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Miss-DNL

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Sentient:


Silkskins: We are here, we were - always - here, waiting...


Description: Head resembling that of a snake-like skull, multiple maws and mandibles, lined with thin, sharp, fangs to pierce at any angle- black rattling spines clustered on its scalp and down the neck, which emit a horrid noise that wracks the mind, empty dark sockets for eyes, this is a demon born from the blood of Ssthra himself.


The size of these demons are unknown. Their full body has never been seen by mortal man, but large enough for its length to line the border of vision. Only that it is long with raptorial forelegs, and spiked tibia-the number being inconsistent but most often with six at the least.


Their drive is bloodshed. They seek out mortals to enthrall, drive to murder that increase in horrific and grotesque visage, with each kill grasping more and more control till possession is settled. Then, in the end, they kill their victim as well. As name suggests they prize the pelt or skin of whatever they kill- using a blood ritual to burn their trophies, transporting them to Arn'Thrissl (Ssthra's prison & Domain) so as they can use them to line their homes.


While it is easier for them to get ahold of already murderous individuals they crave corrupting the innocent, those whose hands are clean of blood.


Prescence: Their presence brings about a feeling of being vulnerable, threatened, a predator lurking just out of view. Even those not targeted, being the process of being possessed by a Silkskin can have bouts of sudden anger or lashing out if in the area of one for long periods of time.


Possession: At first a Silkskin will latch onto an individual, twisting emotions then thoughts obsessive until the goal of murder is met. Their will over the target becomes stronger with each kill until the victim falls entirely under the Silkskin's thrall and the possession is complete. This is the typical result, but skilled Silkskins can 'craft' their victims. Twist their mind and emotions just so to weave in the desire to kill while maintaining anonymity- making it seem that this is genuinely the mortal's own mind at work, or subtly taking control. Resulting in prolonged killing sprees but remaining under the radar.


While a strong and dangerous demon, their possession does not result in any physical warping- aside from one instance.


Abilities: Due to Ssthra's conquest of the Mortal realm, Silkskin's are among the demons that have managed to cross into the physical domain. Because of this, other, previously unknown, abilities have been discovered.


-Madness Aura: As stated above their presence causes: a feeling of being vulnerable, threatened, a predator lurking just out of view, sudden anger or lashing out.


-Venoms: True to their Father, Silkskin's fangs and foreclaws, are filled with a potent toxins. Causing hallucinations and delirium from even small amounts, onset rapid and taking hold within minutes. Subsequent hallucinations are said to be so vivid and real that any injury portrayed by them is felt by the actual body; however, no injury actually manifests.


When readying to skin a victim, Silkskins inject, with thin fangs on their mandibles, a toxins that separates the skin from flesh, making it stretchy and mailable enough pry off then weave into whatever it desires. The effect wears off once allowed to dry, turning into something akin to leather.


-Telepathy: The do not speak through their mess of a maw but instead invade the thoughts of other, speaking in plural while assaulting targets with a constant rattling of their spines invades the mind, eventually driving one frantic, and to break down or flee.


-Stealth: With their long limbs and body they are able to slip around with nary a sound, the rattle of their quills heard only before readying to launch a swift attack.


-Body warping: Their body seems to be able to squeeze into just about anywhere even through holes small enough for a mouse.


-Sharp talons: Their talons easily bust through wood, and thin armor.


-Soul Anchoring: Silkskins are able to anchor their essence to Arn'Thrissl itself, typical to Ssthra, or to physical objects in the Mortal Realm. Once killed their essence will reconstitute a body depending wherever their soul is anchored. If in Arn'Thrissl they will emerge from their father's body. If in the mortal realm, it takes longer but they will not need to travel back to the mortal realm. Should it be in the latter and the item is destroyed, they will be effectively banished back to Arn'Thrissl.

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The Elder Gods:


The elder gods are typically viewed as beings of, to some degree,  chaos, wild forces of nature that have little or no regards or care towards the mortal realm and wrecked havoc letting everything run wild in a constant and destructive state of ever-changing madness.  They are considered the elder siblings to Mortem and Vita- a separate generation. They were the ones born before the death of "The One" the original god they were all split off from. After the War of the Divine, only two were worshiped, at least until Ssthra began his conquest of the mortal realm. 


Gwwuur: 


Oldest of the Elder Gods, the first to separate from the One. After his birth a boundless ocean filled the void beneath the one. Shunned, he was sent to sleep in the depths of his domain until chaos took reign.


