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Post by Orcus on his Throne on Feb 24, 2018 5:06:37 GMT
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Post by Orcus on his Throne on Feb 28, 2018 4:54:57 GMT
"Your pleas for mercy fall upon deaf ears. I am the God-king, and Gods do not forgive infidels for their arrogance."
"This world is fleeting, ephemeral, a fracture in the multiverse's fabric. There are other worlds out there, beyond the veil of our own. I have seen them in my dreams, each as real as what I see before my very own eyes. There can only be one truth in this world, and so, I shall become the master of this dream we call reality."
Name: Molagh Aliases: The God-King, Emperor of Megiddo Alignment: Lawful Evil Height: 6'2" Weight: 150 lbs (without armor); 250 lbs (with armor) Wingspan: 15 feet Home: Megiddo Description: A humanoid figure clad in ebon armor. The armor is thick, like black iron, and glows with embers flaking from beneath it. The gauntlets of his hands end in vicious talons that burn with hellish heat. Atop his head is a vicious, horned helm that completely obscures his visage from sight, leaving only his monstrous crimson eyes visible. A flowing cape, tattered and mangled from age, flows behind him, glowing with infernal power. Despite looking like a man, Molagh is definitely not a mortal; beneath his armor is little more than a burnt corpse, his heart and eyes blazing with dark flame. What may have once been a man is certainly one no longer. A pair of fiery wings may sprout from Molagh's back, granting him flight. Info: Born a lowly wizard in the city of Erebus, Molagh came across the Crown of Autarchy when he was a young boy, which was when he had his first vision of the archdevil Bel. Tempted and seduced by Bel's promises of power and supremacy, Molagh accepted the archdevil's offer to serve him as his champion, gaining powers beyond comprehension. He conquered the city of Erebus for himself before moving to Megiddo itself, using a mixture of magic and his words to convince the populace to rebel against the king, Darius. With the aid of his accomplice and lover, the archknight Ereshkigal, Molagh usurped the king and claimed Megiddo as his kingdom, from which he swore to conquer all worlds with the aid of his malefic patron. Now, holding the Crown of Autarchy in his possession, he seeks out the other artifacts of Malchezid in order to conquer all of Lemuria. Personality: Tyrannical, oppressing, unrelenting. Molagh is the epitome of an overlord, knowing little remorse and unwilling to surrender to any foe, no matter how imposing. Molagh is also quite inquisitive, and is infamous for his magical experiments on living creatures to create the perfect mortal form. Powers & Abilities: A Note: What IS hellfire?
Hellfire is a powerful form of fire exclusive to Hell (obviously). Hellfire is a very dark, very evil form of fire, burning so hot that even fire monsters can be harmed by its essence. It is primarily used by higher ranking infernals, such as Imperatorii and the Archfiends, but a few infernal soldiers have weapons that utilize hellfire. Hellfire can be identified by its black-tinged appearance. - Arcane Supremacy: Molagh is renowned as one of the most powerful wizards who has ever lived, and perhaps who would ever live. As such, he wields a wide variety of spells, making him a versatile and potent opponent. Many of his spells are beyond what any caster can feasibly achieve. Schools of Magic: Abjuration - Molagh can create powerful barriers and wards to protect himself. He prefers to bolster his defenses and also to create shields in order to hold off potential assailants and their assaults. Those who have witnessed the God-King in combat claim that he is invincible; little do they know it is because of clever planning and even better defenses. His primary methods of defense involve conjuring walls of arcane force to deflect incoming attacks and deter encroaching threats. He also enjoys conjuring spheres of force to capture and/or crush opponents within at his leisure. His ultimate spells allow him to absorb the magic of his foes and fling it back at them and create an eldritch sphere of scintillating colors that protect him from all harm. Evocation- Thanks to his ties to an Archdevil, Molagh is particularly attuned to fire magic. His flames are licked with a blackish tinge, hinting to their nature as hellfire. He can use his pyromancy to conjure explosive spheres of flame, jets of fire, fire storms, miniature meteors, and even cause eruptions of flame from beneath the earth. His most powerful spell causes a 10 mile wide eruption of fire, eradicating everything within its radius (including himself... but he never casts this spell through his own body). Another favorite of his calls forth a burning fist in the shape of his patron's, which is uses to smite his opponents with the force of a train colliding with them. Enchantment - Molagh was a master of enchantment magic, using these spells to get what he wanted when he wanted it. His preferred method of interrogation is mental