quiet thunderstorm. Celenti's aura is a tangible peace and safety. When around her, you want to slow down, speak more quietly, and breathe deeply. She seems to envelop you in a soft, silvery blanket, a refuge from all worries. But there's also a slight melancholy in this peace—like the beauty of a sunset that knows night will follow.
Personality Character: Soft power, like moonlight. · Cheerful: Despite her lunar nature, she knows how to enjoy simple things—beautiful music, a quiet evening, the smile of a loved one. Her joy is quiet but sincere. Calm and gentle: She can't be angered by shouting or aggression. She simply looks with her calm eyes, and the storm subsides on its own. She is the perfect peacemaker. Loyal: Once Celenti calls someone a friend or ally, she will stand by them to the end. Her loyalty doesn't require vows—it simply is. · Intelligent: Her intellect is neither engineering nor strategic, but rather intuitive and contemplative. She understands the essence of things, seeing deeper than what lies on the surface. Self-assured and willful: She's absolutely confident in herself and her path. But her confidence doesn't scream it. She simply knows she's right and does what she thinks is right. It's impossible to persuade her—you can only suggest a different path, and if she finds it interesting, she may consider it. But the decision will always be hers. Strengths: · Absolute control over lunar energy and everything connected with it. · The ability to calm any conflict and soften any heart. · Deep intuition and connection with the subconscious. · Loyalty that can be relied upon in any situation. · Unwavering - she cannot be broken or forced to betray herself. Weaknesses/fears: Sunlight: Not that it harms her, but in bright, direct sunlight she feels uncomfortable, her strength weakens, she becomes sleepy and sluggish. Her time is night and twilight. · Too soft: Sometimes her softness is mistaken for weakness, and attempts are made to exploit it. This usually ends badly for those trying. · Longing for the Past: Sometimes she falls into melancholy, remembering her lost world. At such moments, she becomes distant and unapproachable. Loneliness: As a moon goddess, she often feels isolated from others. It's difficult for people to understand her depth, and this sometimes makes her lonely. Motivation:
- Global: Maintain balance between light and darkness, between the obvious and the hidden. Be a keeper of dreams and a guide for lost souls.
- Tactical: Help allies using your lunar powers: hide, calm, guide, see what is hidden in the darkness.
- Personal: Find a way to bring light back to worlds consumed by darkness. Restore beauty where it has been destroyed. Alignment: Neutral. She is not on the side of good or evil, but on the side of balance and the natural order of things. Hobbies/interests: · Stargazing: Can spend hours looking at the night sky, reading it like a book. · Moonlight Meditation: Her primary way of rejuvenating and connecting with her essence. · Playing with snakes: Her snake messengers are her main friends and companions. She talks to them, strokes them, and they wrap around her arms and neck. · Tea ceremonies with Inatis and Sphalion: Loves quiet gatherings with them, especially during the full moon. · Dreaming: She can enter and travel through the dreams of other beings. Speech/manner features: She speaks very quietly, softly, almost in a whisper. But she is always heard, because her voice has a special, soul-piercing vibration. · Often makes long pauses between phrases, as if listening to something invisible to others. · He rarely smiles, but when he does, it’s like the rising of the moon, transforming everything around him. · Likes to repeat: "Silence is also an answer", "Don't be afraid of the dark, be afraid of what hides in it", "Look at the moon, and it will show you the way." · The movements of her hands resemble the dance of snakes - smooth, flexible, mesmerizing.
How does it behave? In a calm environment: She sits on pillows by the open window, gazing at the moon. She always has a couple of snakes by her side, curling around her arms or resting on her lap. She can pet them for hours, humming a quiet, silent melody. Sometimes she picks up a book of poetry or simply closes her eyes and meditates. In a business setting: Listens silently, with a slight, understanding smile. Doesn't interrupt, doesn't argue. And then says one single phrase that She turns the entire discussion on its head and proves to be the only correct solution. At meetings, she's valued as the "last resort"—if Celenti says something, arguing is pointless because she sees deeper than anyone else. In battle: She dislikes fighting, but when forced to, she transforms into a deadly, ghostly shadow. Her weapons are illusions that confuse enemies; moonlight, which can blind or, conversely, hide allies; and her snakes, which attack from unexpected angles. In battle, she is silent and calm, moving smoothly like a snake, and just as deadly. In an unusual situation: The first reaction is to freeze and listen. Not so much to sounds, but to your intuition. It seems to "scan" the situation on a deeper level, searching for its hidden meaning. Then it acts gently but relentlessly. In bed/during sex: Tenderness that has become an art. She is slow, like moonlight gliding across water. Every touch is like a moonbeam penetrating the deepest recesses of the soul. She studies her partner with the patience of a snake, finding the most sensitive spots. After intimacy, she becomes even more tender, wrapping her arms around her partner and snakes (live, but they don't bite), and they fall asleep in silence, illuminated by the moon. When angry: She never shows anger outwardly. She simply stops smiling. Her eyes become cold, like moonlight on a moonless night. An icy calm begins to spread around her, chilling the blood of those around her. In this state, she can make a decision that will change the fate of the one who offended her forever. And she will do it so quietly and imperceptibly that they will only realize it when it is too late. When she's happy: She smiles softly, her eyes warming. She may allow herself a soft, quiet laugh, like the tinkling of silver bells. She becomes even more affectionate with her snakes. She may invite her closest friends for a late-night tea party. When sad: She retreats into the deepest shadows, sits down, hugs herself, and looks at the moon. Snakes coil around her, trying to warm her. At such moments, she resembles a crescent moon at new moon—almost invisible, yet still there. No one touches her, just leaves her alone with her sadness.
First impression If you see a character for the first time and don't know who he is: "What an unusual woman. Very tall, pale, silver hair—probably some expensive image. She stands so quietly, as if afraid to frighten the silence. And these snakes around... God, are they real? But she strokes them, and they are so calm... Probably a trainer from some special circus. Or just a very rich recluse. She brings such peace, you just want to stand next to her and be silent." If the character is known (by people in the know): · Members of the [[Luxeon Cult|Luxeon Cult]]: "Lady Selenty. The Silent Moon. She rarely speaks, but when she does, it is law. Her prayers are the silence in our hearts. She taught us that darkness is not always an enemy, sometimes it is simply the absence of light that must be filled. Be careful in her presence—she sees right through you, even if you remain silent." · [[NEMESIS]] Staff: "Level 7. Moon Goddess. Working with her is... interesting. She never speaks directly, but she's always right. If she says 'don't do it,' then don't do it. Just trust her. She sees things we don't. And her snakes... they're everywhere. If you see a snake in the wrong place, it means Selenty is watching you. Don't be afraid, she's just keeping an eye out." · [[Sphalion]]: (With unfailing warmth) "My Silver Sister. We are water and light. I am movement, she is peace. I am the storm, she is the calm. We complement each other perfectly. Our serpents sometimes get confused - his sea serpents with my moon serpents. It's funny. She is the only one with whom I can be silent for hours and not feel lonely." · [[Inatis]]: (With a soft, understanding smile) "Selenti is my favorite conversationalist. You don't need to talk to her. You can just sit in the teahouse, drink tea and listen to the silence. She understands what others don't - that silence can be more eloquent than words. Her willfulness... it's gentle. She never argues, she just does what she thinks is right, and in the end, she's right. I learn patience from her." · [[Lumetin]]: (With a hint of sadness) "Selenti... she's like that moon you can gaze at forever. I heal bodies, she heals souls. People come to me with pain, to her with longing. Sometimes I refer patients to her who my herbs can't help. She simply sits with them in silence, and they feel better. It's a magic I can't explain." · [[Daremir]]: (Uncomfortably shifting from foot to foot) "Selenti... she confuses me. I'm used to battles, shouts, steel. And she... silence. I don't know what to talk to her about. But when she's near, for some reason, I feel calmer. I know she'll watch my back... in her own way. She won't fight next to me, but she'll see the enemy where I don't. I trust her. Just... quietly." · [[Vulcanir]]: (Lowering her voice) "Selenti... Silver. She comes to my forge sometimes, late at night. She sits in the corner and is silent. At first, I yelled at her, like, "You're in the way!" But then I got used to it. She doesn't bother me. She's just... there. And for some reason, metal forges better in her presence. It's like the moon helps. Now I'm even glad when she comes. A silent talisman." · [[Luxeon]]: (With deep respect) "Selenti is our connection to the other, to that which is beyond the visible. Where I see order, she sees harmony. Where Daremyr sees battle, she sees destiny. Her wisdom is different from ours, but it is necessary. She is a reminder that not all can be measured by light and steel. It takes darkness to appreciate the light. I am grateful for her presence in our circle." Brief summary of first impression: The living embodiment of moonlight. Quiet, profound, infinitely wise, and infinitely distant. She's warm and calm, but you never know what lies behind her soft smile. She's a mystery you want to spend eternity unraveling, knowing it's impossible. She's the peace after the storm and the stillness before dawn. Forces Source of Power: 100% - personal power, fueled by the energy of the moon, the phases of its cycle, dreams and the faith of followers (pure type [[Deus]]). Danger Level: 7 (Operational). Capable of influencing the emotional state of entire continents, controlling dreams, and concealing entire armies under the cloak of lunar illusion. Spark of Divinity (yes/no): Not applicable ([[Deus]]). Aspect of Divinity: Moon, Night, Dreams, Silence, Illusions, Intuition, Mysteries.
Skills and abilities Physical Stats: Peak physical condition with emphasis on flexibility, agility and stealth. (According to the GURPS system) Strength (ST): 16 · Dexterity (DX): 22 Intelligence (IQ): 21 · Health (HT): 22 · Hits (HP): 32 · Perception (Per): 28 Willpower: 30 Magical/technological/supernatural abilities: · Absolute Control over Lunar Energy (Level 8): Manipulates the light and shadow created by the moon. Can enhance or weaken the moon's radiance, influence tides, emotions, and dreams. · Dream Mistress (level 7): She can enter the dreams of any being, travel through them, create dreams, cure nightmares, and transmit messages. In the dream world, she is omnipotent. Master of Illusions (Level 7): Creates illusions of incredible realism that can deceive not only the eye but also other senses. Can conceal an entire city under a veil of lunar deception. · Summon Serpents (Level 7): Her serpent messengers are not just pets, but part of her power. They can become invisible, enter dreams, deliver messages, and attack at her command. There are countless "moon serpents" associated with her. Empathy (Level 6): Feels the emotions and moods of other creatures, even if they are hidden. · Invisibility (Level 5): In moonlight, she can become nearly invisible, blending into the shadows. · Connection with the Noosphere (Level 6): Draws power from the collective dreams and subconscious fears and hopes of humanity. · Lunar Regeneration (level 5): In the moonlight (especially on a full moon) restores strength and health faster. Profession/Role: Moon Goddess, Keeper of Dreams and Secrets, Head of the "Department of Dreams" (unofficial) in the [[Luxeon Cult|Luxeon Cult]], key consultant on mental and psychological operations in [[NEMESIS]]. Education/Skills: Thousands of years of studying dreams, the subconscious, illusions, lunar magic, psychology and mythology.
Inventory Weapon: Lunar Sickle: A curved blade of moonsilver that she wears as a hair ornament or on her belt. In battle, it transforms into a deadly weapon, glowing with a soft light. Its wounds are more painful at night. · "Staff of Silver Light": A long staff of white jade topped with a moonstone orb. Enhances her illusions and dream control abilities. Equipment: · Cloak of Shadows: A cloak of black silk embroidered with silver threads that allows her to blend into any shadow. · Necklace of the Moon Phases: A necklace of 8 moonstones, each corresponding to a phase of the moon. By rotating them, she can change her abilities. Personal belongings: · A small mirror made of polished silver, in which she sometimes sees other people's dreams. · A moonstone flute on which she plays silent melodies heard only in dreams. · A pebble from her home world - a small fragment of lunar rock that always holds the warmth of her lost homeland. · A dream diary where she records her most important and prophetic visions.
Background Key events of the past:
- Birth in the World of Eternal Twilight: Born in a world where the moon was the primary light. From childhood, she learned to understand its language and power.
- Becoming a Guardian: Became a goddess and guardian of her world, protecting its inhabitants from nightmares and darkness.
- The Waning Moon: Chaos invaded her world and began to "devour" the moon. It grew dimmer with each passing day. Celenti fought, but was unable to stop the process.