Dominon:
  • Oceans
  • Water
  • Storms
  • Natural disasters
  • Weather-dealing with oceans 
  • Sea Creatures

Appearance: His body is of a sea serpent, said to be longer than the deepest depths of the ocean and world itself. Decorated in spines, frill, crest and multiple long tendril like whiskers. He bares not one but two maws, each with multiple rows of teeth and long ridged tongues. He once had one large eye but the One, the fore bearer of all gods, tore it out leaving cavernous empty sockets. His long tail splits into seven. Long oar-like fins line the side of his body. Besides the sails on his back his back is spiked and armored with thick scales and his underbelly appears to be golden plated while his upper half is pale nearly translucent from being in the dark depths so long and pale tiger-like stripes decorate his visage. From within his translucent upper half strange lights are said to be emitted... 

Presence: Gwwuur's presence is typically attributed to a raging storm that comes out of nowhere coinciding with being in the eye of the storm. His physical presence can momentarily impair someone's sanity. The strong willed have said to have an aggravating headache or hallucinations. Weak-willed have recanted feeling a sudden, extreme apathy, listlessness, melancholy. Even after leaving his presence the effect never truly leave completely. He's said to smell metallic, bitter, sulfuric, and like fish.

Scared Animals:
  • Sea serpents
  • Eels
Religion: Gwwuur is namely worshiped by those that live near the sea, especially by sea goers. Before going out to sea for long periods of time, to fish or cross the sea, etc, an offering is typically made. The tribute can be of a snake, which gets tossed into the sea, dumping animal meats of land creatures into the water as it's said that Gwwuur finds land animals to be a delicacy ( the rarer the better), or dumping raw minerals and gemstones, all three at once is said to work best. Sea side villages that have gained Gwwuur's favor have been visited by humanoid sea creatures namely fish, sea serpents and eels, who then are teach how to further follow their father.  Attempting to steal this knowledge angers Gwwuur and the consequences are dire, punishments have varied from madness, illness, death, etc. 

Servants: 
  • Dwellers: Gwwuur's race of humanoid sea creatures. Sometimes referred to as Gwrling's, Gwrians, Dwellers of the Depths, Abyssal Dwellers, or the Ones that Lurk at the Bottom.  Their appearance varies from different types of saltwater fish, crustaceans, cephalopods, any sea creature that is mammalian. Size varies from short, human-sized to seven feet tall. Most wear strange shell armor or accessories crafted from sea items, weaponry is similarly fashioned. Some even have been seen with metal weapons, presumably taken from ship wrecks, that somehow haven't rusted. Water and ice magic is far more common for them. Each all seem to have traits of the creatures they resemble, poison, venom, etc. Their time outside of water seems to be a couple few months, though dry scales are more brittle and they get more sluggish as time goes on, rain lengthens their time and fresh water doesn't bother them. Towns with high favor of Gwwuur at times have had Dwellers actively guarding and assisting the humans. In current times the remaining sea side towns have seen more active protection.

  • Giant Sea Serpents:  These giant reptiles are said to guard places that Gwwuur views as sacred. Typically they crush ships but have also been known to breath icy mists that cause severe frostbite and often come in mated pairs of two. In particular rages two have been able to create tsunamis and completely flooded a town that angered Gwwur. Some have been seen wearing head-armor, those have been accompanied by Dwellers that are able to instruct the massive creatures. Armored sea serpents guard Dweller settlements which are located in deep ocean trenches. 

  • Glccu'heiran: A creature said to have been made with the purpose of guarding Gwwuur's home at the bottom of the sea. A monstrous shell-armored leviathan that resembles a dragon bearing three-heads. The creature breaths ice and water so scalding hot it can burn flesh well as fire. Its jaws can easily cleave through a hull, shell thick enough that harpoons can't break through and its movement stirs up large waves. It's also said to be able to call storms. 


Ssthra:


In attempt to obtain perfection, the One decided to cull all of their imperfections. All of the evil darker aspects and instability. What was birthed from this was an entity of unspeakable horrors. Forth from blood purged came a writhing, horrid, thing that screamed with many mouths, coils of segmented parts unending. Its two eyes blinding with concentrated madness and malevolence, the one tore them out and destroyed them. The act of violence was taken with pure glee.



Dominon:
  • Chaos
  • "Blood": Blood in this sense means whatever anything is run by. Blood for the living, oil for machines, or the energy of the universe.
  • Malevolence  
  • Madness
  • Violence
  • Corruption
  • Illness
  • Infinity

Appearance: Body unending, larger than stars or planets. He is the largest of the Elder Gods. Lower body is that of a centipede, lined with innumerable, sharped spiked legs. Upper body is semi-humanoid, thorned spikes cover his his scar marred carapace like crude armor. Once he bared even more, but his self-multination sloughed some off. Upon his head his a crown of horns, two side frontal ones bearing the passing resemblance of upturned wings- broad and splayed out. He has only one maw, but it houses an infinite amount of needle sharp teeth. Were his once blinding eyes were housed are nothing but a spiraling, dark, cavernous holes. Four are his arms with three claws on each, though he can sprout more if he wishes.