torment coupled with physical torment to crack his foe's will. He was also not above mind slaving enemies he finds to be particularly useful, nor is he above leaving his opponents catatonic and useless for defying his iron fist. He is also adept as spells that influence the minds of many individuals at once, making sending several enemies towards him a risky endeavor. His most powerful spell is said to end a person's life in an instant, eradicating their mind before obliterating their physical form in the aftermath. Conjuration - Thanks to his ties to Bel, Molagh is eternally tied to Avernus. As such, Molagh often calls forth infernals to his aid, who act as interfering soldiers while he rains destruction and pain upon his opponents. He usually calls the fiends directly to his aid, but occasionally also tears open small rifts for his forces to march through. He also summons his primary weapon, a ebon black sword forged of arcane force. The blade is fearsome, able to cleave through nearly all forms of defense - even magical ones - with ease. Divination - Molagh is adept at utilizing scrying abilities in order to spy upon his foes. While of no use in battle, he often uses this to gain the upper hand on known opponents. He mostly relies on simple scry spells, but has been known to conjure magical "arcane eyes" to spy for him from a distance and occasionally unleash spells through. Transmution - Molagh can manipulate the visuals of himself and others. His preferred methods of transmutation are the melt people into puddles of gore or to make them disintegrate into ash. He cans also use this school to slow time temporarily to put himself into an advantageous situation. He may also use this to assume a form of a physically superior creature, most often an Imperatorius from Hell. He may also use this to teleport to where he pleases, though he rarely sees a need for this - Iron Will: Molagh's mind is like a bear trap, and cannot be broken. Attempts to manipulate and dissuade him will not work. In addition, those with mind control of their own cannot breach his mental bastion. Armor of the God King - Molagh's armor is a set of burning hot black iron full plate that has effectively fused itself to his skin - a side effect of his transformation into something greater than human. His armor grants him immunity to fire (superfluous due to his pre-existing fiendish properties) and resistance to cold while protecting his vitals, forcing opponents to punch through its fiendish defenses in order to properly harm him. The armor is highly resilient to all forms of physical damage, making it very difficult to fully penetrate. In addition, the armor grants Molagh a set of scalding claws at the ends of his hands. In the event he is forced into close quarters, Molagh can lash out with these claws, which burn at around 600* celcius. Finally, touching Molagh's armor with bare flesh is a potentially deadly error, for the armor burns at the same heat as his talons do, scalding any who make contact with it. - Bel's Blessings: Blessings from his patron have effectively transformed him into a pseudo-fiend, granting him the ability to see in the dark, immunity to flames and venoms, and the ability to see invisible creatures. In addition, he is superhumanly strong and fast, easily able to destroy a sword with a single blow of his own and able to outmaneuver even the most agile of foes. - Infernal Wings: Molagh may sprout wings made of hellfire, appearing akin to those of a moth. He uses these to assume flight, which he can do at roughly mach 1. Crown of Autarchy - This is the horned helm Molagh wears. Molagh gains the ability to fire out beams of hellish energy from his eyes, which burn with infernal power. In addition, the crown grants him the ability to manipulate any object using only his mind via telekinesis and also allows him to see into the future, albeit only briefly. Weakness: Molagh is fiercely protective of his bride, Ereshkigal. In fact, he is so overprotective of her that he rarely allows her to leave Megiddo proper in fear of her getting hurt. When she does leave the kingdom in the rare event she is needed, Molagh always keeps a close eye on her with his loyal servants and his scrying abilities. Should Ereshkigal be severely hurt in combat, Molagh will focus all his attention upon the cause of her harm; while this commonly results in the violent and very messy demise of her attacker, it also means that he can be distracted by forcing Ereshkigal into compromising positions.
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Post by Orcus on his Throne on May 23, 2018 23:04:03 GMT
"What, you think you stand a chance against me? I have lived longer than your feeble mind can even fathom. I have ruled from this throne since the dawn of time, and I have no intentions to leave it. But you have forced my hand. Now, your puny world, along with all worlds, will burn beneath my ire, personally."
"We all are specks of sand on an infinitely expansive beach. Your feeble mind cannot even begin to comprehend how insignificant your existence is."