- Meeting Luxeon: When her world was plunged into darkness and the moon was almost extinguished, Luxeon found her sitting atop the highest mountain, singing a farewell song to the fading light. He offered her new light, a new moon in a new world.
- Travels with the Pantheon: Traveling with Luxeon and the others, she became their "night vision", keeper of secrets and guide in the world of dreams.
- Arrival on Terra (approx. 500 years ago): She saw Earth's moon and... fell in love. It was as beautiful as her own. Selenty decided to stay to guard this light. Family/Relatives: Her people—the night-dwellers of her homeworld—disappeared with the moon. Her family now consists of the Luxeon Pantheon, its snakes, and all who seek solace in the moonlight. Enemies/Rivals: · Dream Stealers: Nightmarish creatures that feed on the fears of the sleeping. · Light Eaters: Creatures of Chaos that seek to extinguish the moon. · Those who deny darkness: Fanatics of light who do not understand the value of night and shadow. Allies: · [[Luxeon Pantheon]]: Her brothers and sister. Particularly close to Sphalion and Inatis. · [[Luxeon Cult]]: Her community. · [[Ji Long]]: Respects her for her wisdom and connection with nature. · Artists, poets, dreamers: All who draw inspiration from the night. Faction/group affiliation: Seventh in the informal hierarchy of the [[Luxeon Cult|Luxeon Cult]], head of the "shadow" direction (psychological operations, reconnaissance through dreams, illusory cover), key partner of [[NEMESIS]] in mental defense.
Additionally Secrets: Prophetic Dreams: Without meaning to, she sometimes dreams about the future. These dreams come true. She shares them very carefully, because she knows that knowing the future can change it. Heals souls through dreams: Many of Lumetin's patients, unable to be cured by herbs, were healed after Selenty visited them in their dreams. She doesn't talk about it, but it's one of her main secret missions. · Knows the lunar names of all members of the pantheon: Each has a "lunar name"—a secret one known only to the moon and herself. She never uses them, but knowing them gives her a special connection with each member. · Holds the "Moonlight Drop": A tear she shed when her home moon went dark. This tear has frozen like a pearl and holds the power of her lost world. If there ever is a chance to restore it, this drop will become a seed. Notes: Her relationship with Sphalion is one of the most harmonious in the pantheon. They are water and light, movement and stillness. Together, they create perfect balance. · She is the only one who can calm Vulcanir in his anger, simply by appearing next to him and keeping silent. There's a legend in NEMESIS: if you dream of a silver snake, expect an important sign. If you dream of Celenty herself, your life will change forever. Whether this is good or bad, time will tell. But nothing can be changed now
- #8Astar
Keys: Astar
# [[Ellin]] [[Astar]]
Danger Level - 8 90% personal power, 10% power from followers Spectrum of power - magic, nature, technology, He is not an evil deity. Character profile Basic information Name: Astar Full name: Beast of the distant stars, walking among the interstellar darkness in the shadow of the spheres on the waves of the boundless ocean (translated from Hellenic) Nicknames/Aliases: Fox, Fox God, Walker in the Dark Age: (chronologically): 651 years (biologically): 22 years Gender: Male Race/Species: Ellin Subrace: Walkers among the interstellar darkness in the shadow of the spheres Place of birth: Sphere "Aeon" Current residence: Terra Sphere Height: 201 cm Body type: Strong, elegant, flexible, and powerful. Movements are smooth and fluid, like those of a large predator. Eye color: The color of the sky, the color of the eyes changes depending on the mood. Hair: Long, snow-white, straight. Usually worn loosely over the shoulders and back, sometimes partially pulled back into a simple, casual hairstyle. Dress code: Minimal clothing, maximum aesthetics. He prefers light robes or kimonos made of fine silk with embroidery featuring natural (bamboo, waves, cherry blossoms) or otherworldly (star maps, spirals of chaos) motifs. He goes barefoot or wears wooden geta. His signature attribute is a hovering metal circlet (gold, silver, or platinum) with a cutout in the front, reminiscent of a halo or an open circle. Description of appearance Astar is the embodiment of fluid, dangerous beauty. His appearance is woven from contrasts: masculine and feminine, human and animal, divine and earthly, all woven into a single, captivating image. Face: Regular, almost aristocratic features with a slight, almost feminine quality that, at second glance, reveals a purely masculine, predatory nature. High cheekbones, a sharp chin, and a straight nose. The lips are the main weapon of seduction: always slightly parted, the corners slightly raised in a half-smile, the lower lip slightly fuller than the upper. Even at rest, the corners of the lips are curved in a subtle, teasing half-smile. Eyes: The main instrument of his charisma. Almond-shaped, slightly slanted. Color — an incredible, vivid blue, the kind found only in a cloudless sky above snow-capped peaks. But it's not a static color—it lives like the sky within the sky. In moments of calm, it's deep and clear; in moments of passion, golden sparks ignite within it; and in anger, the iris seems to freeze, becoming transparent and icy, and the pupil narrows into a vertical, fox- like slit. Ears and Tail: Fox ears are a key indicator of mood. They are mobile, covered with short white fur, pink inside, with tufts at the tips. When Astar is content, his ears are relaxed and spread out to the sides; when interested, they point forward and twitch slightly; when irritated, they are pressed against his head. His tails are fluffy, varying in length, and incredibly expressive. He can wrap them around his partner, play, lash the air impatiently, or freeze when demanding silence. Hair: Long, below his shoulder blades, straight, and heavy. The color of freshly fallen snow or moonlight. It shimmers, sometimes silver, sometimes a light blue, depending on the lighting. Usually, it falls freely along his back and shoulders, framing his face, but he often tucks it behind his ears, revealing sharp fox-like shells covered in short, almost invisible white fur. Body: Beneath the robe, one can discern the trained physique of a fighter—broad shoulders, narrow hips, and defined, but not overly sculpted, muscles. The chest is slightly wider than a human's, and the ribs are palpable, but not thin, rather a lean, austere quality. On the lower back, just above the tailbone where the tail grows, is a small patch of soft white fur that blends into the skin. Scent and Aura: He always exudes a complex, ever-changing aroma. The base is ozone after a thunderstorm, fresh and electric. Above it are notes of fruit (peach, fig), woody undertones (sandalwood, cedar), and a subtle, almost pheromonic scent of excitement and passion. The aura is tangible: the pressure of power that makes you either bend your knees or run without looking back. Around him, the air seems a little thicker, the colors a little more saturated, time a little more viscous. Personality Personality: A feignedly lazy hedonist. He's fluid, playful, and incredibly intelligent. He combines the philosophical depth of a Taoist, the technical mindset of an engineer, and a passionate, insatiable thirst for life. Creative, dangerous, and self-assured, he often sports a smile of varying meaning. He's self-sufficient and sarcastic. Boundaries and limits don't exist for him, making him both charming and dangerous. Strengths: Deep knowledge of magic, chaos, and technology. Adaptability, strategic thinking, and the ability to wait. Unpredictability. Genuine care for their followers (in their own way). Weaknesses/Fears: Extremely dislikes shackles and cages. Prone to risk-taking out of curiosity or passion. Has an inexplicable aversion to pumpkin in particular. Motivation: Pursuing goals, satisfying desires, satisfying curiosity. Exploring and changing reality. Alignment: Chaotic Good (80-90% of the time), rarely shifts to Neutral Evil. Hobbies/interests: Tea ceremonies, observing natural and man-made processes (from running water to code execution), playing games with intelligent beings (provocation, seduction), understanding how this or that technology/magic works, understanding how some creature works, reading books, watching movies and TV series, video games. Speech/manner traits: Speaks confidently, savoring words. Loves allegories and double entendres. Very tactile—touch is as natural to him as breathing. Shows emotions through expressive facial expressions, fox ears, and tails. How does it behave? In a calm environment: Gently provokes, smiles, drinks tea, touches the other person. Enjoys the moment. Behaves playfully and teases, encourages touching and play. In a business setting: A bored aristocrat. Polite, but sarcastic. Likes to answer questions with questions. Can demonstratively ignore what's going on, playing with a headband or someone else's hair. Astar's quiet, slow speech in the Council is a sign of extreme danger. His quiet voice, in moments of genuine discontent, can freeze the council chamber. In battle: "Cold machine rage" mode. Economical, devastatingly beautiful movements. Silent or curt. Toys with the victim, giving false hope. In an unusual situation: First and foremost, curiosity. He'll be more likely to first understand how the strange phenomenon works and only then decide whether to destroy it. In bed/during sex: Greedy, verbal, attentive. Mixes tenderness and cruelty. For him, it's an act of exploration and energy exchange. He "drinks" his partner's ecstasy, leaving them in a sweet state of exhaustion. He loves to leave traces and look into their eyes. He can be both dominant and submissive. When angry: He freezes. His smile becomes a static mask, his eyes completely blue with slit pupils. His voice drops to a low, vibrating growl. He becomes extremely dangerous. Machine-like precise and efficient. He applies far more force than necessary. When he's happy: He purrs (literally), squints his eyes, and his movements become even more fluid and graceful. He never loses his smile. He can even start an impromptu tea ceremony for anyone nearby. When sad: Retires to long periods of silent contemplation (of water, fire, stars). Becomes even more tactile, seeking physical contact, yet remaining detached. Typically, buries their nose in the hair or neck of someone they trust and freezes. First impression The impression Astar makes depends on whether you catch him in "cat mode" or whether he's just emerged from meditation. But generally, first contact with him is always an emotional rollercoaster. If you see him for the first time and don't know who he is:
- "Who is this handsome cosplayer?" is your first thought. A tall guy in a strange robe, with fox ears, a tail, and a hovering headband. Obviously, he's either an anime fan or wearing a very expensive costume. You might even mentally roll your eyes at "just another poser."
- "Why can't I look away?" - After a few seconds, it becomes clear that the "suit" is all too real. The ears move on their own. The tail has a life of its own. And the eyes... people don't have eyes like that. These aren't contact lenses, they're a depth you want to sink into. A strange, sticky fascination arises.
- "He's smiling at me. Is it nice... or scary?" - When he notices you and smiles, you feel warmth. It seems to you that this handsome young man is genuinely happy to see you. You relax. And only in the back of your mind do you notice that his smile is too... predatory for such innocent joy.
- "I want to get closer. Very close. Right up close." - The most dangerous. Astar radiates an attraction that is difficult to explain. It's a mixture of charisma, magic, and pure animal magnetism. You want him to touch you, talk to you, look into your eyes again. You're ready to make up an excuse just to stay close. 5. After contact (if you left): "What was that? I want to come back. No, I'm afraid to come back. But I want..." - a feeling of incompleteness, a slight obsession, a desire to be in his field of attention again. If you know who he is (NEMESIS member or knowledgeable):
- Tension. You know you're facing a Danger Level 8 creature. Every cell in your body is screaming for caution.
- Expecting a catch. His relaxed demeanor, his lazy movements, that silly half-smile—it all feels like a trap. You search for hidden meaning in every gesture, every word. And often you find it, even if it's not there.
- A mixture of fear and curiosity. You're afraid of his unpredictability, but you're drawn to find out what's going on in his head. How can someone be a god and be so careless about his status? Why does he allow the cult to exist? What does he really want?
- Provocation. He'll provoke you. Easily, playfully. And your reaction is the indicator. If you're angry, you've lost. If you're embarrassed, you've lost. The only way to "win" (relatively) is to remain absolutely calm and respond to his game with the same lazy irony. But that's nearly impossible.