Presence: Confined to his prison, his true presence has not been felt by a mortal. Those, unfortunate, enough to catch his attention have been invaded by hallucinations, or dreams where he projects himself to interact with mortals be it to torment, manipulate or strike deals. Even diluted, proximity eventually leads to madness of some shape or form. The prolong exposure erodes and corrupts mortals, be it mentally or physically, this being as short as mere hours cumulatively, progression will spiral sharply downwards. Death is ensured for any who he inhabits, bodies fester, fall apart, and corrode into a foul pile of melted flesh. 
  • In event of possession, exorcism is nigh impossible. If only due to the fact the body will become quickly unsalvageable. Death is preferable to a soul falling into the clutches of Ssthra. Unified pleas to Mortem coupled with ritual to expose his presence, before the body gives out (therein the soul falling to Ssthra), is used to, at least, save the immortal spirit.

His presence can be felt by a wicked oppressiveness, malevolence strong enough to make even the most stalwart souls shudder and cave. A strong presence can block out lights with thick shadows. Nausea and illness, dizziness, headaches, and a constant ringing in the mind said to feel like thousands of thin needles piecing it. Some victims have gone berserk, attacking any near with intent to kill. 
  • All symptoms grow rapidly worse

Scared Animals:
  • Centipedes
Religion: Worship of Ssthra was universally banned. His insignia, angular eye spirals, being illegal/taboo, to have in any shape or form as it gave him an easier point of influence. During this time, worship of him varied the only key points being bloodshed and human sacrifice, both done in typically brutal fashions. At most there were small cults or singular murders carrying out his will.

The Crimson Plague brought about widespread worship, through the curse that tied the corrupted souls to him. The core of the worship remained the same though on a much larger, widespread scale and with the added intent of spreading the curse till Ssthra's avatar is created.  

Servants: 
  • Demons: Demons are being created from Ssthra's own flesh or are souls corrupted and changed into ones, should he decided to do so. All demons are malevolent in varying degrees and ways, embodying sin, corruption, or bringing about horrors such as illness, torment, or chaos. There are few types of demons: sentient, animalistic, or ethereal/spirits. Sentient type are demons with human-level intellect that have a true physical form, while animal variants have a physical form but lack the sentience. These classes are counted by physical form and intelligence not the shape of which the physical form is. Many demons lack a 'humanoid' appearance. Ethereal demons have no true physical form but have a sentience, spirits are the animalistic counterpart.  All demons are capable of possession; however, stronger demons must strike a deal with a host or the struggle between the two can break down the body and eventually cause death. Weaker demons may do as well to appear stronger or to deal with less hassle.  
  • The Court: The court consists of the strongest, most favored demons under Ssthra's rule, given titles of typical court members. Such as the King, Queen, Prince, Jester, etc. The core members are Ssthra himself, O'Oural the Prince, and Issthy the Jester. The other members have been changed over time due to Ssthra getting bored with them, them trying to turn on him, and other manner of reasons. All of them are incredibly powerful in their own right and are capable of destroying the world on their own, if left unchecked, but due to their power it is difficult for them to physically manifest in the mortal realm. Further their power, even with a deal made with a mortal, would quickly breakdown an host and kill them.
Notes:

  • Due to his nature being the driving force of existence, keeping it moving forward, Mortem cannot kill him (Only he is able to kill other gods). As such he has dubbed himself Eternal (The truest form of Immortality, untouchable by death himself)'
  • Despite being the god of violence, Ssthra is not quick to anger. Even his plans being undone do not anger him, as he enjoys unpredictability and those who are defiant. He is irritated by complacency and  finds the idea of peace a paltry novelty, but despises the idea of himself, chaos, being subjugated to Fate. Due to this he loaths the Other and Madame Fate.
  • Views violence as the truest form of expression, unhindered by shackles of morality. 
  • Does not believe in the idea of perfection.
  • Views the flaw of dragons being that of Pride.
  • His favored type of meat is dragon.
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New Character: Cerol Andreas 


This journal is for the characters that aren't God's, I plan on going back and adding more description to them in the initial journal. This won't go over everythingabout the character to avoid spoilers for when I get things written down. So this will have the basic overview of the characters (least what I have thus far), which may mean that some might be more detailed than others but that may or may not change as things go on. The villains and creatures/monsters will each get their own separate journals in order to try and keep the journals from getting to lengthy. Dragons will likely be added to the World/Lore as they do have connection to the gods.