Name: Bel Aliases: Belphegor, Lord of the First, Prince of Sloth Alignment: Lawful Evil Height: 40 feet Length: 78 feet (horn tips to tail tip) Wingspan: 126 feet Weight: 23 tons Home: Hell (Avernus) Description: A monstrous infernal that serves as the Lord of Avernus, the first ring of Hell. Bel's body is a nightmarish black-red hue, with thick diamond-hard scales adorning every inch of his muscular body. Cloven hooves adorn his feet, as thick fireproof hair covers his legs. His hands end in a set of vicious talons stained with the blood of untold victims. Adorning his body is a cloud of reddish-black fire that forms the vague shape of a suit of armor. A pair of monstrous, upward-curling horns adorn his head, glowing with infernal power, and a long muscular tail studded with spines writhes behind him. In his primary hand is a monstrous sword nearly as tall as he is, forged from greenish-grey metal that is licked with black-tinged flame. Info: Bel serves as one of the primordial lords of Hell, acting as the guardian of the gates and the lord of the first ring, Avernus. He was designated as the Prince of Sloth, and took kindly to his position, doing little unless provoked. However, his ambition began to grow to immense size, as he sought to conquer all worlds that his vision could see. His desire to do nothing, however, lead to him attempting to influence the world through other means - namely, the use of mortal servants. Personality: Bel is incredibly intelligent and ruthless, but also incredibly lazy. He is incredibly ambitious, driving him to conquer all the worlds he sees through the gates of Avernus, desirous of the power such extraplanar travel will give him. His immense ambition is tempered only by his immense lethargy. Bel detests getting his hands dirty and prefers to direct from the back, spending most of his time sleeping or otherwise lounging around. When roused from his lethargy, however, Bel is a terrifying force to be reckoned with, fighting with a vigor that is unmatched by all but the most powerful of foes. He is quite tactically mindful, being skilled at directing his legions with only his mind. Powers and Abilities: A Note: What IS hellfire?
Hellfire is a powerful form of fire exclusive to Hell (obviously). Hellfire is a very dark, very evil form of fire, burning so hot that even fire monsters can be harmed by its essence. It is primarily used by higher ranking infernals, such as Imperatorii and the Archfiends, but a few infernal soldiers have weapons that utilize hellfire. Hellfire can be identified by its black-tinged appearance. Archfiend's sight - Bel, being one of the princes of hell, has the ability to see beyond the veil of reality. Bel can peer into different dimensions and worlds near-flawlessly, able to examine them down to the most minute detail and up to the most enormous object. However, he is unable to peer into dimensions with high amounts of aether, effectively blinding him outside of fuzzy details. It is here that he often places his most powerful mortal servants. Infernal Might - Bel possesses physical strength that a mortal cannot even fathom. He is capable of ripping a 5 story building off its foundations and knocking it over, and can strike with enough force to cleave a 6-foot thick solid stone pillar clean in half. He has the ability to lift roughly 600 tons over his head, though he very rarely picks things up. He mostly prefers to fight using his claws and his trusted sword. Blade of Avernus - Bel's sword is a massive, 32 foot claymore forged from the stone and minerals that surround Avernus. While not particularly sharp, it is incredibly sturdy, and is effectively unbreakable. In addition, his sword is constantly wreathed in hellfire, flames so hot that they can harm even monsters immune to flame. This sword is essentially an extension of Bel's being, and when swung will become engulfed in hellfire, extending its length by double. The Fires of Hell - Bel has total control over fire, and can conjure fire at will. Attacks that use fire are instead reflected back to the source by Bel's immense willpower. Bel's power over flame grants him immense prowess, and can conjure firestorms capable of consuming an entire city. In addition, all flames conjured by him are hellfire, capable of harming even flame-resilient foes. He can also use this ability to open portals for his armies and himself to appear through, but he is often too lazy to bother doing this. Archdevil's Endurance - As with all Archdevils, Bel is a quasi-deific figure that possesses absurd resilience to damage. Bel is effectively immune to attacks that lack a divine edge; not only is he extremely difficult to wound without armor-piercing attacks that lack divine properties, but he heals at a rapid rate from these wounds. In less than a minute, Bel can regenerate most wounds, and more severe wounds such as severed limbs and destroyed organs can be regenerated in an hour. The obliteration of Bel's head and his torso will effectively put him down, but only a final blow from a divine attack will finish him off completely; otherwise, he will regenerate to his original state in one month. However, even if an attack is divinely empowered, Bel's hide is tough enough to be able to withstand several attacks that lack good piercing properties. For the purposes of Archdevil's Endurance, aethereal attacks, attacks from divine figures or divinely empowered beings, and nethereal attacks ignore his regenerating properties. Aspect of True Sin - When sufficiently angered, Bel can assume an even more monstrous form, which he refers to as his "True Form". He swells to 120 meters tall, 187 meters long, a wingspan of 250 meters wide, and increases in weight to 130,000 tons. In this state, his body appears as solid red and appears akin to