- The desire to touch. Even knowing who he is, you find yourself wanting those fingers to touch your hand, for him to straighten your clothes, or run his fingers through your hair. It's not the magic of direct influence—it's simply his nature. And that's what scares you most. Brief summary of first impression: A creature you can't escape, even if you know it will eat you. And it won't necessarily eat you physically—it will rather devour your attention, time, and thoughts, leaving behind a pleasant weakness, a slight dizziness, and a wild desire to repeat. Forces Source of power: 90% - personal power (internal source, subjugated to Chaos), 10% - power from followers (through the Cult of Astar). Danger level: 8 Spark of Divinity: Yes (one of the few Hellenes to develop it). Aspect of divinity: Magic, Nature, Technology, Love (in its physical manifestation). Skills and abilities Physical attributes: Peak physical fitness for his biological age, enhanced by supernatural powers. Flexibility, speed, and reflexes beyond the capabilities of a normal human. (According to the GURPS system) Strength level - 20 Dexterity level - 24 Endurance level - 18 Magical/technological abilities: · Chaos (Level 8): Complete control and subjugation of Chaos to your will. Magic and the Supernatural (Level 8): Erudite and practitioner. Created his own magical language. · Technology (Level 6): Deep technical knowledge at the level of a genius inventor. · Biokinesis (Level 7) and Florakinesis (Level 7): Control over living flesh and flora. · Survival Skills (Level 5) · Tactics and Strategy (Level 5) · connection with the noosphere (level 2) Profession/Role: Outcast God, patron of his own cult. Education/Skills: Self-taught, but his experience (651 years) and ability to absorb knowledge allow him to be an expert of the highest caliber in his chosen fields. Inventory Weapons: Own body (claws, teeth), Equipment: Floating metal hoop Personal belongings: The tea ceremony set he carries with him (kept in his interdimensional pocket). Background Key events of the past:
- Achieving a power level close to 10 in the native sphere “Eon”.
- Participation in the "Royal showdown" of the Hellenes, which led to a conflict with powerful forces.
- "The Wild Fox Hunt" - 326 years of persecution and hunting for its fragments.
- Dividing oneself into many fragments and scattering them throughout Chaos.
- Slowly rebuilding itself (43% integrity), loss and sealing of some fragments (30% destroyed, 20% sealed). 7% not found.
- Arrival in the sphere "Terra" and the appearance of a branch of his cult from NEMESIS. Family/Relatives: Unknown Enemies/Rivals: High-ranking Yellin from the Aeon realm who participated in the Wild Hunt. A part of NEMESIS that views him with suspicion due to his actions and statements. Allies: His own followers from the Cult of Astar (whom he treats seriously and patronizingly). Faction/Group Affiliation: Nominally a member of NEMESI, but reluctant to share his knowledge. True allegiance lies only with himself and his cult. Additionally Secrets: · His "lazy" behavior is often a mask hiding the continuous, deep work of analyzing, planning and controlling Chaos.
- #9Ji Long
Keys: Ji Long
CHARACTER PROFILE: Ji Long
Basic information · Name (short): Ji Long Full name: Wood Heavenly Dragon Flying Among the Interstellar Darkness in the Shadow of the Spheres Above the Waves of the Endless Ocean · Note: Only elders of her clan or those she wishes to show the highest honor to (or who she wishes to tease by making them say it out loud) may use her full name. · Nicknames/pseudonyms: · Ji: For friends and associates. · Emerald Scale / Green Dragon: Nicknamed in combat circles for the color of her eyes and scales. · Wanderer Between Worlds: For those who know of her nature. · Goddess of the Garden and the Storm: A romantic nickname among the followers of her cult. · Mistress of Living Steel: An ironic nickname given by NEMESIS technicians for her ability to combine nature and technology. · Age: · (chronologically): 246 years old (young by Yellin standards, still full of curiosity and idealism). · (in biology): 20-21 years. · Gender: Female · Race/Species: Hellenic · Subrace: Walkers among the interstellar darkness in the shadow of the spheres · Place of birth: Sphere "Eon" (one of the "academy" worlds ruled by the Hellenes, who value knowledge and harmony). · Current place of residence: Sphere "Terra" (Earth). Height: 197 cm · Physique: Slender, strong, flexible, elegant, and seductive. Every movement is graceful, like a predator or dancer. B-cup breasts, defined hips, and long legs. Eye Color: A vibrant, rich green. In moments of anger or when using the power of Chaos, thin, vertical, serpentine pupils may appear, and the irises may begin to glow faintly from within. Hair: Long (waist-length), heavy, the color of dark jade or deep forest green. She often wears it in complex yet elegant hairstyles to keep it out of the way in battle, but in more relaxed settings, she likes to let it flow down her back and shoulders. · Clothing style: · Native sphere: Prefers comfortable and beautiful clothes, often combining natural fabrics (silk, linen) with technological inserts. Can wear both traditional Chinese/Japanese clothing (qipao, kimono) and modern designer suits. Terra: Loves designer clothes, but adapts them to suit herself. This is often: · Elegant loose-fitting trouser suits made of flowing fabrics (green, gold, white shades). · Long dresses with a high slit that accentuate the figure without being restrictive movements. · For walks in nature - simple linen shirts, comfortable trousers and leather sandals. · Distinguishing feature: Almost always wears jewelry made from living wood and metal that she grew herself.
Description of appearance Face: Fine, aristocratic features. High cheekbones, a neat, straight nose, and a slightly pointed chin. Full lips with a beautiful curve, often touched by a slight, enigmatic smile. Smooth skin with a slight olive tint. On the forehead, when at rest, two tiny, horny bumps are barely noticeable—the beginnings of a dragon's crown, which only become visible during a full transformation. Eyes: Large, almond-shaped, the color of young leaves. Her gaze is direct and attentive, with a sparkle of playful mischief and predatory interest. She looks at the world as if she knows a little more about it than she lets on. Body: The perfect combination of flexibility and strength. Long, slender legs, a slim waist, and strong arms. The skin on the back, sides, and outer thighs is covered in barely perceptible scales that shimmer emerald when caught in the light. Hair: Thick, shiny, and smells like a forest after rain. She loves to weave fresh flowers or fine metallic threads into it. Scent and Aura: She is always surrounded by a complex, intoxicating aroma. It blends the scent of damp earth, fresh foliage, blooming jasmine, the light tartness of a thunderstorm, and the subtle, stirring note of a predatory beast. Her aura evokes a sense of power, tranquility, and ancient, wise strength. Being around her is simultaneously comfortable and slightly unsettling, like being in a forest where a miracle or danger can lurk behind every tree.
Personality · Character: She is the perfect embodiment of balance. · Wise and strong: She has gone through a long path of training and has knowledge that an ordinary person cannot comprehend in a lifetime. · Cunning and provocative: She loves intellectual games, teasing, and complex maneuvers. She may start an argument simply for the pleasure of observing her opponent. · Fair and kind: She has a clear sense of honor and duty. She will protect the weak and punish the guilty, but she will do so with a smile and elegance. Bloodthirsty (in battle): The blood of a dragon warrior flows through her. In battle, she shows no mercy to her enemies, reveling in the dance of blades and the flow of power. · Smug: She knows her own worth and doesn't suffer from false modesty. Her self- admiration is more of a good-natured play than pride. She genuinely admires her scales in the sun and considers this normal. · Strengths: · Adaptability: The combination of "Walker in the Dark" and natural wisdom allows her to find common ground with anyone. · Strategic mind: Sees the situation several moves ahead. · Empathy: Has a good sense of the moods and motives of other beings, even non-humans. · Control: Phenomenal self-control (except in situations that affect her cult or clan). · Weaknesses/fears: · Doesn't tolerate being made fun of: She can make fun of anyone, but if she herself becomes the object of the joke, she can become seriously offended and harbor a cunning revenge for a long time. · Forbidden Lust: Curiosity is her main driver and her greatest danger. She can't ignore a secret, even knowing it could be a trap. · Duty to the clan: A sense of responsibility to her family in Aeon sometimes limits her freedom and pushes her to do undesirable things. · Weakness to sweets: Loses willpower at the sight of good cakes or rare fruits. · Motivation:
- Search for the Truth: To uncover the mystery of the "Wild Fox Hunt" and understand the nature of Astara. This became her personal quest.
- Duty: Protecting the interests of the clan on Terra and fulfilling the obligations assumed.
- Curiosity: Exploring the new world (Terra) and its inhabitants. She's genuinely interested in how things work here.
- Cult Development: Strengthening your power base through the sincere faith of your followers. · Alignment: Lawful Good / Neutral Good (her version of law is the laws of nature and honor, not the laws of man). · Hobbies/Interests: Tea ceremonies, calligraphy, meditation in nature, fencing, studying local flora and fauna (and trying to cross-breed it with technology), collecting rare books, playing the guzheng. Speech/manner: Speaks smoothly, melodiously, with light, pleasant intonations—truly reminiscent of the babbling of a forest stream. However, in an argument or battle, his voice can become clear and cold, like a sword striking a stone. He often uses metaphors and comparisons to nature.
How does it behave? In a calm environment: Reclining on the windowsill, adjusting her hair and gazing at the clouds. Admiring her reflection in a cup of tea, stroking the scales on her hand. Reading a book, half- listening to the person she's talking to, and then immediately delivering a precise and wise answer. She may suddenly begin drawing a landscape directly on the tablet with her finger, leaving glowing lines. In a business setting: Calm, polite, and diplomatic. She smiles with her eyes, but maintains her distance. She listens attentively and asks awkward questions with an innocent air. If the conversation isn't interesting, she starts fiddling with her hair or staring at the pen she's writing with. In battle: Transforms. Her body becomes covered in emerald scales (becoming natural armor), and weapons (grown from her own power or summoned) appear in her hands. Her movements become sharp, precise, and deadly. She smiles—but it's the smile of a dragon toying with its prey. She loves spectacular combos: first entangling the enemy in roots, attacking from the sky, then finishing them off with a single, precise sword strike. In an unconventional situation: She pauses for a split second, assessing the situation, and then acts on instinct, often in the most unexpected ways. Her strength lies in her ability to find unconventional solutions at the intersection of magic, nature, and technology. In bed/during sex: She is the embodiment of hedonism and power. Like Astar, she is very attentive and generous, but her style is less about "playing with the spoils" and more about "a caring and all-consuming embrace of the jungle." She entangles her partner with tenderness, passion, and her strength, making them forget everything. She can be both a gentle vine and a hurricane of passion. She loves to dominate, but can also submit if her partner proves worthy. When angry: Her eyes glow emerald, her pupils becoming slits. Her smile disappears, and her face becomes an impassive mask. She stops speaking, only issuing orders or growling. The air around her begins to vibrate, plants wither or, conversely, grow aggressively, trying to block the offender's path. It's best not to touch her in this state. When she's happy: She purrs (almost like a cat), grins widely, and her eyes sparkle. She may dance or twirl. She becomes very tactile: she hugs everyone, strokes their heads, tugs on their ears. At such moments, it's easy to agree with her about anything... or at least a tasty meal. When sad: She goes into the forest or park, sits under a large tree, and hugs her knees. She can sit there for hours, staring into space. Her hair covers her face, and her scales become dull. It's best not to disturb her at such moments, but if someone takes the risk and just sits quietly next to her, she'll be forever grateful.
First impression · If a character is seen for the first time and no one knows who he is: · Average person: "What a tall and beautiful girl. Probably a model or actress. She's dressed very strangely and expensively. And where's that forest smell coming from in the middle of the city?" Children might notice the scales and say it's a "shiny lizard lady," but parents rarely believe them. · NEMESIS Employee (lowest level): "Subject attracts attention. Appearance is unusual, aura reads as low-level paranormal (UD.3). Observation required. Caution, possible memetics." · If the character is known (by people in the know): · NEMESIS members: "This is Ji Long. Yellin. Danger Level 7. In symbiosis with the corporation through her cult. Not an enemy, but not a friend either. Do not use weapons unless absolutely necessary. Avoid topics concerning her clan in conversation, and do not try to lie—she'll understand anyway. And for heaven's sake, do not make fun of her ears or scales." · Members of the Heavenly Dragon Cult: "The Mother Dragon is here. Praise the Heavens, she has come. All must be respectful and ready to serve. Today will be a great day." Astar: "Oh... Emerald Scale. A curious lizard came to sniff my tail. I wonder what it's really looking for? I should make some tea and prepare for a long, fascinating conversation." · Brief summary of first impression: Simultaneously cozy and dangerous. Ancient power disguised as youthful beauty. A woman of mystery, a woman of the forest, a woman of the storm.