Human


Lucien Raynald



  • Lucien means light, Raynald means Counselor-ruler
Age: 129, appearance: 25

Height: 5' 10''

Eyes: Light green

Hair: Mid-length, scarlet red

Skills:

  • Dagger wielding & throwing
  • Dual blade
  • Close combat
  • Acrobatics
  • Trick fire spewing
  • Juggling
  • Animal training
  • Sword dancing, fluid dancing with swords attached by a ribbon/chain
  • survival
  • wound treatment and basic illness care
  • Basic cooking

Abilities:

  • Enchantment
  • Contortionist;
Possession:

To prolong his life Lucien made a deal with a being that used to serve Ssthra. The entity's name being Issthy. The demonic being had been replaced by another, Ussur'tryal, who then declared he'd kill Issthy to entertain Ssthra. Issthy managed to escape but wants revenge. Seeing Lucien as a good host, it offers to save him from dying and together they can get their revenge and both survive. With the ethereal being Lucien has gain a few perks and abilities. When need be Issthy can take over and use some of its powers, though their hampered to prevent damaging Lucien's body.

Lucien hosting Issthy:
  • Strength and speed bost
  • Can stand and run on walls as well as cielings
  • Minor fire resistance
  • Immunity to vampire bites and control
  • Quicker healing
  • Unaging
Issthy takes over:

  • Super human strength and speed
  • Stronger fire resistance
  • Fire abilities: breathing firing, fire balls, and control. Using this power too much can damage Lucien's body.
  • Form transformation. When Issthy takes over Lucien's body goes through a moderate change making him look demonic. Horns and spikes grow, eyes and skin tone change, teeth sharpen, claws sprout. This takes a toll on Lucien and leaves him debilitated afterwards so Issthy takes over only when need be. Lucien's mouth, while transformed, lengthen's via tearing apart, fleshy bits keep it held together but tears expose need-like teeth. Tongue lengthens as is serpent-like. After changing back he is left wounded. Scars have been left from previous transformations.
Personality:

Lucien is a charismatic individual who loves to entertain and engage with people. He has a strong dislike for being alone which makes him antsy and anxious. This comes from him being used to being in the spot light and living with a large group of people. Lecien is also very proud of his skill and can be arrogant because of it, leading him to not take any insults to his talents, past, or heritage lightly. When insulted Lucien gets defensive, heated, or even hostile. With all he's lots Lucien has trouble letting go of the past and has developed a drinking problem to subdue his grief. He also uses jokes or sarcasm to mask this or his insecurities with being alone. Lucien also fancies himself a lady's man, acting flirtatious and gentlemanly around women he takes interest in though he doesn't turn down being with men but favors women. After losing the trope he lived with for most of his life Lucien developed a deep hate towards the lord that left them to die and seeks to kill him.

  • Charismatic
  • Loves being the center of attention
  • Strong dislike of being alone, is antsy and anxious when alone
  • Arrogant
  • Easily insulted
  • Defensive
  • Easily provoked
  • Alcoholic
  • Trouble letting go
  • Hides grief with jokes/sarcassm
  • Flirtatious/Promiscuous
  • Gentlemanly
  • Holds grudges, vengeful
History::Lucien was adopted by a trope of traveling entertainers when they found him at the side of the road in a basket. Raised by the trope he became a jack of all trades when it came to entertaining, dabbling in whatever they could offer to teach him. Once he started participating in the act, Lucien quickly took to the spot light. While it was annoying to deal with his pride, the trope knew Lucien would do whatever he could to help as he felt indebted for them taking him in. His tragedy struck when they'd been paid to come and preform for a lord in the town square. What they didn't know was the lord was going to use him and his adopted family as a sacrifice to gain favor from Ssthra. The head of the guard found out about this and attempted to stop this but it ended in a massacre. The head of the guard managed to break apart with Lucien and a couple others. They got separated from the captain, the trope leader shoved Lucien out of the way-sacrificing himself to save Lucien. Angered Lucien swore revenge against the killer but wasn't strong enough and was left for dead. Lucien lay, bleeding out, and watched the other member of the trope pass away. Crying tears of grief and anger a fire ignited from a pool of his own blood. A voice spoke to him from the flame asking if he wanted revenge, Lucien cried out in declaration that he wanted to tear the lord apart for what he'd done. Amused, Issthy stated that it knew the feeling and offered to prolong his life in exchange for hosting him inside his body, he'd also give him the strength and power to get his revenge. Lucien was quick to accept and once the being was hosted inside him his wounds began to heal and he was able to escape. After he healed and got used to his new strength he returned to get his revenge but found out that the area had been severly corrupted by Ssthra's influence and the lord had become a monster to strong for him to defeat. Since then he's been on the run trying to find allies to help him get his revenge.