strange arcane energy. His body is less solid in appearance, appearing translucent (though is still very much solid), akin to a plasma window. Hellfire wreathes his body, empowering all his blows with dark fire. His strength grows astronomically while in this state, easily able to demolish city blocks with a swing of his fists. He loses the ability to use this sword in this state, however, and prefers very much not to use it. It requires much more effort than he would prefer to exert. As such, he uses it very sparingly. Sense Sin - As the Prince of Sloth, Bel has the innate ability to detect those guilty of the sin of sloth - those who suffer from incredible lethargy, a lack of activity, near-suicidal laziness, and those who use rules and excuses to avoid responsibility. Bel's innate sense for this sin means it is impossible for those immensely guilty of this sin to hide from him. Awaken Sin - Should he feel particularly irritated, Bel can use dark magic to permanently transform a sinner of sloth into a Scymnus- a wretched creature with no eyes, nose, ears, or mouth that resembles a puddle of outwards-turned gore. These creatures are utterly helpless and represent the ultimate sin of Sloth, a personally-made helplessness now made a forced helplessness. Only intervention from a sufficiently powerful aethereal being, such as the Seed, or a deific figure, such as Daeamos, can reverse this curse. Voice of the Legion - Bel can communicate and give commands to any infernal from any distance. He can even do this across different dimensions. He mostly uses this to command his legions without needing to be properly present. Weakness: Bel's incredible laziness is his greatest drawback. While immensely powerful, Bel has no desire to act, and will often not act until it is too late for him to undo the damage of his laziness. As such, it is very easy for people to work against him and him do nothing to stop them. Theme: Battle with Abaddon
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Post by Orcus on his Throne on Jul 5, 2018 7:08:47 GMT
"There's nothing you can throw at me, Craefr. I will have my revenge."
"I lost everything because of my foolishness. This form... the creature within me... it is a punishment for my sin. I wear my brand with shame but absolution. It is what I am, for better or for worse. But do not make the errors I did, and perhaps you will find peace that I cannot."
Name: Fatum Alias: The Skinwalker, The Horror of Haudspes Species: human Gender: Male Age: 578 Height: 5'6" (20' in monster form) Length: 25' in monster form Weight: 110 lbs, 8 tons in monster form Alignment: Neutral (chaotic evil in monster form) Description: Fatum appears as a beige-skinned man adorned in layer upon layers of scars. His chest and back have several years of scar tissue built up upon them. one of his eyes is visibly gone, with the eyehole having become covered by scar tissue. His long unkempt hair is a greasy black with strips of grey adorning it. His eyes glow a sickly yellow color and his sclera appear jaundiced. His teeth appear normal enough on first inspection, but it appears he has broken them many times and they somehow grew back, for they are now crooked and alien looking. He wears a loose tunic to cover his body up, and hides his face behind a hood. Fatum's monster form is truly monstrous to behold. It appears akin to a swollen, rotting bear-like monster with man-like arms and hands. Its body is eerily gaunt and the skin is reminiscent of an animal suffering from mange. The creature's head is hideously elongated, with massive snapping jaws, and layers of curling ram-like horns emerge from the monster's head in wild directions. Random eruptions of bony protrusions adorn the beast's back in place of fur. The beast has no sclera or pupil, instead looking like a red dot that glares through darkness towards his foes. A gross, naked tail swishes about behind him. The monster primarily stands on its hind legs in a slightly hunched over position. Personality: Fatum is a man of conviction. He focuses his mind on achieving certain goals and orients himself towards them. While he is no warrior of good, Fatum is fine with helping those in need and has no qualms with aiding others if it does not do too much to hinder him. However, he is constantly vigilant of possible threats, due to having been attacked for his monstrous appearance before. When he is not active during the day, he meditates in silence and prays to a mysterious god he refers to as "Mondigura", who he claims was a goddess of life in the world he heralded from. He does this to keep the evil that infests him at bay. When Fatum loses control of himself, he transforms into a ruthless, bloodthirsty beast that was known on his world as The Horror of Haudspes. The beast form has no sense of right and wrong and kills anything it comes across. If it cannot find anything to kill, it simply destroys everything it can. History: Fatum was once a man named Raphael who had set out on a journey to avenge the destruction of his village by Inferus, one of many children of the demon lord Craefr. His battle with the demon initially left him with a marking upon his brow that would glow when facing a demon. Along the way, he met a beast folk named Charybdis and a sorceress named Pandora, along with a mysterious hermit who helped guide them on their quest for revenge. In his quest, he managed to defeat several evils, including a dragon, and became close friends with both Charybdis and Pandora. Eventually, with the help of his friends, Raphael managed to defeat Inferus, losing Charybdis in the ensuing fight, but along the way his mark had been corrupted by Pandemonium, another of the demon lord's sons who had disguised himself as the helpful hermit. Pandemonium twisted Raphael's mind and