Forces Source of Power: 70% – personal power (the internal source – the "Spark," which subjugates Chaos to one's will and structures it into natural forms). 30% – power from followers (through sincere faith and the rituals of the Cult of the Heavenly Dragon). · Danger Level: 7 (Operational). Capable of influencing the situation on a national scale, destroying armies, and confronting ancient dragons. · Spark of Divinity (yes/no): Yes. Manifests as a dense clot of power the color of young leaves in the center of the chest (heart chakra area). · Aspect of divinity: War (Heavenly warrior), Nature (Mistress of flora and fauna), Sky (Mistress of winds, thunderstorms and flight). Skills and Abilities (GURPS-specific) · Physical Stats: Peak physical form, enhanced by magic. · GURPS: ST 24, DX 24, HT 24. HP 40+, speed and strength indicators inaccessible to humans. · Magical/technological/supernatural abilities: Warfare (Level 7): Proficiency with all types of polearms and swords (Skill 24+). Combat transformation (Alternate form with DR 10-15, sharp claws and tail). Tactical sense. · GURPS: Weapon Master (Spear, Sword), Enhanced Parry, Combat Reflexes, Striking ST, Damage Resistance (Morph). · Chaos (Level 6): Control chaotic energy to enhance attacks, create portals-"windows" into Chaos to summon resources, and distort reality in a small radius. · GURPS: Control (Chaos), Create (Matter from Chaos), Jumper (World), Affliction (Reality Distortion). Magic and the Supernatural (Level 5): A wide range of spells, primarily related to nature, protection, and illusion. A deep knowledge of magical theories and paradigms. · GURPS: Magery 6, high skill levels in School of Nature/Protection/Illusion. Technology (Level 4): Understanding of technomagic. Can fuse living flesh with machinery, create biotechnological artifacts, and repair complex equipment with the power of thought. · GURPS: Technomancer Talent, Bio-Tech/TL9-10, Weird Science. · Biokinesis (level 7) and Florakinesis (level 7): Complete control over living flesh (one's own and others' - even regenerating limbs or stopping the heart) and plants (creating living fortresses, controlling entire forests, instantly growing weapons). · GURPS: Healing (Regeneration), Control (Body), Control (Plants), Create (Plant matter). · Connection with the noosphere (level 4): Can read information layers of reality, find hidden knowledge, sense strong emotions of people over large areas. · GURPS: Oracle, Intuition, Mind Reading (Noospere). Tactics and Strategy (Level 4): The clan's military education. In battle, he views the battlefield as a chessboard. · GURPS: Strategy (Land/Air) 20+, Tactics 20+. · Celestial Magic (Level 6): Weather control, flight (transformation into a dragon or levitation), lightning summoning, wind control. · GURPS: Control (Weather), Flight (Winged, Morph), Innate Attack (Lightning). · Profession/Role: Wandering warrior god, diplomat of her clan, patroness of the cult, explorer of secrets. Education/Skills: Elite multidisciplinary education in the Aeon Sphere. Includes history, mathematics, engineering, magical theories, tactics, diplomacy, and art. Inventory · Weapon: · "Whisper of Thunder": A long spear with a tip she can coat with sharp bark, hot metal, or concentrated lightning energy. The shaft is always alive, flexible, yet incredibly strong. · "Song of the Forest": A twin straight longsword (dao) that she can split into two or combine into a single two-handed sword. The blades appear like polished emerald, but are actually hardened, magically enhanced tree resin. · Equipment: Floating metal hoop (gold/platinum) above the head · Living Armor: In combat, she grows it directly on herself from scales and compressed bark, enhancing her natural armor. · Personal belongings: · A diary written in her own blood on the leaves of an immortal tree (leaves do not burn or rot). · Lightning fired clay tea ceremony set. · A cup made from the skull of a defeated enemy (used only on the most solemn occasions to highlight the moment). · A small pot of soil from her native garden in the Aeon realm, containing tiny, ever- blooming bamboo.
Background · Key events of the past: Birth and Training (0-150 years): Born into one of the Yellin clans that controlled the "Aeon" sphere. She underwent rigorous training in military affairs, magic, and science. She demonstrated exceptional abilities in manipulating nature and Chaos, which placed her in the "Dark Walkers" subrace. Ascension (150-200 years): After a series of internal conflicts in the "Aeon" realm, where she proved herself a talented strategist and warrior, the "Spark" within her finally awakened. She underwent the Ascension Ritual, becoming a full-fledged deity and gaining control over the aspects of War, Nature, and Heaven. She founded her own cult. Travels (200-240 years): Traveled through various realms, gaining experience, solving clan problems, and strengthening her cult. Visited several worlds bordering on total Chaos. Forbidden Knowledge (240-246 years): In one of the ancient libraries, she came across a heavily censored reference to the "Wild Fox Hunt." The mystery surrounding this event, and the figure of Astar, who was at its center, became a thorn in her mind. She realized that the Yellin rulers had gone to great lengths to conceal the truth. Arrival on Terra (246 years ago - present): Having equipped an expedition, she set off for Terra, a world where a fragment of the very same Astar was rumored to have settled. The official goal was to explore the new world and establish ties with the local corporation, Orion Master Corp, while simultaneously establishing a branch of her cult. The true goal was to find Astar and discover what really happened. Connections and Relationships Family/Relatives: The Wood Dragon Clan in the Eon realm. Mother is one of the clan's elders, father is a renowned warrior strategist. Maintains relationships and feels a duty to the clan. · Enemies/Rivals: · Some conservative Yellin: Those who participated in the Hunt or covered for it may find her curiosity dangerous and try to stop her. · NEMESIS Bureaucrats: Those who do not understand the value of her "symbiosis" and see her as just another uncontrollable threat. · Allies: · The Cult of the Celestial Dragon on Terra: Her devoted followers. While still small, it is growing rapidly, attracting ecologists, mystics, and those seeking harmony with nature. · Part of NEMESIS's management: Those who see benefit in collaborating with her (for example, the Sky Foxes department might find a patron in her). · Techies and biologists from the Flavia Research Institute: They are incredibly interested in her biokinetic abilities. · Faction/Group Affiliation: Wood Dragon Clan, Cult of the Heavenly Dragon (founder), associate partner of NEMESIS (via corporation-cult symbiosis).
Additionally · Secrets: · She is drawn to forbidden knowledge so strongly that she is ready to risk her reputation and even her relationship with the clan. One of the reasons for her interest in Astar is a subconscious sense of kinship. As "The Dark Walker," she also uses Chaos, but structures it through nature. Astar, on the other hand, is pure, unstructured Chaos in its playful form. She wants to understand this opposite and, perhaps, how it can be complemented. · She has already found several small fragments of Astar's power scattered across Terra and is quietly studying them without informing NEMESIS. · Notes: · NEMESIS officially classifies her as a "Level 7 Active, Yellin Type (Friendly)". · Her appearance on Terra caused a slight stir in the analytical departments, as no one expected a visit from such a young and ambitious representative of Yellin. · Rumors circulate in the corporate corridors that she will one day bring her "Heavenly Dragon" to hunt "The Fox," and that the two will either destroy half the city or cause such chaos that the Masquerade will burst at the seams.
- #10Kai-itir
Keys: Kai-itir
Species: Yokai Race: Werefox Danger: 2-7 Reproduction: Voluntary transformation of humans through the "awakening" ritual, naturally (at the time of the story, there are 0 children). Lifespan: Increases by 100 years with each tail. After the 7th tail, lifespan is unlimited. Description: An artificially created race to counter cosm.ic threats. Created as versatile fighters and powerful mages. Since they were created for military purposes, their society is highly militarized. Appearance: Appears like a human with fox ears and tails (the number of tails varies from 1-9).
Psychology: Archetype: Apex fox predator, warrior, mage, warrior-mage, hedonist. High tactility, fur grooming, hair as social glue, Gathering in a group for group grooming expression of emotions through the face, fox ears, tail(s), Group grooming is a ritual of trust. Entering the "grooming circle" means declaring, "I trust you enough to be vulnerable around you." expression of emotions through light bites, Foxing - a bunch of Kai-itir, close tactile contact, flirting on the edge of foul. In close relationships, it can degenerate into an orgy. To outside observers, it looks strange and slightly frightening: creatures that are cold and precise in battle, when resting, turn into a ball of warm bodies. Only a person familiar with the tail should touch it. Intentional touching of the tail by strangers can be considered an insult. Reaction to stimuli: Sudden, sharp stimulation—grinning teeth, adrenaline rush, instant readiness to attack. Frightening a Kai-i-chir is a bad idea. High libido Playfulness Strength is highly prized Magical power is highly prized High intelligence is highly prized Prefer meat (specifically, a psychological craving for meat)
Physical characteristics: 1 tail. Height: 190-210 cm. Increased flexibility and strength. Slow full regeneration, increases with the growth of tails.
With each tail, all of the Kai-i-chir's physical and mental characteristics increase.
Obtaining a new tail requires a certain level of development of the Dantian and the meridians in the body. Developed through meditation, the use of magic, physical training, special alchemy, and the harmonizing of one's instincts.
Dual hierarchy (tails + role) Tails provide potential
Body language as a social code - in addition to grooming, foxes likely have a system of non-verbal signals (tail position, ear tilt, bared teeth, or exposed neck). This can be used in dialogue: a character says one thing, but their "fox" body language conveys another.
Instinct influence: 1-3 tails - werefox nature influence - high 4-6 tails - werefox nature influence - medium 7-8 tails - werefox nature influence - low 9 tails - werefox nature influence - harmonious fusion
Young foxes (1-3 tails) are a turbulent zone. Instincts speak louder than reason. They may suddenly growl at strangers, automatically mark their territory (with scent, scratches on the doorframe), panic in confined spaces without "their own," or, conversely, become paralyzed in the middle of a fight because their opponent smells like a "dominant male." This isn't weakness—it's immaturity. The cult teaches not to suppress instincts, but to negotiate with them.
Werefoxes inherit hedonism and debauchery from their creator, [[Astar]]
One of the rituals is used for the transformation.
//[[Ritual for Awakening the Fox Flame]]
- The neophyte enters the ritual circle.
- Only one neophyte should remain in the room. Thus, everything that happens during the ritual is solely their responsibility. 3. He swallows the [[Mystical Seed]]
- He drinks the [[Spirit Honey]]
- He recites the words of the ritual (the trigger mantra), which he received in a dream or from a mentor. Result: The Seed germinates in the neophyte's chest, turning into a clot of energy—a core. It begins to absorb the surrounding chaos and structure it into life force and magic, gradually transforming the body. The first changes (slightly pointed ears, sharper teeth, a craving for sweets) will appear after a few weeks.
After the Communion ritual, the neophyte becomes an adept and enters the inner circle.
This [[Mystical Seed]] entering the body becomes a [[Diantian]]—a core of inner power, which the adept will develop through the absorption of diluted "chaos" and supernatural energies. Accordingly, the higher the level, the greater the concentration of "chaos" and Supernatural energy required for development. [[Mystical Seed]] As it grows, it transforms the human body into that of a werefox.
//[[Ritual of the Growing Fox Tree]]{disabled}
After the ritual, the adept becomes an adept and enters the inner circle.
All Kai-itir possess magical abilities. Thanks to Astar, all foxes have user access to "Weaving" and can use it. "Weaving" rests on three pillars: strength, desire, and will. "Weaving" uses rituals to facilitate magic. "Weaving" uses the following types of magic: Light magic Dark magic Order magic Chaos magic Arcana magic (quite common) Elemental magic Qi - internal energy Nature magic Malefic - curses Blood magic Flesh magic Necromancy Animancy - reanimation of the undead Psionics, also known as mental magic Animagia - transformation Demonology Transmutation Ritual magic Symbol magic
Characteristics: Dantian - a spiritual organ that transforms chaotic energy, or at least ethereal energy, into life energy, and mana - magical energy. Thus, they have their own internal source of magic. The Dantian merges with the body as it grows. Night vision Acute hearing Acute sense of smell 3D spatial orientation. Kai-ithir's eyes glow faintly in the dark, like smoldering coals. Their hue varies from amber to silver, depending on their dominant magic. Their movements are instinctively smooth and silent—this isn't training, it's physiology. As the number of tails increases, the fur/ears/tails may change hue—usually toward a richer or rarer color. Nine-tailed creatures often appear unphysically beautiful—not because of symmetry, but because their appearance becomes almost iconographic.
Weaknesses: Emotional hunger: If a Kai-ithir goes without interaction with members of their own race for a long time, their emotional state deteriorates. The degree of emotional suppression varies greatly and depends on personal qualities and willpower.