Berneen Faivre



  • Berneen: Feminine version of Bernard, Faivre: Blacksmith
  • Pronounced: Brr-knee-n, Fay-vr

Age: 22

Height: 5' 5''

Eyes: Chestnut brown

Hair: Curly dark brown

Skills:
  • Crafting: Toys, camping supplies, tools
  • Smelting: Weapons
  • Fighting with knives, throwing daggers
  • Using & making explosives
  • Note: Berneen hasn't had much training to fight, but with the way the world is she has some experience but would rather avoid fighting face to face
  • Survival skills
  • Cooking
  • Wound treatment
  • archery
Ability: 

  • Enchanter, talented for her age but still a beginner

Personality: Headstrong, self-reliant loner, and rash at times help best describe Berneen. Preferring to be on her own out of loss to anyone she seems to come in contact with she feels that best way to avoid it is to take care of herself.  This has led to her being uncomfortable around crowds and noisy areas. Despite this she can find herself feeling lonely at times even with the company of her enchanted toys. She also been known to be excitable about explosions finding them thrilling, but is still careful about over doing things. To her it's an art form. Naturally she also proud of the things she crafts and hates for them being destroyed, even if it's something simple.
  • Headstrong
  • Self-reliant
  • Longer
  • Rash
  • Dislikes crowds and noises
  • Has moments of loneliness
  • Likes explosions
  • Careful
  • Artistic
  • Prideful
History: For as long as she's been alive, Berneen, has struggled to stay alive having been born it the world while Ssthra's forces have control. Her father was a black smith, specializing in armor and weapons a valuable commodity with the current state of things. Black smiths being so valued they were off relatively easily, not comfortably, but they didn't have to worry about food as much as others. Her father taught her how to make weapons and everything that she knows while her mother help teach how to take care of herself, sewing, mending wounds, archery, and surviving in the woods. This, of course, wasn't meant to last as they were raided by a swarm of vampires and their undead minions. Berneen's mother was forced to kill her father as he'd been bitten and didn't want to endanger his family. The hold they'd been apart of began to fall apart with people vying for control so she and her mother chose to leave before things got bad. She and her mother later got attacked by bandits and while her mother managed to defend them she'd been mortally wounded. Berneen tried to save her and did keep her alive for a couple of days but ultimately she passed away while she slept. Blaming herself for not being able save her mother began her tendency to stay on her own to avoid letting people down or being unable to save them. Since then Berneen has mostly lived a scavenger lifestyle taking what she needs when she can and avoids running into others much as she can avoid.





Cerol Andreas


  • Named after Charles Drew, the inventor blood transfusion 
Age: ???
  • Very slow aging 
Height: 5'11''

Eye: Reddish Pink

Hair: White

Albinism: Cerol is an albino and one genuinely blessed by the Goddess Vita, giving him the extra trait of short pointed ears.
  • This causes others to refer to him as a "Blessed"; however, he is still human and not an alternate race.
Skills:

Magic

  • Magic Flexibility: A fancy way of saying he's able to learn any type of magic. This was the gift Vita bestowed upon Cerol. The reason why he was given this power or if he's had it since birth is unknown and he has shared which it was. 
  • Magic: Because of his gift Cerol has remarkable talent at various types of magic including: Enchantment, fire, ice, lighting, and blood magic. While his level of skill varies from each, the fact he can use various types puts him on unique level.
  • Enchantment Level: One of the magics he's more proficient at as he considers it to be a convenient magic, seeing as he doesn't need to keep expending energy to keep an item enchanted and the magic allows for more creativity. He's enchanted several items for his personal use, including his false eye, doctor's mask, and claw weapons. Cerol; however, isn't open to enchanting for others for an undisclosed reason.
  • Pyromancy: Cerol learned pyromancy not only for its well-known combat efficiency but for more practical uses, sealing wounds, cleansing tools, but also for a light source. 
  • Cryomancy: Used typically for more defensive uses by Cerol, he isn't as versed in this magic as he is others.
  • Electromancy: Being the most difficult magic to control, and his teacher dying, Cerol control and use with this magic isn't very refined. The best use he has for this magic is reflecting and redirecting. When it comes to manifesting lighting on his own at best he can shock people. Cerol doesn't readily use this on his own because of his lack of control.
  • Blood Magic: The general term for magic used by vampires and the interchangeable term for dark magic in the current age as many contribute it to Ssthra's influence. Most are unaware Cerol knows this dark art, but it's the magic he's most skilled at. 
  • Drawbacks: A flaw of Cerol's multi-magic skills is that it can be taxing on him, switching between magics drains his stamina faster. This is why he values enchantment as he doesn't need to expend energy to keep an item enchanted. 