body until he lost almost all semblance of himself, rampaging as the Horror of Haudspes for months on end. He was finally freed from his curse by Pandora, but at the cost of her own life. Pandora professed her love for him before she passed on, further breaking Raphael's spirits. Having decided nothing was left in this world, he decided to take the fight to the children of Craefr and Craefr himself for destroying everything he cared about. He discarded his name and became known as Fatum, or "fate" in latin, in order to distance himself from others. After wandering for hundreds of years, he was eventually brought to Lemuria, where he still hunts for Craefr to have his ultimate revenge. Powers and Abilities: Charybdis' Flow - Fatum remembers the techniques his old mentor, Charybdis, had taught him to help control his anger and stress. This magic manifests itself in the form of swirls of green mana. This magic cannot be used in any offensive capability but is instead used for restoration of the self and others. This technique takes several minutes to complete and requires complete focus, but can be used to purge the body of diseases and venoms, and to bring ease of mind to those in pain. Pandora's Fury - Fatum can call forth the arcane power of his deceased love interest, Pandora in a blast of supernatural energy. This magic manifests in the form of a swirl of red and purple energy that erupts forth in a stream towards enemies. The attack inflicts massive damage upon impact, manifesting in the form of what looks like checmical burns. The impact causes a minor explosion, which is helpful for blasting through objects such as doors and walls. Fatum rarely makes use of this technique because of how dangerous and unpredictable it is. Requiem - Fatum's weapon, the supernatural blade Requiem, is his most trusted friend. The blade is supernaturally sturdy, able to withstand the pressure of a full grown dragon stepping on it and able to resist melting from a fire demon's sword. The blade is sharp enough to cut through a table leg in one fell swoop. In addition, the sword is blessed especially against demons, and causes their bodies to fall apart if it cuts them. Fatum wields this blade with immense efficiency and skill, making him a deadly foe no matter the opponent. Healing Factor - Fatum's curse grants him an immense healing factor. Fatum can heal from nearly any wound, bar losing limbs or organs. Minor cuts and scratches heal in a minute or so, while serious cuts, gashes, and stabs take around 30 minutes to heal from. However, his healing does not merely restore the wounded part to as it was before; it instead creates layer of tough, callused scar tissue along his body. While this serves to make him harder to hurt, it also contributes to his monstrous appearance. It is also the source of his immortality, as he is physically incapable of aging. The Horror of Haudspes - When Fatum loses control of himself, whether through bloodlust, pain, or fury, he transforms into his abhorrent beast form. The beast form is immensely powerful, able to lift over 10 tons with its arms, and is strong enough to rip a hole in a ship's hull with its claws. Fatum has no control of himself in this state and kills wantonly until he can calm himself down enough, making it extremely dangerous. He IS able to transform into it and control it should he be calm enough and in the right state of mind, but this is very risky and prone to failing. The Horror of Haudspes has its own set of powers different from Fatum's. - Mind rend: The Horror of Haudspes can unleash a terrible bellow that plagues those within 50 feet of it with terrible, mind-numbing visions. These visions are often of the individual's worst fears made reality, plunging them into fits of mania. It is from this ability that the monster gets its name. Demonic entities such as Infernals or Nefier, aethereal beings such as Vesyka, nethereal beings such as Circe, deific figures such as Raspaganje, and beings empowered by deific figures such as Mattuger or Mussurana are immune to this effect. Pandemonium never intended for the beast to be useful against his own kind, and the resistances by other creatures is merely an unfortunate side effect of this. - Breath of the Abyss: The Horror of Haudspes can unleash a stream of dark magic from its jaws, taking the form of a red blood-like liquid. This liquid consumes the flesh of any living creature it touches, leaving nothing but bones behind. Fiendish beings and nethereal monsters are immune to this effect, as Pandemonium never intended for the beast to be used against his kind. in addition, creatures made primarily out of inorganic materials, such as Peraptors, are immune to the dark magical effects, as it only consumes flesh and muscle. - Abyssal Healing factor: The Horror of Haudspes has incredible healing ability, able to regenerate any limbs or organs it loses besides its brain, heart, and head. Minor cuts heal in seconds, deep wounds heal within a minute, and lost limbs and organs in heal in about an hour. Massive losses of body mass can take anywhere from 4 hours to a day to recover from. This means the creature is nigh impossible to kill in a conventional manner, making it extremely difficult to defeat. - Abyssal Lunge: The Horror of Haudspes has the ability to transform into a cloud of black magic and "jump" to any point it can see (up to a maximum of 400 meters). It mainly uses this to close the distance between particularly annoying threats. Weakness: While hardy, Fatum has an immense weakness to fire, as fire suppresses both of his form's healing factors. In addition, Aether is extremely fatal to him, due to his corruption by the abyss. In addition, the Horror of Haudspes dislikes light and will retreat if light is shined directly into its eyes.