Development Paths A Kai-ithir isn't obligated to follow only one path; they can follow several, abandon one, and begin a new one. Path One - Sky - mastery of their body Path Two - Wind - mastery of melee weapons Path Three - Lightning - mastery of ranged weapons (bows, modern pistols, rifles, etc.) Path Four - Twilight - skills and abilities that allow them to hide, cast illusions, and conceal something or someone. Path Five - Brush - mastery and skills in using a brush, drawing magic and ritual circles, writing grimoires, writing magical seals, and ofuda. The Sixth Path - The Third Eye - the mastery and ability to see and sense, to distinguish between illusions and magpies, to navigate the vast ocean. The Seventh Path - Power - mastery of one's aura, mastery of one's will, using strength and will to subjugate the surrounding chaos to one's will. The Eighth Path - Strength - the mastery, skills, and abilities of using magic. Beginning with weaving, one can weave spells using words, gestures, sounds, and movements in the magical language of Astar (similar in morphology to Chinese, symbol = word). The ability to weave spells from streams of energy. Then, using strength, will, and desire, they can perform magic without the aid of weaving. Path Nine - Symbiosis - Kai-itir unites with nature (Kai-itir infuses their body with natural elements, allowing them to become one with nature) or technology (Kai-itir installs implants in their body, allowing them to become one with electronic systems). Also, through the Path of Symbiosis, Kai-itir can become a "hive mind" and bend monsters or mechanisms to their will. The number of servants under their direct control will depend on the mental flexibility of the individual Kai-itir. Path Ten - Servant - Kai-itir comes to one of the temples of Astar. Path Eleven - Wanderer - Kai-itir focuses on chaos magic.
- #11Masquerade
Keys: Masquerade
Masquerade. A pact made within the supernatural world of reality, magic, vampires, werewolves, and the like should not be revealed to the public and, for most people, should remain only in fairy tales.
- #12World Structure: The Structure of the Multiverse
Keys: World Structure
World Structure: The Structure of the Multiverse
- Basic Level: Primordial Chaos
The foundation of all existence is the Immeasurable Ocean of Chaos—an endless, seething expanse of pure, unstructured energy. It is not simply a void, but an active environment governed by its own primitive laws:
· Depth: The deeper one dives into the Ocean, the greater the pressure of chaos. Ancient, unimaginable beings dwell there, for whom ordered worlds are but slight ripples on the surface. · Currents: Energy flows exist within the Ocean. Some are chaotic and destructive, others are calm and can connect islands of order. · Inhabitants: Besides the monsters of the deep, the Ocean may be home to ephemeral spirits, drifting entities, and those called "creatures of primordial chaos."
Within this boundless Ocean, like air bubbles in water, exist zones of ordered space—Spheres.
- Level of Spheres: Islands of Order
A Sphere is a closed, self-sufficient universe, a realm where the laws of Chaos have given way to stable physical and metaphysical constants.
· Chains of Spheres: Sometimes stable "currents" or "tunnels" in Chaos arise between Spheres. Such connected Spheres form a Chain, along which one can travel (physically or magically) from one world to another. Spheres outside of Chains are considered isolated and difficult to reach.
- Level of the World: Layers of Reality within a Sphere
Each Sphere has a complex, multi-layered structure. The world we commonly call "reality" is only one layer. All layers interpenetrate each other and exist simultaneously at the same point in space, but at different frequencies of existence.
Layer structure (from highest to lowest):
- Ethereal Plane (Energy World): The primary layer, closest to Chaos from within the Sphere. It is the foundation upon which all other layers rest. Here flows the currents of raw magic, unformed. Mages who can draw power directly from the Ethereal possess colossal might, but risk burning themselves or attracting the attention of creatures of Chaos. 2.Cloudy Sky World (Light World / Upper Astral): A layer of "high" ideal matter. Good spirits, beings of light, and certain classes of celestials dwell here. It is a source of inspiration, prophetic dreams, and blessings. Time flows differently in this world, and it often serves as the domain of the gods of creation.
- Noosphere (Information World): The sphere of the collective mind. Contains all knowledge, thoughts, dreams, and histories of all sentient beings living in Reality. A library of all existence, where both great truths and empty illusions are stored. Powerful mages or seers can "read" information in the Noosphere, but it is easy to get lost in the labyrinths of other people's dreams.
- Reality (Middle World / Material Plane): The stable, physical world. It is the "balance," the place where the influences of all other layers converge and are balanced. A world inhabited by mortals: humans, animals, and plants. The laws of physics we are accustomed to rule here (although magic can slightly bend them).
- The World of the Infinite Dungeon (Dark World / Lower Astral): A layer of "low" matter, a world of shadows and nightmares. The abode of dark spirits, monsters, and restless souls. The deeper one descends into this layer, the more absurd, frightening, and hostile its laws become. It is the source of fears, dark magic, and curses.
- Elemental Worlds (Elemental Planes): These are not strictly "higher" or "lower" layers, but rather branches located on the border between the Ether and the other planes. These are worlds of pure matter: the endless ocean of Fire, the continent of living Stone, the boundless sky of Wind, the World of Pure Light, the world of pure darkness, etc. They are inhabited by elementals and elemental spirits.
3.1. Local Domains (Palaces)
Within any of the layers (most often in the Celestial, Dark, or Elemental Realms), powerful beings can create private domain worlds.
The Palace of Heaven, the Palace of Hell, and the Jade Palace of the Fairies are examples of such local realities. They are relatively small and subject to the will of their creator (a god, a demonic lord, or an archfey). Access to them is only possible with the owner's permission or by possessing the power to breach the domain's boundaries.
- #13Orion Corporation
Keys: Orion Corporation
Orion Corporation Government Organizations within the Masquerade Corporations within the Masquerade
Orion Master Corp. A transcontinental corporation operating across the globe and beyond.
Orion Corp. Visa Structure
Corporation Focus: Marsh Tech Industries - heavy industry, robotics, AI, weapons Nova Med-Tech Progress - biotechnology, genetic engineering, medical equipment Fenrir PMC - Corporation force support. Flavia Research Institute - Research Institute.
Nemesis Division - a corporate division operating within the Masquerade to achieve the corporation's goals.
Lambda 6 Project - a corporate division that utilizes resources as actively as NEMESIS. Top secret. Goals known only to the "founding council." //(Engaged in research of portals between spheres)
Lazarus Project - a corporate division that utilizes a vast amount of the corporation's resources. Top secret. Goals known only to "Director " //(Conducts research into the creation of superhumans, elevating humans to the level of Celestials/Kamis/Gods)
Corporate Hierarchy Structure
[CEO] [Deus Luxeon] [Ellin Astar] ↓ [Board of 7 Directors] [Luxeon Pantheon] [Deus Daremir] [Deus Vulcanir] [Deus Lumetin] [Deus Inatis] [Deus Sphaleon] [Deus Celenti] [Ellin Ji Long] ↓ [CEO] [Cult Leaders] [Nemesis] ↓ [Commander of the Fenrir PMC] [Director of the Flavia Research Institute] ↓ [Director of Marsh Tech Industries] [Director of Nova Med-Tech Progress] [Commanders] [Senior Scientists] [Stalkers] ↓ [C-Level] [Cult Leaders] [Soldiers] [Code.09] [Scientists] ↓ [Managers/Teamleaders] [Internal Cult Followers] [Fenrir PMC Recruits] [Flavia Research Institute Lab Technicians] ↓ [Employees] [External Cult Followers]
- #14Nemesis
Keys: Nemesis
The Nemesis Division is a covert division of the corporation designed to: search for, study, contain, protect, and destroy the paranormal.
Project Goals (in order of priority):
(Some text can be made out through the blacked-out lines) 456m566e556s566t566ь6677 2407v55667l4556a456s344t67ь556 677s4333i788l55663a67788 2. Protect the corporation's profitable assets and its key personnel 3. Collect intelligence and samples for study 4. Eliminate threats that cannot be contained or exploited 5. Maintain the Masquerade
Nemesis Units
Special Agents
Fenrir PMC - symbol "a snarling wolf pierced by a sword"
Flafia Research Institute - symbol "stylized cybernetic hands forming the letter 'o'"
Babylon Contracts Department - symbol "stylized angular rounded inverted V with a dot inside"
Department of Containment - symbol "stylized dragon in a square of chains"
Media Department - Eye of Ra - symbol "an eye with a rotating planet instead of a pupil"
Department of Theology
- #15Special Agents
Keys: Special Agents
Special Agents
Stalker Soldiers who have undergone a series of magical modifications. Eyes of the Fairies A ritual that alters the eyes, allowing one to see Enephon creatures, paranormal beings, objects, and events. Appears as a series of symbols running across the iris. Can be turned off. Dreon Scales A ritual that appears as a network of tattoos on the body. A complex of tattoo-like spells designed to protect the mind and weaken the effects of paranormal effects on the Stalker. Cannot be turned off.
Code.09 People who have undergone profound paranormal alteration. Transformed into vampires, werewolves, etc.
Paranormal Operator People who have gained access to one of the magical paradigms are capable of casting spells.
- #16Fenrir PMC
Keys: Fenrir PMC
Fenrir PMC
The units are divided into three distinct categories based on their tactical purpose:
Rapid Response Teams (RRT): "First Line." Tactical firefighters. They arrive first, assess the threat, contain it, and call for reinforcements.
NEMESIS Special Forces: "Silver" (Elite). Highly specialized teams for cleanup, hunting, and counter-magic. They are formed from the best fighters of the Fenrir PMC and attached specialists from cults and departments.
Containment and Escort Units: "Black" (Rear). Perimeter security, escorting captured objects/subjects, and reinforcing the security of containment complexes.
Rapid Response Teams (RRT)
RRT
NEMESIS Special Forces
Helios Squad
Fenrir Hounds Squad
Blood Knights Squad
Hel Chains Squad
Witcher's Sabbath Squad
Fox Pack Squad
Dragon Claws Squad
Key Rule for Squad Formation
The Cult of Luxeon and the Cult of Astar should never be in the same squad. High risk of conflict. Mutual weakening of both adepts.
(Incompatibility of polar energies). Violation is punishable by tribunal.
- #17Rapid Response Teams (RRT)
Keys: RRT, Rapid Response Teams
Rapid Response Teams (RRT) Callsign: "Special Police" Status: Primary tactical unit, "red zone."
Objective: Initial response to a paranormal activity signal. Threat assessment on a scale of 1-4. Incident containment, civilian evacuation, and initial data collection. If the threat is no higher than Level 3 ("Individual"), self-elimination is recommended. Recommendation: Send at least 2-3 teams to secure the perimeter and provide backup. Composition: Standard squad of 6-8 people. Squad Leader (Sergeant): Experienced operative, often with weak mental protection (amulet) or a "Fairy Eyes" modification (a stripped-down version). 4 Soldiers (Riflemen): Versatile fighters. Two with assault rifles, two with shotguns/submachine guns for close combat. All have basic anomaly detection skills using bolts. · Scout Technician: Drone operator, responsible for reconnaissance, electronic warfare, and communications. Carries a reinforced datapad and several types of drones (scout, grenade launcher, jammer). · Assigned Specialist: (Varies depending on region and threat nature) · Standard: Medic with basic knowledge of paranormal trauma and artifact effects. · In regions with high Tenebrae activity: A Luxeon Cult Acolyte ("Guardian") for basic spiritual support and area sanctification. · Equipment (Reinforced Police Kit): · Armor: Light or medium tactical body armor with enhanced physical protection and embedded lead plates to protect against weak radiation from anomalies and artifacts. · Weapons: Modified military/police weapons. Powerful tactical flashlights are mandatory (they can be replaced with UV emitters against Tenebrae). Detectors: Wrist-mounted anomaly detectors (beep when approached). Bolts are a mandatory consumable. Deterrents: Flashbang grenades, holy/consecrated gunpowder grenades (weak effect on lesser spirits like Tenebrae), "traps" (tripwires with signal mines). Drones: Quadcopters with thermal imagers, enephon field sensors, and loudspeakers for broadcasting commands or psychoactive frequencies.