Other Skills:


  • Medical: As the head doctor at the hold he resides in, Cerol is considered one of the best doctors in current times. With his multiple magic skills Cerol and address various types of injuries on his own saving time and lives. He also has vast knowledge of herbs and know to use them to treat illness and injuries. He's also developed treatments on his own and demand his treatment wards to be kept clean has placed his kills ahead of his time.
  • Combat: Despite his main position being a doctor Cerol is capable of handling himself in combat, impart due to his magic, but because switching between magic types, he's also a notable fighter. His combat style in goes for exploiting weak points and crippling foes to make them easier to bring down. His weapon types are large daggers and knife-like clawed gloves.
  • Poison Mixing: To for himself in battle or to hand out to warriors that could make use of in missions, Cerol can make either deadly poisons or paralytic ones.

Personality: In his hold, Cerol is known for holding an intimidating presence as his blessed nature and appearance gives him an almost inhuman quality to him. He expects respect and gratitude for his services, leaving him to be unpleasant company for some as those he views as disrespecting him as ungrateful ingrates to which is very difficult to change his view of a person. Arrogant and prideful of his skills Cerol holds himself highly and his position as head doctor and trusted adviser to the lord of the hold further perpetuates his attitude. Despite this, at his core, Cerol does desire to help others, viewing it as his divine mission to keep life from being extinguished for the mortal realm, because of this any loss of life under his watch is taken as a grievous failure on his part. These moments causes a rare bout of silence from Cerol, those use to him know its best to leave him others wise risking an moment of outrage and demand to be left alone. Due to his use of blood magic Cerol's personality has become more unstable, leaving him easier to enrage to the point of physical violence, his grudges have become more potent and even desires revenge to those he believe have grievously wronged him. He's also developed an addiction to ingesting blood as he believes it quells these outbursts. Long stints without a dose leave him easily aggravated , jittery, and paranoid. 

Cerol is difficult to genuinely get close towards as he holds nearly all to a professional standard, in that their all client to his medical profession. While he does take note of people, their personalities, history, and whatever knowledge he believes his needs, he does not engage in idle conversation himself, devoting nearly all his time to his work and furthering his knowledge. This leaves people knowing little about him aside from his skill furthering his foreign air about him. This also leads him to be rarely seen out of his doctor uniform.  

  • Cool & Calculating
  • Prideful & Arrogant
  • Easily offended
  • Volatile anger
  • Holds grudges
  • Professional
  • Workaholic
  • Neat freak
  • Takes things personally
  • Intimidating 
  • Secretive
  • Morally grey, ends justify the means 


History:  Not much his known about Cerol aside from that he's the hold's head doctor & trusted adviser to the hold's leader. The two often collaborate on how to handle situation and managing the hold, some believe Cerol calls most of the shots but doesn't want to take the limelight as the one doing so-preferring to stick to medical concerns. Even Cerol's age is unknown as he's rarely seen without his beaked doctor mask, but those who have noticed he doesn't seem to age. This is chalked up to the fact he's a blessed one. Any at the hold know not to inquire about how he lost his eye as it instantly angers Cerol and only thing that's know about it is that he views the one who did it as "an ungrateful ingrate". 


 


Reapers




Mason Nyght




  • Pronounced Mas-s-on Ny-ght
  • Nyght is a corruption on the old spelling of Knight-Knyghte meaning, "boy", "youth", or "serving lad"

Age: 126 appearance: 26

Height: 6'4''

Eyes: Prior to being a Reaper: Deep green, Afterwards: Black Sclera (space that's usually white) with white iris & pupil (Trait shared by all Reapers, referred to as the eyes of death )

Hair: Short & black

Skills:

  • Chain-blade
  • Buster blade
  • Moderate at dual wielding
  • Close combat
  • Survival skills
  • Weapon matience
  • Wood sculpting
Abilities:

  • Immortality
  • Super human strength, speed, reflexes, and agility
  • Advanced regeneration: Can reattach or regrow severed limbs, recover from complete body destruction. However, more sever damage does take time
  • Numb to pain but does feel the force to it so he does know he's injured and can react accordingly
  • Does not need food or water or sleep
  • Direct connection to Mortem: Prevents him from being control by other beings-namely higher vampires

Personality: Prior to being reborn as a reaper Mason was a loyal, caring, but troubled individual. Due to past trauma he had deep seated anxiety about losing anyone who somewhat close to him, resulting in night terrors, stress, anxiety attacks, or anger. His hatred towards the undead ran deep with all they'd taken from him. To deal with his stress Mason would lose himself in training or doing some form of work. This helped to wear him down so he'd be able to sleep, otherwise he'd restless. He was dutiful towards his superiors and never questioned their judgement, taking the military as his new family but had trouble loosening up during non-combat moments. The only one to get him to relax easily was his fiance whom became his emotional rock who gave him a reason to go one aside from fighting. Towards religion, Mason didn't have strong feelings towards any god. He did believe in them, but had no devotion towards them.