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Post by Orcus on his Throne on Aug 25, 2018 2:44:12 GMT
Name: Deireannach Alias: Aster's Final Hope, The Destroyer, The Fiend-Slayer Homeworld: Aster Alignment: Neutral Height: 70 meters at shoulder, 100 meters at the top of its shell (quadrupedal); 228 meters (bipedal) Length: 457 meters Weight: 3,223,000 tons Description: Deireannach is a colossal stony beast forged from the earth itself. Atop the titan's head are a pair of forward facing horns, and its saurian jaws are filled with sharp stalagmite-like teeth. Each limb ends in jagged, stony claws, and its tail ends in a vicious, spined thagomizer. Upon its back is a thick, stony turtle-like shell that is covered in massive mountainous spikes. Its flesh is hard and stone-like, with deep crags like the earth itself. Its narrow, beady eyes glow with an earthly green sheen. The beast's crags and mouth also glow with the earthen green light, which only serves to emphasize its immense power. History: Long ago in a distant reality, one mirroring Lemuria, Malchezid's invasion led to the annihilation of the dragons. His war threatened to throw the balance of reality in favor of the forces of chaos and destruction. In a final gambit to save their dying world, the gods threw aside their long-standing rivalries and created a monster so fearsome that it could challenge the immortal fiends of the other worlds. The creature slaughtered the legions of abyssals and infernals that poured forth from the rifts, single-handedly defeating their forces and driving them back to their home planes. However, despite the victory, the beast had no off-switch, and thus its rampage continued, threatening to destroy all life on the plane. In their desperation, the gods banished the creature to the deepest depths of the ocean and imprisoned it beneath an island made of celestial stone. To prevent others aiding its escape, the gods placed celestial entities to stand guard over it at all times. Somehow, the anomalies of Lemuria have captured the metaphysical dreams of Deireannach, and have conjured an exact replica of the sleeping titan to Lemuria. Where he sleeps is unknown, but the fear of the monster awakening nonetheless looms overhead... Personality: Deireannach is a veritable killing machine. The monstrosity's only goal is to destroy anything that gets in its way. It targets fiendish entities first, then aims to slay creatures not native to its world. If it cannot find either of these, the creature goes on a destructive rampage, devastating everything in its path. Powers and Abilities: Immovable object - Deireannach is intrinsically tied to the world it inhabits. Though this dream clone is not native to Lemuria, the feeble-minded beast still believes it to be on its home plane. As such, the creature is still tied to Lemuria itself. As a result of this deific binding, Deireannach is completely immovable by outside forces, and cannot be forced to shift its position bar divine intervention. Planar Binding- No known effect can force Deireannach to leave the plane it is living on, outside of extreme circumstances. This transfers to any creature that is struck by Deireannach; monsters that are struck by Deireannach's physical blows lose the ability to jump between dimensions and are instead trapped on whatever plane the beast resides on. This allowed the monster to permanently slay monsters that normally returned to their home plane upon death. The effect wears off after roughly one day, should the creature survive that long. World Breaker - Deireannach possesses immense control over the earth. Legends on Aster state that the monster was capable of creating mountain ranges with a stomp of its foot and raising islands with a swish of its tail. Whether this is fact or mere hyperbole is a matter of debate, but it is nonetheless known that the monster possesses the ability to cause powerful earthquakes, rockslides, minor volcanic eruptions, and even tsunamis should it be close enough to large bodies of water. This ability also allows the monster to burrow through the earth at a speed of around 20 miles per hour. Deific Might - Deireannach was blessed by the gods of Aster to be the strongest monster to have ever walked the mortal plane. Deireannach was said to be strong enough to swat aside city blocks with a sweep of its tail and could shatter the side of a cliff with a strike of its claws. In addition, the beast's hide is nigh impenetrable, resisting all known forms of physical damage and even resisting most forms of energy besides lightning and raw arcane force. The creature possesses a healing factor that can regenerate it from even fatal wounds, though this dream clone lacks the ability to revive itself from ashes. Finally, Deireannach's godly blessings also grant it immunity to all mental attacks, and high resistance to spells. Spells that fire directly at it, such as beam attacks, are reflected back to their source, and most other forms of magic simply fail against it. Only spells cast from sufficiently powerful spellcasters, such as Circe, stand even a slight chance of harming Deireannach. One with the Life Force - Deireannach's monstrous form pulses with a powerful energy known as incarnum, an ancient force that