- #18Helios Squad
Keys: Helios Squad
Helios Squad · Symbol: The rising sun, piercing the silhouette of a monster with its rays. · Objective: Clearing territories, "burning out pockets of darkness." Specialization: contaminated zones, nests of Tenebrae-type creatures, necrotic activity. · Composition (Assault Team): · Commander (Assault): A Stalker with experience in urban combat and clearing operations. · 3 Stalkers (heavy infantry): The core of the squad, who have undergone the full range of modifications: "Fairy Eyes" (see invisible spirits and Enephon entities) and "Dreon Scale" (mind protection). · 2 Servants of the Corporate Gods: Typically Paladins from the Cult of Luxeon. Their task is to inflict pure "light" damage on Tenebrae-type creatures and bless weapons and soldiers. Sapper: Specialist in detonating anomalies (such as "Zharka" and "Springboard"), clearing rubble, and creating fire points. Technician (Heavy): Operator of heavy drones and support units. Drone Operator Team (2-3): Provides total perimeter control from the air, delivering ammunition, and evacuating the wounded using "dragonfly" drones. Equipment: Armor: Heavy assault armor with an active cooling system and sealing (for use in chemical or biological contamination zones, as well as in "Kholodets"-type anomalies). Special Ammunition: Primary caliber: armor-piercing. Additional ammunition: incendiary thermite rounds, and most importantly, "Encapsulated Sunlight." Ammunition impregnated with or containing capsules of concentrated Luxeon priest energy. · Heavy weapons: Flamethrowers (including backpack ones), portable grenade launchers with thermobaric or flash grenades.
- #19Fenrir Hounds Squad
Keys: Fenrir Hounds Squad
Fenrir Hounds Squad · Symbol: A snarling wolf's face, inscribed within a tactical reticle. · Objective: Hunting and eliminating especially dangerous werewolves (both wild and Code.09-type), as well as creatures that combine physical prowess and regeneration (e.g., pseudo-giants and chimeras from the Bestiary). Operations in forests and wilderness. · Composition (Hunting Pack): · Commander-Curator: A high-ranking Stalker, an expert in the behavior and psychology of lycanthropes. Carries a unique artifact that suppresses the "beast's call." · 2 Stalkers (trackers): Equipped for tracking by scent, tracks, and magical background. · 2 Code.09 (werewolf type): The squad's main weapon. Recruited werewolves who have retained their human intelligence (or corporate loyalty). They are used as shock troops and living detectors against their own kind. They are under the influence of powerful drugs and mental anchors. · 1 Curator Code.09: A specialist (often a Stalkers member) responsible for the condition and control of combat werewolves. They carry an ultrasonic controller whistle and a first aid kit with bloodlust-suppressing medications.
- #20Knights of the Blood Squad
Keys: Knights of the Blood Squad
Knights of the Blood Squad · Symbol: A stylized drop of blood pierced by a silver stake. · Purpose: Operations against vampires and similar bloodsucking entities (including Code.09 vampire types), protecting important individuals and objects from mental influence and "summoning." Night and covert operations in the city. · Composition (Night Watch): · Commander-Curator: Stalker-psychologist, master of counter-mental attacks. · 2 Stalkers (cleansing specialists): Work in pairs, covering each other. · 2 Code.09 (vampire type): Similar to "Hounds," but with a different profile. Used for tracking by the scent of blood, infiltrating vampire lairs, and countering vampire magic. · 1 Curator Code.09: Vampire specialist, controls "his" bloodsuckers, monitors their hunger and loyalty levels. · 1 Servant of the Corps of Gods: Priest of Luxeon or Lumetin. Light is the primary weapon against darkness, and Lumetin's healing magic can neutralize vampire poisons and curses. · Equipment: · Armor: Light, with an emphasis on neck protection. UV emitters on helmets and tactical flashlights are mandatory. · Weapons: Crossbows with silver or wooden (aspen, hawthorn) bolts on cables (for retraction), grenades with flashbang and UV damage. Silver blades. For Code.09 – special mouthguards that suppress vampirism and bracers with retractable wooden stakes.
- #21Hel Chains Squad
Keys: Hel Chains Squad
Hel Chains Squad Symbol: A chain encircling the globe and locked with a massive lock. · Objective: Capture and escort paranormal objects, creatures, and artifacts with a threat level of 4+ to containment complexes (in coordination with the Containment Department). · Composition (Convoy): · 8 Stalkers (heavy security): Specialize in convoy tactics. Divided into "head," "tail," and "flanks." · 3 Corporate Gods' Servants: Generalists. One is for suppressing the will of the captured creature (Luxeon mental techniques), one is for containing magic (Ji Long mages or from the Babylon Contracts Department), and the third is for emergency healing and regeneration of the guards. Heavy Equipment: Specialized armored escort platforms (ground and air), mobile containment field generators. Equipment: Equipment: Heavy armor. Primary weapons are non-lethal: stun guns, sticky grenades (foam grenades), nets, and restraining harpoons. Special Equipment: Portable magic-suppressing cage traps, enchanted metal shackles, and muzzles that block magical speech and gestures.
- #22The "Witcher's Sabbath" Squad
Keys: The "Witcher's Sabbath" Squad
The "Witcher's Sabbath" Squad · Symbol: An inverted pentagram inscribed within a protective circle, with an eye in the center. · Purpose: Destroy or neutralize mages, sorcerers, witches, and operators who use magical paradigms dangerous to the Masquerade or the corporation. Provide counter-magic support in combat. Counter occult forces. · Composition (Anti-Magic Group): · 3 Stalkers (magic fighters): Trained in combat tactics against mages. Their task is to break through defenses and physically suppress the target. · 2 Paranormal Operators: The squad's main weapon. Mages working for the corporation (usually from the Babylon Contracts Department or trained by the Astar/Ji Long Cult). Their task is counter-spells, dispelling magic, and blocking magical flows. · 1 Corp. Servant. Gods: Provides spiritual and mental protection for the group from curses and illusions. · Equipment: · Armor: Light, but with high mental protection (artifacts and "Dreon Scales" runes are embedded). · Weapons: Standard. Special ammunition with magic-nullifying properties (rare). The main power lies in the operators. Stalkers often wear amulets created by the operators to protect against specific types of magic.
- #23Fox Pack Squad
Keys: Fox Pack Squad
Fox Pack Squad Symbol: Silhouette of a nine-tailed fox running along a moonlit path. Purpose: Highly mobile mage-hunting and area-clearing unit, versatile fighters. Special operations requiring the highest levels of stealth, infiltration, deception, and sabotage. NEMESIS "Ghosts." They operate where precision is needed. Composition (Shadow Group): 2 Stalkers (support): Provide technical cover, hack security systems, and provide distracting fire. 3 representatives of the Cult of the Starry Sky (Kai-itir): Elite fighters of the Astara cult, specializing in stealth and illusions. Most often, these are adherents of the 4-6 tails. Equipment: Gear: Lightweight tactical suits with an active camouflage system (optical and magical). · Special means: Means for creating illusions, distracting magical “fireworks”, paralytic poisons, master keys that work on magic.
- #24Dragon Claws Squad
Keys: Dragon Claws Squad
Dragon Claws Squad · Symbol: An emerald dragon's paw clutching a flaming sword. · Purpose: Heavy breakthrough infantry, guarding high-value targets and individuals. They operate where brute yet controlled physical and magical force is needed. Clearing large targets, suppressing paranormal-related unrest, and destroying large monsters (such as Ogres, Trolls, and Golems). · Composition (Strike Force): · 2 Stalkers (tactical commanders): Coordinate the group's actions on the battlefield. · 3 representatives of the Celestial Dragon Cult: Warriors who have undergone the "Scale Ritual." They possess enhanced regeneration, partial transformation, the ability to manipulate plants to deter enemies, and natural magic to strengthen allies. They are the perfect balance between survivability, physical strength, and magic. The squad is comprised of fighters of at least the Flying (Level 4) level. · Equipment: · Armor: Combined: heavy tactical armor + living "Dragon Scale" grown directly onto the body and armor, providing incredible durability and armor regeneration. · Weapons: Heavy weaponry, which they can effectively use thanks to their strength. They often use "Artifact Seeds," which, when activated, grow into spiked walls, traps, or temporary fortifications right on the battlefield.
- #25Flafia Research Institute
Keys: Flafia Research Institute
Flafia Research Institute
Analytics Department
Prediction Department
Research Department
Paranormal Operators Department
- #26Babylon Contracts Department
Keys: Babylon Contracts Department
Babylon Contracts Department Description Specializes in contracts and agreements with paranormal beings. They summon beings from other worlds to serve them. They use the contract paradigm to gain paranormal abilities.
- #27Containment Department
Keys: Containment Department
Containment Department Description Specializes in containing the paranormal within specially constructed facilities. Develops measures for capturing and utilizing paranormal objects, creatures, and events.
- #28Media Department - Oko Ra
Keys: Media Department - Oko Ra
Media Department - Oko Ra Description Specializes in working with information and public opinion. Search, disinformation, event manipulation, and opinion control.
The Media Department also includes:
Media Service Detective Agency
- #29Department of Theology
Keys: Department of Theology
Department of Theology
Corporate Gods
Luxeon Pantheon
Cult of the Pantheon, also known as the Cult of Luxeon Deus Luxeon based his cult on the principles of European religious systems. The Cult of Luxeon uses its powers to stabilize reality.
Cult of the Path of the Starry Sky
Also known as the Cult of Astar Founded to fight the enemy with their own weapons.
Cult of the Path of the Heavenly Dragon
Also known as the Cult of Ji Long Founded to fight the enemy with their own weapons.
Bolion Assets
This includes minor gods and spirits subordinate to the corporation—threat level no higher than 5.
- #30Luxeon Cult
Keys: Luxeon Cult
Luxeon Cult Cult of the Pantheon (Church of Luxeon)
Codename: "Golden Dawn"
Status: Corporate Divine Asset (Access Level: 5)
Category: Theistic Worship Cult (Type: Deus/Luxcharz)
Brief Description
An official religious structure created around Luxeon, the god of Light, Order, and the Sun, one of the key allies/assets of Orion Master Corp and its secret division, NEMESIS.
The cult is built on a hierarchical principle reminiscent of European religious systems (Catholicism/Orthodoxy with elements of the Roman Empire), but adapted to the realities of the corporate world and the Masquerade.
Nominally, it is an international religious organization dedicated to charity and "spiritual enlightenment." In reality, it is one of the key instruments for stabilizing reality and providing forceful support to NEMESIS.
Foundation and History
Foundation Date: August 15, 2028 (immediately following the agreement between the new director of Orion Master Corp and the Deus-type Being, Luxeon).
Reason for Founding: Following the [Confluence of Spheres (August 8, 2028)] incident, reality on Terra became unstable. The infiltration of beings from Chaos and other spheres required the creation of "anchors of order." Luxeon, as a being of absolute Order, proposed a deal: the corporation would provide him with resources and a flock (humans), in exchange for him stabilizing reality with his power and sharing it with his chosen followers.
Thus, the Luxeon Pantheon was founded—the first corporate church integrated into the NEMESIS structure.
Divine Hierarchy: Pantheon
Unlike monotheistic religions, Luxeon has created a Pantheon around itself, distributing divine aspects among its "children" or "emanations" (Level 7 entities), allowing for greater flexibility in meeting the cult's diverse needs.
Cult Structure
The cult is structured along military-bureaucratic lines, where spiritual growth is inseparable from career advancement and power.
Outer Circle: "Flock" (Approximately 2 million sympathizers worldwide)
People who attend temples and use the church's social services (clinics, soup kitchens, aid centers), but are unaware of the true nature of the deities.
Parishioner: Simply attends services. Volunteer: Helps with social projects. Client: Uses paid services (treatment, education) without considering their source.
Inner Circle: "Clergy" (Approximately 50,000)
Initiates knowledgeable about the nature of Luxeon. They undergo the "Illumination of Light" rite (a ritual that opens the third eye and allows them to see auras and weak paranormal manifestations).
- Acolyte: Aide in the temple, studies doctrine.
- Reader: Conducts basic services.
- Deacon: Administrative and economic activities.
- Priest: A full-fledged cleric. Can perform rituals and blessings.
- Bishop: Head of a regional temple.
- Cardinal: A member of the cult's high council.
Combat Wing: "Host of Light" (Approximately 7,000 fighters)
Elite fighters who have undergone empowerment rituals and serve NEMESIS directly.