  • Loyal
  • Caring
  • Troubled- PTSD
  • Easy & Quick to stress
  • Deep hatred towards vampires & undead
  • Strong fear of losing people
  • Duty bound
  • Hard worker
  • Restless
  • Religiously indifferent (prior to death, currently devoted to Mortem)
  • Unstable mentally & emotionally, dependent on others for stability

Current Personality:As a Reaper Mason is devoid of personality and emotion, leaving him as an as a living weapon focused solely on ridding the land of Ssthra's influence by killing any undead of monsters that serve the Elder God.

History: Mason came from a family hailed for their warrior bloodline, his father, forefather and ancestors, being acclaimed for their skill, loyalty, or feats in some way. As such Mason's father and grandfather put him into rigorous training from the age of five. The training was strenuous and near abusive at times, broken bones and collapse from exhaustion occurred more than once. Despite the hardship Mason was up to the task to uphold his family honor, looking up to his forefathers as good examples. Once he reached his teens his father began to teach him other skills, wood sculpting, survival skills, and how to maintain his equipment. Unfortunately the large town he lived in was attacked by Ssthra's forces, leaving him the only surviving member of his family. During the attack he met his future fiance, Evelyn, working together the two managed to survive the attack. Their home in ruin, the lord and his family dead the surviving commander gathered everyone up and they left to a fort made for survivors and resistance against Ssthra's forces.

Wanting to avenge his family Mason continued his combat training with heated vigor. His heritage and skill caught the attention of his home's commander and took him as his pupil. He was just as tough a teacher as his father and grandfather but Mason was more than up to the task. However, an accident caused Mason to develop a trauma with the weapon he was initially trained to use-the chain blade. Focused on his training Mason accidentally cut off a fellow student's arm. Traumatized Mason and afraid to harm another comrade with the difficult to control weapon, he seemingly lost all his skill to use it. His teacher having no skill with the weapon himself had be teaching to use his signature weapon, buster blades, so Manson shifted his focus to the other weapon.

During this time his relationship with Evelyn had ebbed some after arriving at the fort. They'd spoken some but with Mason's focus on training they'd lost contact. Their interest in one another sparked after Mason's incident with the chain blade, a combination of being more mature and Evelyn being able to help him through the incident reconnected the two. After that Evelyn became Mason's rock and he became dependent on her for support, calming him mentally, emotionally, and physically. Years later the two decided they'd wed after a mission to reclaimed their home from the enemy.

However, during the attack Mason was injured and fell unconscious. Upon awakening he received news that Evelyn had been killed. Shocked, Mason demanded to see her body. His commander grimly explained that could be recovered was her helmet, weapons, and some other bits of armor. They suspected that the ghouls or some other bestial enemy had eaten her.

Grief quickly became all consuming hatred for Mason. Quickly he ascended through the ranks as his anger fueled him to train and fight harder. His commander even sent him and a few other skilled warriors on special missions with Mason as the leader. During one of these he and his group caught sight of a Reaper, leading them to fight along side divine serving warrior. The group noted the Reaper seemed to have slight interest in Mason before leaving. Mason focused on his duty brushed off the notion. Upon returning his comrades reported the happenings and his commander questioned Mason on whether he knew what it meant for a Reaper showing interest- that he could become one if he should die. Mason being indifferent towards the gods, considering their land's condition. Mason stated he was uninterested and that if he died at least he could reunite with Evelyn but that he wouldn't allow it until all the undead were cleansed from their land. His commander chastised him for what could be a great honor. Not wanting to idle further with meaningless conversation Mason respectfully dismissed himself.

The last attack he went on his commander instructed him to handle breaking into a vampire hold and open the way for the rest of the troops to get in. Eager to vent more of his anger Mason accepted despite how dangerous it'd be to go in alone. This ultimately led to his downfall, though he did manage to open the gates the injuries received getting there caused his death.

Unwilling to rest until all the undead were vanquished, Mason's soul was approached by Mortem who offered to make him into a Reaper so he could keep fighting. Mason, though overwhelmed by anger, asked where Evelyn was. Mortem revealed that she was still in the mortal world. Relieved, he accepted the offer to become a Reaper so he could be reborn and continue fighting. Since then he's been combating Ssthra's forces for a century straight.