was the source of souls in Aster's reality. Deireannach is able to manipulate this life force within itself to digest creatures it has devoured and create powerful orbs of incarnum that it launches from its maw. An orb fired from Deireannach's mouth can fire out to a range of roughly 760 meters and generates an explosion with a radius of roughly 15 meters in diameter. Smaller creatures that lack extreme or supernatural durability are often obliterated in a single shot, while creatures in the size range of a city bus to a small building size will suffer hideous physical deformities. Larger monsters (30 meters or taller) will suffer physical deformities to areas struck by the orbs but will otherwise usually survive. Creatures slain by the orbs or digested by the beast are utterly annihilated and have their souls obliterated. No known magic can revive a creature destroyed by Deireannach's incarnum abilities. Spine volley - Deireannach has the ability to unleash a volley of massive spines from its thagomizer. It can fire up to 12 of these spines at a speed of around 200 miles per hour towards its quarry. It mostly uses this attack to close the distance to larger opponents or to soften up large numbers of opponents. Weakness: Deireannach is not very smart. He can be easily tricked into pursuing a specific target. In addition, the monster's genetic programming forces it to target fiendish and extradimensional beings first, meaning that it will ignore other beings unless it is forced to defend itself. Finally, Deireannach's incarnum orbs take roughly 12 seconds for it to fully charge and fire out of its mouth, meaning that its attack can be disrupted by a particularly heroic (or reckless) warrior.
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Post by Orcus on his Throne on Feb 11, 2019 4:07:33 GMT
"We live in a world of contradictions. For there to be peace, there must be conflict. For there to be freedom, there must be control. For there to be enlightenment, there must be ignorance. And for there to be salvation... there must be damnation."
"Ruin is the destination toward which all men rush. I merely seek to postpone what lesser creatures innately desire deep within their hearts."
Name: Va'ggoru Title: The Phoenix King Species: Human (ascended) Age: 65 Gender: Male Height: 5'11" Weight: 170 lbs Alignment: Lawful Evil Description: Va'ggoru is clad in a set of white and gold armor, reborn by the blessings of the immortal flame. He constantly wears a helmet over his head, the symbol of a leering phoenix resting atop his head. Flakes of golden feathers adorn his armor. Little of the man beneath the armor remains; instead, a swirl of golden flames dances beneath the darkened silvery armor. The warrior is often seen wielding a magical shield of gold-hued force, along with a golden lance wreathed in flames. History: In the land of Meritus, two planar travelers arrived, Nyvanna and Rovagug, seeking to settle themselves down after many years of travel. They eventually had a child who they named Ryvann. The family lived a calm life for many years, despite adversity from the land itself. However, after Ryvann turned 8, a temporal displacement occurred within Meritus, and the land was plunged into chaos. A wave of destruction washed across the land as the continent itself split into three pieces. In the chaos, Nyvanna mysteriously vanished, and was never seen again. Rovagug was heartbroken, and sought to understand what exactly happened. The pursuit of his knowledge drove him to madness, before he too disappeared from Ryvann's life at the young age of 14, leaving her alone in an alien world. When Rovagug disappeared, he stumbled across many horrible things that rapidly degenerated his sanity and broke his faith in the world, leaving him an empty wreck betrayed by his own passions. In his journeys, he eventually found a primordial source of arcana within the twirling, primeval void. The spirit of the flame offered him its power, hoping to restore the warrior to his former peace of mind. But Rovagug took the flame and perverted it into a tool for control rather than a tool of peace. Using this newfound power, Rovagug changed his name and took the title of Immortal Flame before he traveled the multiverse, recruiting allies while destroying those who stood against him. Eventually, he returned to Maritus, which he conquered using his newfound legions. Many stood against him, and many fell, and he soon ascended to become the Phoenix king destined to rebuild the world from the ashes of chaos. Now, seeking new servants, Rovagug, now dubbed Va'ggoru, travels to Lemuria, seeking to gather more warriors to maintain his control of Maritus and, perhaps, expand his control beyond just one world... Personality: Madness transformed Rovagug into a ruthless, unforgiving killing machine. What was once kindness and forgiveness has become vitriol and disdain. Va'ggoru desires nothing more than bringing about what he calls "Peace Through Force". He reigned in the anarchic chaos of Maritus' kingdoms and peoples, and only he can bring peace through the multiverse with the divine blessing of the Immortal Flame. He thinks others are ignorant and short-sighted, with he having the only true solution to much of reality's woes.