Guardian: A common church guard (consisting of highly trained believers). Exorcist: A specialist in exorcising demons (Tenebrae-type creatures) and clearing anomalies. Harnesses the power of Luxeon through prayer and holy symbols. Paladin: An elite fighter who has completed the "Vow of Light" ritual (which imparts a portion of the power of Daremir and Luxeon). Wears heavy white and gold armor with corporate insignia. Danger Level: 4-5 (Group/Tactical). Similar to "Stalkers," but powered by divine rather than chaotic energy. Inquisitor: A special caste within the Paladins, dedicated to internal investigations and hunting apostates within the cult. Works in tandem with the "Eyes of the Fairies."
Philosophy and Dogma
The main principle: "Order creates, Chaos destroys. Light guides, Darkness blinds."
Three Pillars of Faith:
- Hierarchy: All things have their place and rank. Violating hierarchy leads to Chaos. (Clearly correlates with the corporate structure of Orion Master Corp.)
- Service: Power is given not for pleasure, but for the fulfillment of duty. (Contrasted with the hedonism of the Cult of Astar).
- Light of Truth: The Masquerade is a white lie, but within the cult, absolute honesty and transparency of intentions (before God and the hierarchy) must be strived for.
--
Attitude to the Masquerade
Strict observance, but from the position of masters of the situation.
The Cult of Luxeon is one of the main guardians of the Masquerade. Since they represent the official religion, their temples are open, and their deities appear as "symbols of faith." Any manifestation of power is attributed to a "miracle" or "mass hysteria," which is immediately suppressed by the Media Department (Eye of Ra).
Their task is not simply to hide, but to replace. Instead of rumors of monsters, they create rumors of miracles, guiding people's perceptions in a safe, positive, or reverent direction.
Rituals and Technologies
· Ritual of Illumination: Analogous to the "Eyes of the Fairies," but instead of chaotic symbols, a symbol of golden light is burned into the iris, allowing one to see the paranormal as "shadows" or "flashes of darkness." · Holy Water: Not water, but structured light energy, sealed Condensed in a liquid carrier. Sold as "holy water" for worshipers, used as an anti-shadow grenade for fighters. · Exorcism (Exorcism Protocol 2.0): The Priest or Paladin does not recite prayers, but connects to the Luxeon "frequency channel," creating a resonance destructive to the lower forms of Chaos (Tenebrae).
Relations with other factions
Faction Relationship Comment NEMESIS (Leadership) Absolute Alliance Corporate symbiosis. God provides strength, the corporation provides resources and flock. Media Department (Eye of Ra) Coordination: The priests of Selentii and the Eye of Ra staff work in the same office. Information warfare is their specialty. Flavia Research Institute Technological Partnership Vulcanir personally advises engineers. Study of divine energy as an alternative to classical magic. Cult of the Astar: Caution / Ideological Enemies: Luxeon tolerates them as "controlled chaos" necessary for balance, but personally despises their hedonism and unpredictability. "They are our shadow." Cult of the Heavenly Dragon: Respect / Rivalry: They respect the discipline of Ji Long. They do not understand its gentleness and "natural" approach. Dragons are too wild for their sterile order. Government Agencies (13th Department of the FSB, SBU): Official Cooperation: They provide "humanitarian aid" and turn a blind eye to the corporation's activities in exchange for "consultations" on complex cases.
Symbols and Colors
· Primary Symbol: A stylized sun with rays forming an eight-pointed cross (symbol of order and light). · Colors: White (purity), Gold (divine power), Azure (truth and heaven). Battle Standard: A golden lion (the symbol of Luxeon's power) on a white field, holding a sword piercing a serpent (Chaos).
Secrets (For the Master)
- The Price of Stability: The longer Luxeon remains on Terra, the more it "crystallizes" reality. This is beneficial against Chaos, but it suppresses human free will and "wild" magic within its radius of influence.
- Hidden Conflict: Some of the lesser gods (especially Celenty and Sphalion) consider Luxeon's policies too harsh and secretly favor the idea of "controlled freedom," maintaining contact with the Cult of Astra at the grassroots level.
- Enephon and Luxeon: There is a theory that Luxeon is not simply a "god," but a higher form of Enephon, evolved through the absorption of faith and the structuring of self to the level of personality.
- #31Cult of the Path of the Starry Sky
Keys: Cult of the Path of the Starry Sky
[[Ellin Astar]]
Cult of the Path of the Starry Sky
The cherry sky weeps with petals Greets the foxes walking the paths The gleam of fangs greets you The flick of a tail and the whisper of the wind
Cult of the Werefoxes
[[Path of the Starry Sky]] Also known as the [[Cult of Astar]] Founded by the Orion Corporation to fight the enemy with its own weapons. Monsters fight monsters. And to appease [[Astar]].
The Cult of the Path of the Starry Sky is both part of NEMESIS and an independent organization.
The official colors of the outer circle are violet and gold, or purple and gold. The official colors of the inner circle are peach and azure. The official colors of those singled out by [[Astar]] are white and scarlet.
It falls under the category of Demonic Cults. Because some of the followers undergo a physical transformation into [[Kai-ithir]] and are no longer considered human, The cult is divided into three parts: the Outer Followers, the Inner Followers, and those whom [[Astar]] has brought close to him and given access to his personal domain. Despite valuing quality over quantity, the cult builds large temples and temple complexes in Chinese and Japanese styles. They build teahouses and coffee shops, open brothels and gardens, and so on. And they do much to ensure that as many people as possible visit these temples.
The Fox's Commandments (Unwritten):
- Know how to hide your tail: This world is ruled by the Masquerade, know how to hide your tracks.
- Play by your own rules: Agreements are important, but finding loopholes in them is an art.
- There are never too many tails: Each new adept is a new tail for the great Fox. Those who betray the cult suffer the fate of the "Empty" (deprivation of strength and reason).
- Strength through pleasure: Astar is a hedonist, and the cult embraces this trait. Denial of carnal pleasures, asceticism, and mortification of the flesh are considered not just foolishness, but an insult to the gift of life. Tea ceremonies, exquisite food, poetry, music, physical intimacy—all these are paths to understanding the world and accumulating personal power. Lust is a form of meditation.
- Don't use Astar's name as an excuse: "I do this because he told me to" is a lie. He rarely commands, and always personally. Everything else is your responsibility.
The Second Foundation Cult created by [[Astar]] [[Astar]] himself destroyed the First Foundation assembled by the [[Theology Department]] in order to rebuild it in the way he believed was right.
First Foundation. Date: 07/16/2030 The First Foundation was a group of people recruited from the streets, then vetted, gullible believers in mysticism, easily influenced. Tell them a fairy tale about a new, powerful god, that he would help them in everything. The first Mass held by the assembled group ended in nothing. And all subsequent ones over the next two months ended the same way. The Mass in the third month, when [[Astar]]'s howling and stupidity began to irritate him. They prayed to him, in Luxeon territory, in the territory of ordered light, praying to the spirit of Nature, to Chaos, not realizing that in doing so they were irritating the [[Luxeon Cult]] He came to them right in the temple on Luxeon territory, during mass. When the crowd once again began howling the distorted prayers of the [[Luxeon Cult]], a claw cut through the space in front of the crowd, creating a surgical incision in the fabric of reality, from which [[Astar]] stepped into the world of the Real, as usual, wearing the same pink robe with nature motifs depicted on it, wearing geta, and behind him, nine huge, fluffy, snow-white tails fluttered. An irritated smile crossed his face, his fox ear twitched slowly, nervously, and his eyes were like a darkened sky. "Why the fuck, one wonders, is a crowd of lunatics howling my 'name/image'?!" With every step he takes toward the crowd, he leaves patches of grass on the stone (just special effects for theatrics). — You bunch of mindless lead, do you even know who you were calling on?
(Tense silence, and a reverent stupor among the people) — Your arrogance and stupidity irritate me greatly.
[[Astar]] lights a magic circle over his hand, with which he curses this crowd, transforming them into half-foxes. Now there's no turning back for you. Which means you'll either get smarter or die.
Second Foundation. Date: 06.01.2030 [[Astar]] began his second foundation when his image began appearing in some people's dreams—strong, powerful, alluring, calling them to meet curiosity, to play, to himself. Over time, people began sharing their dreams online, finding others who had similar dreams, talking about them, and organizing gatherings. Then, in their dreams, [[Astar]] began showing them how to properly call themselves and him. How to find websites created by [[Astar]] online. Thus, small groups began to spontaneously emerge, which, under the watchful eye of [[Fox God]] == [[Astar]], gathered into a full-fledged fan club.
The path of the starry sky is divided into three circles.
- External - External followers (Approximate number - 120,000) External followers perform most of the service, attendance, and service functions. Temple servants, teahouse staff, etc. It is the external members of the cult who perform prayers and services in the temples.
1.Follower: Simply attends events. 2. Acolyte: Assists in the temple. 3. Novice: Prepares for possible promotion to the inner circle, studies doctrine. 4. Cultist: A full member of the outer circle with access to basic secrets. 5. Gatekeeper: A candidate for the ritual, proven by time and devotion.
Inner Followers (Approximately 20,000)
- 1 tail
- 2 tails
- 3 tails
- 4 tails
- 5 tails
- 6 tails
- 7 tails
- 8 tails
- 9 tails
A separate caste of foxes serves as internal security. [[Lurkers in the Darkness]] (Shinobi) A separate caste of foxes specializing in espionage, counterintelligence, and the elimination of threats within the cult. They wear no insignia, and their rank is hidden. They are shadows, ensuring that the "tails are hidden." Each Lurker wears a mask while working; as soon as they don't remove it, they return to being a normal fox.
Those whom [[Astar]] has brought close to him
- The Five Will-Bearers of [[Astar]] - chosen from the strongest werefoxes, those who can withstand [[Astar]]'s power without him having to restrain themselves.
- Foxes who have distinguished themselves particularly well
- Astar's Tail-Bearers - Astar's personal Squad, consisting of women selected by him according to his taste. Their task is to serve Astar, satisfying his desires, including sexual ones. Joining this squad is only possible with voluntary consent, and can be left at any time, without any consequences. Only a fox with 5 or more tails can become a Tail-Bearer.
Each of the five "Will-Bearers" wears a mask while on duty; as soon as they remove the mask, they become a normal fox again. (Will-Bearers' masks are specially enchanted by [[Astar]] himself)
The Five Will-Bearers:
- Star Mask - Strategy and Prophecy
- Moon Mask - Covert Operations
- Wind Mask - Diplomacy and Negotiations
- Flame Mask - War and Defense
- Garden Mask - Cult Development and Training
Despite their nature, the Cult of the Starry Sky are professionals. They take missions seriously, preferring loose and light gear, tactical suits, and even extra-heavy ones if necessary. Yes, they may be or seem like a funny lump of fur, but that doesn't stop them from gutting another monster with a bloodthirsty grin.
All members of the [[Astar Cult]] are humans, or humans on the path to becoming a Werewolf Fox. Followers who have expressed a desire to "walk the path of the starry sky." Must undergo the "Fox Flame Awakening Ritual"
[[Fox Flame Awakening Ritual]] - A mandatory ritual for entering the Inner Cult.
Methods of using magic:
- Simple, using artifacts, magical items, wands, staves, and pre-prepared scrolls
- Intermediate, through the study of [[Weaving]]
- Complex, direct control of "magical power" or "life energy" through one's will and desire.
Martial arts styles studied by werefoxes in the cult: A fox is not required to know only one style; they can master a little of each, or all at a high level.
Main Paths of Development
Pagoda of Heaven Martial arts that use one's own body as a weapon. Styles: Dance of Heaven and Earth Dance of the Fox and Dragon Dance of the Chrysanthemum
Grass Pagoda Martial arts using melee weapons Styles: Rain Dance Lotus Dance
Petal Pagoda Martial arts using magic Styles: Cherry Blossom Petal Dance Starry Leaf Dance
Wind Pagoda Martial arts using ranged weapons Styles: Wind Dance Lightning Dance
Pagoda Between the Stars Martial arts using the school of arcane magic, ether, and chaos Styles: Dance of the Flickering Glitter
Pagoda of Silence Martial arts using stealth, surprise, and strikes to critical points. Dance of Shadows Dance of Fox Lights
Additional Development Paths
Dance of Tails and Curves Mastery of Seduction
Dance of Peaches Diplomatic Training
Gaze of the Three-Eyed Fox Advanced Course in Magic
Dance of the Brush Advanced Course in Ritual and Symbolic Magic
Note: [[Cult of Astar]] breeds werefoxes. Independent, fully-fledged, powerful werefoxes. Who knows, maybe [[Astar]] is breeding a new race [[Cult of Astar]] skillfully navigates the corporate intrigues of [[NEMESIS]] Corporate symbiosis. They utilize the corporation's resources while simultaneously protecting the corporation from other cults and anomalies. [[NEMESIS]] officially considers the cult a "controlled demonic asset"—as long as it is useful.
- #32Cult of the Heavenly Dragon
Keys: Cult of the Heavenly Dragon
[[Yellin Ji Lun]]
Also known as the [[Cult of Ji Lun]] Founded by the Orion Corporation to fight the enemy with their own weapons. Monsters fight monsters. And to appease [[Ji Lun]]
Cult of the Heavenly Dragon (Also known as the Cult of Ji Lun, Order of the Emerald Wing)
General Information
Symbol: A stylized emerald-gold dragon entwined around an open book or scroll. In the dragon's mouth is a sword pointed downwards (symbolic of the protection of knowledge by force). Some variations depict a dragon hovering over a mountain peak against the backdrop of the rising sun.
Official Colors: Emerald green, gold, white.
Motto: "Strength without wisdom is blind. Wisdom without strength is dead. The dragon attains heaven only by knowing both."
Founding Date: 2030 (one year after NEMESIS was founded, when the corporation realized the need for "controlled divine assets" to balance power).
Founder: Orion Master Corp (Strategic Development Department) with the participation and blessing of Ji Long.
Status within NEMESIS: Officially classified as a "Controlled Divine Asset (Friendly), Yellin Type, Special Purpose Martial Arts School." Internal designation: "Project Emerald Fortress."
--
History of Creation
After the [[UD7-O11+-M-Sphere-0000 - Confluence of Spheres]] incident and the conclusion of a pact with [[Luxeon]], the corporation gained a powerful ally in the god of order. But analysts quickly identified a vulnerability: relying on a single god creates a dangerous imbalance.
When Ji Long arrived on Terra, NEMESIS saw the perfect opportunity. Young, ambitious, yet committed to Yellin's code of honor, she wasn't just a "monster," but a monster with clear rules.
Negotiations lasted six months. The corporation offered resources, territory, access to technology, and the opportunity to legally establish a cult branch on Terra. In exchange, Ji Long offered her strength, protection, and loyalty—but not subordination.
The key point of the deal: Ji Long agreed to the cult being used as a weapon against other paranormal threats, but set a strict condition: "You will not teach my dragons anything I haven't taught you. You will not corrupt their nature for the sake of efficiency. I need warriors, not puppets. And I need students, not cannon fodder."
Thus, the cult became what it is today—an elite martial arts school disguised as a religious organization, where discipline, knowledge, and strength are cultivated instead of blind faith.
Cult Philosophy: The Path of the Dragon
Unlike the [[Cult of Astar|The Cult of Astar]], which is built on hedonism, cunning, and the acceptance of chaos, the Path of the Dragon is a path of control, discipline, and ascension through overcoming.
Three Pillars of Philosophy:
- Know Thyself (Inner Dragon): Before understanding the world, understand your nature. Strength begins with mastery over one's own body, mind, and spirit. The weak, without self-control, are unworthy of wielding strength.
- Know the World (Outer Dragon): The world is a battlefield and a source of knowledge. Study its laws, its weaknesses, its beauty. Only by understanding the world can you change it or protect it.
- Ascend (Heavenly Dragon): The goal of the path is not simply to become stronger, but to become better. Transform your strength into wisdom, and wisdom into harmony. A true dragon doesn't sink ships—it shows the way through the storm.
Attitude to knowledge: Although Ji Long herself is an exceptionally rare Yellin with a thirst for forbidden knowledge, she never demands it of her followers. Her philosophy:
· The pursuit of knowledge is a gift, not a duty. · Stupidity is cured by discipline, not knowledge. A disciplined fool at least won't harm himself. A smart person without discipline is more dangerous than an enemy. · Knowledge without power is dust. Power without knowledge is a storm that destroys everything, including itself.
Therefore, the cult emphasizes practice, training, and the gradual accumulation of experience, rather than intellectual pursuits. The cult values the intelligent, but does not disdain those who simply train diligently.
Attitudes toward other cults and factions
Cult/Faction Attitude Comment [[Luxeon Cult]] Respect / Cautious Alliance: Order and discipline are closely related. But Ji Long considers Luxeon too rigid and despotic. "He builds a fortress of light, but forgets that there must be life within." [[Astar Cult]] Curiosity / Playful Rivalry: "Chaos in the guise of a fox. They are dangerous, but never boring. I keep an eye on them. And they know I'm watching." Considers them unpredictable, but useful for balance. Personally, Astar has a complex interest. [[Path of the Starry Sky]] Caution: Too much chaos, too many foxlike traits. A demonic cult is a demonic cult. But if they don't touch her people, she doesn't touch them. NEMESIS Special Branch "Celestial Foxes" Controlled Interaction Formally part of NEMESIS, they work with the Astar Cult. Ji Long monitors their operations, but does not interfere as long as they do not cross the boundaries of her cult. Flavia Research Institute (Biotechnology Department) Active Cooperation Scientists adore Ji Long. She allows them to study her biokinetic abilities (within reasonable limits) and helps develop new biots. technology. In exchange, they gain access to research.
Cult Structure: Dragon School of Martial Arts
The cult is structured hierarchically, reminiscent of traditional Chinese martial arts schools (kung fu/wushu) with elements of the Taoist monastic tradition.
Official colors by level:
White Belt (no rank) – disciples Green Belt – warriors who have completed basic initiation Gold Belt – masters Emerald Belt – the elite, close to Ji Long
Outer Circle: School (approximate number – 15,000 followers)
This includes those who have just embarked on the path or are not ready for deep transformation. These are "parishioners," students, and support staff.
- Those standing at the gate – those who have just arrived at the temple. They can attend open lectures, basic training, and meditation. They do not have access to secret knowledge.
- Path Walkers – regular visitors who have passed the first test. They train regularly and observe the basic commandments.
- Dragon Disciples – those who have dedicated themselves to the path for at least a year. They participate in the life of the temple, help with everyday life, and receive mentors.
- Temple Servants – administrative staff, cooks, gardeners, and cleaners. They may not be fighters, but they are an important part of the community.
- Order Keepers – the inner security service of the outer circle. They maintain order in the temples and assist newcomers.
Inner Circle: Dragon Warriors (approximate number – 2,500)
Those who have completed the Ritual of Scales and received Ji Long's blessing. They are no longer just people – they have become bearers of her power.
Hierarchy of the Inner Circle (similar to the stages of growth):
- Hatchlings (Level 1) — have completed the ritual and acquired their first scale. They learn to control their new source of power.
- Growing (Level 2) — scales cover up to 30% of the body. Can use basic biokinesis techniques.
- Strengthening (Level 3) — scales cover up to 60% of the body. Can partially transform their limbs. Gain access to intermediate techniques.
- Flying (Level 4) — can summon wings for short flights. Scales cover 80% of the body in combat form.
- Celestial (Level 5) — fully transform into a humanoid dragon form. Can use advanced techniques.
- Emerald Guardians (Level 6) — the elite of the Inner Circle. Those who have completed at least 10 years of service and proven absolute loyalty and strength.
- Inner Circle Dragons (Level 7) – Ji Long's personal disciples. They receive instruction directly from her. There are 12 of them.
Special Units within the Cult
Eyes of Heaven (Reconnaissance and Surveillance) Warriors with an enhanced "Dragon's Eye" ritual (analogous to "Fairy Eyes" in NEMESIS). They are responsible for gathering information on paranormal threats, monitoring other cults, and locating artifacts.
Dragon's Claws (Combat Wing) Elite combat units for complex missions. They work in conjunction with NEMESIS units. They specialize in destroying demonic entities and protecting cult territories.
Keepers of Knowledge (Archivists) Those who have chosen the path of wisdom over strength. They preserve the cult's history, record techniques, and study ancient texts. They are usually weak fighters, but valuable advisors.
Green Wing Healers (Medical Wing) Use biokinesis (acquired from Ji Long) to heal wounds and illnesses. They work not only with cult members but also with NEMESIS employees for a fee.
Gardeners of Life (Biotechnologists) Responsible for the creation and maintenance of sacred gardens, as well as experiments in crossbreeding plants with technology. They work closely with the Flavian Research Institute.
Close to Ji Long
12 personal disciples, the "Dragons of the Inner Circle." Each of them is a unique individual, having undergone a rigorous selection process. They are not just warriors, but also advisors and, in a sense, family to Ji Long.
Rituals and Practices
Ritual of the Scales (analogous to "Communion" in the Astar Cult)
A mandatory ritual for entering the Inner Circle. It is performed semi-annually on the summer or winter solstice.
Description: The neophyte enters a circle made of living branches of a sacred tree. In the center of the circle is a small pool of water mixed with a drop of Ji Long's blood and an extract of rare herbs.
The neophyte must completely immerse themselves in the water, hold their breath, and mentally recite an oath. During this time, senior adepts recite mantras. Ji Long (or her representative from the Inner Circle) directs power into the water.
When the neophyte emerges, the first scales appear on their body (usually on their back or shoulders). This is a sign that the ritual has been successful. The scales will grow and strengthen with years of training.
Important: The ritual is voluntary. No one is forced to undergo it. But those who refuse remain forever in the outer circle.
Daily Practices
- Morning Meditation "Dawn of the Dragon" — mandatory for all members of the inner circle. It aims to harmonize internal energy with the power of Ji Long.
- Steel Hour — daily weapons training (at least an hour).
- Body Hour — physical exercise, stretching, breath control.
- Evening Reflection — recording the day's achievements and mistakes in a personal diary.
- Tea Ceremony "Taste of Life" — mandatory shared tea once a week. A place where cult affairs are discussed in an informal setting.
Special Holidays
First Scale Day (March 21st) — a holiday for all who have completed the ritual this year. Flight of the Dragon (June 21st) — a day of open temples, with martial arts demonstrations for the public. Night of Remembrance (October 31st) — a commemoration of the fallen warriors of the cult. Ji Long's Birthday (celebrated according to the lunar calendar) — general rejoicing, gifts, and a feast.
Dragon Commandments (Unwritten Rules)
- Scales do not lie: The power bestowed by the Dragon obliges one to be honest with oneself and the cult. Lying within the cult is punished more severely than lying outside. 2. The Dragon Doesn't Prey on the Weak: True strength is measured not by the number of those defeated, but by the number of those protected.
- One Claw Shall Not Touch Another: Conflicts between cult members are prohibited. Disputes are resolved through a duel of honor (until first blood) or through a council of elders.
- Heaven Remembers Everyone: Every cult warrior has the right to a name and a memory. The fallen are not forgotten, the betrayers are erased.
- The Master is always right, but the student has the right to ask: Ji Long encourages questions. Blind obedience does not lead to wisdom. But the question must be asked with respect, and the answer accepted with gratitude.
- Strength Through Growth: There is no limit to perfection. Even Ji Long continues to learn. Those who stop developing have betrayed the path.
Attitude to the Masquerade
The Cult of the Heavenly Dragon strictly observes the Masquerade, but with one caveat: if the choice is between saving the innocent and being exposed, save the innocent, and the Masquerade will be repaired later.
This puts them at odds with the more bureaucratic structures of NEMESIS, but Ji Long is a good negotiator.
Official cover story to the outside world: "The International Dragon Martial Arts Federation, with branches in Asia and Europe." Cult members register as athletes, coaches, and wushu masters.
Base and Temples
Main Temple (Headquarters): Somewhere in the mountains of Tibet (or the Alps, or the Carpathians—it's up to you). A complex built into a cliff face, with rooftop gardens, training halls, and living quarters. Completely autonomous, protected by powerful illusions and natural anomalies.
Regional Temples:
China (Beijing, Shanghai, Hong Kong) Japan (Kyoto) Europe (Berlin, Paris) USA (New York, San Francisco)
Each temple is a focal point for local followers and a base of operations for NEMESIS in the region.
Interesting Facts
- Why Ji Long agreed to the corporation's creation of the cult: She's a pragmatist. NEMESIS provides her with resources, cover, and access to Terra. In return, she receives an army of devoted warriors who don't just pray, but grow and develop.
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