However, despite his ruthlessness, Va'ggoru is not without compassion. He is willing to help those in dire need and has no qualms with protecting the weak, should they not openly oppose him.
Powers and abilities: Conjured Armory - Va'ggoru wields the same weapons as Rovagug, minus the scintillating bow. Celestial Armor of the Phoenix King - Va'ggoru is constantly clad in a white and silver set of armor forged of raw arcane force. This armor is resilient to all forms of physical damage and, unlike Rova's armor, cannot be dispelled. Fires of the Immortal Flame - Va'ggoru's gold-tinted flames are similar to Rovagug's silver flames in many regards; however, they instead are effective against all creatures, even those immune to fire (albeit less so than normally). Va'ggoru's flames are divinely blessed by the power of the Immortal Flame, allowing them to harm fiendish creatures and bypass resistances to non-divine attacks. Va'ggoru can use these flames to attack foes from afar, in addition to channeling it through his touch and his weapons. False Divinity - The Immortal Flame's blessings allows Va'ggoru to be treated as if he was a quasi-divine entity, allowing him to ignore abilities that target mortal creatures. In addition, the Immortal Flame makes him immune to fire. Fire brand - Va'ggoru can use the corrupted Immortal Flame to inflict a hideous brand upon the flesh of a subject, emblazoning them with the symbol of a fiery phoenix. This brand has two primary uses; the first allows for Va'ggoru to reanimate the corpses of a recently dead creature, turning it into a Fireborn - a unique type of undead that burns with the holy fires of the Immortal Flame, allowing them to be healed like living creatures and granting immunity to fire. The second ability functions by branding a living creature. This action allows V'aggoru to empower a creature with the Immortal Flame, granting them immunity to fire and some utilitarian power over it. The brand gives Va'ggoru limited influence over the branded one, allowing him to inflict wracking, searing pain on a subject should they attempt to resist his demands. Aspect of the Immortal Flame - This ability functions like the form of the phoenix ability Rovagug has; however, Va'ggoru's form is significantly more powerful. Rather than appearing as a fiery red and orange bird, Va'ggoru's phoenix form is a brilliant golden sheen. Va'ggoru may maintain this form for up to half an hour, and he is not physically exhausted after ending his transformation. This form has the ability to lift 20 tons off the ground and drag up to 40 tons; in addition, it gives off constant light akin to the sun, illuminating an area brightly for up to 600 feet and being visible from up to 2 miles away. Creatures within 30 feet of Va'ggoru's phoenix form run the risk of suffering from heat stroke and sunburns from being too close for too long. Finally, Va'ggoru's phoenix form also has the ability to unleash a beam of searing hot divine flame from his mouth. This beam fires as far as 400 feet, and has the precision to hit a human-sized target from that far. In addition, when he transforms, he explodes in a 200 radius sphere of flame and blinding light, usually incinerating everything around him and blinding what survives. Traverse the planes - Va'ggoru has the ability to travel between the fabric of realities, allowing him to travel from plane to plane with little trouble. It takes him about half a minute to fully traverse in-between planes, and he has no control of which area he lands in. Ritual of Rebirth - Thanks to the blessing of the Immortal Flame, Va'ggoru may perform a powerful ritual that binds the life essence of a creature to his own, effectively making them a slave to his will in exchange for a portion of his immortality. The ritual requires the subject to lay down on a pedestal and allow Va'ggoru to conjure golden flames that cover their body, emblazoning them with a series of fiery tattoos that glow akin to his brand. A willing subject can undergo this ritual in half a day; an unwilling subject must be forcibly consumed by the flames, requiring several days to submit completely. A servant, once branded, becomes permanently dominated by Va'ggoru; no magic known to Va'ggoru can free them from this ability's influence, for the magic irreparably changes their very being. However, the blessed individual gains immortality, immunity to fire, and the ability to manipulate the Immortal Flame to brand others, potentially creating their own servants and fireborn.
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