Enchanted




Percival


Enchanted Item: Porcelain Doll/Suit Armor 

Age: ???

Height: 6'

Eyes: Black sclera with golden iris

Hair: Cherry blond

Skills:

  • Weapons: Swords & glaives
  • Close and mid-ranged combat 
  • Self-repair
  • Weapon & armor maintenance 

Abilities:

  • Does not require food, water, or sleep
  • Registers broken parts but doesn't feel pain
  • Head can be knocked off but body will keep fighting (head needs to be able to see what's going on)
  • Will live until he's broken
Personality: Percival is rather lacking in personality and acts rather autonomous, caring only about the goal he was giving which is protecting the castle he was created in. He gets hostile toward anyone who intrudes on the castle grounds and demands that they leave, unless they show some form of permit. If they do not leave they'll throw them out, if they fight back he'll kill them. If their caught stealing or vandalizing he'll attack and kill the intruder. The only emotion he shows is reverence towards his creator which was the late lord, and regret for failing to being able to protect his wife in children. 

  • Autonomous/robotic
  • Single minded
  • Protective
  • Duty bound
  • Loyal
History: Soon as Percival came into existence he was met with death. His creator was dead and the ones he was created to protect were dead as well. The castle was ruined and if any were alive they had fled. Percival had only one objective left and that was to guard the castle. Since they he's guarded it with his existence, day and night, year after year. Word has spread to thieves and travelers alike as the King had powerful elemental enchanted weapons. For ill-gotten gains or in attempt to use the weapons to aid others they've all been slain by the very weapon as Percival uses them. 
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Hello everyone, this journal will be a source for information on the world that my future "Ill-Fated" story series will take place. As the title suggests it'll have lore about the wold and characters. Eventually I'll most likely have to split things apart if it gets too long. When that happens I'll add links up at the top or whatever turns out to be convenient. Please point out any typos or errors so this looks neat as possible and I INSIST on people asking questions to help me flesh this world out. This journal will be most likely edited a lot but I'll only give an update alert after a good chunk is changed/added.


Ill-Fated: Characters




Land:



Name:Sangne
  • Pronunciation : San-gh-nay
  • Means "blood drenched"
  • Mash up of the Latin words for blood drenched, sanguine perfusum
  • This is not the original name of the kingdom continent, original name was Teutra which meant "Land of One". Was pronounced Teh-u-trah . Mash up of the Latin words for land of one, Terra Autem
  • The land was once several kingdoms but had been recently united by the kingdom of Teutra, whose leader wanted to unite the land under one rule. The land was previously split into five larger kingdoms and several smaller ones due to royal family members wanting control over their land and two separate entities.
  • Was renamed Sangne sometime after Ssthra's Vampiric undead forces began to seize more control. The land consumed by conflict and drenched in the blood of the fallen found it was much more "suiting". Essentially it was renamed as a dark joke.

Geography:

Originally Sangne was mostly temperate woodlands (similar to North America), with some swamp land, and moderate amount of jungle land towards the south, more mountainous terrain to the north and down the middle, and only small patches of desert. Currently somehow, since the undead plague, the land seems to be dying and becoming a wasteland the affected ground becoming a dark reddish and rivers turn toxic that only the undead can drink.

Magic:

Magic is a relatively rare trait for people to possess and seems to be gift, blessing of Vita, that shows up at a young age ( 10-18) and is split into two types: Enchantment and Elemental. Both forms of magic are hard to master and because of it masters are generally older in years.
  • Enchantment: Considered more paltry is the more common of the two types. Simple forms of the magic can make certain things to only open to certain people, while masters are said to give life to things such as dolls or suits of armor. (Enchanting skeletons is a crime against Mortem and is punishable by death). Enchantment functions off of will and strength of soul. The act of enchanting something can wear on the user, greater things wear an Enchanter but can function are even the enchanter's death and only stop unless the item is broken.


  • Elemental: The rarer of the two, and harder to master, elemental magic is split into branches of fire, water/ice, wind, earth (including plants), and lighting. When first awoken elemental magical ability can be uncontrollable. Gifted individuals are often sent to learn with a master (particularly if its fire or lighting). Lighting is the rarest type of magic and hardest to preform while fire is considered the hardest to control. Like enchantment using magic wears on the user, particularly new users and a stamina must be built up to is it more.

  • Elemental Enchantment: Working together an Enchanter and Elementalist can enchant an item, typically weapons, with elemental abilities. It takes a skilled Enchanter to imbue an item with the element but also an Elmentalist with control enough to focus solely on the object. The hardest elements to imbue to items is wind, water, and earth but most commonly people want fire, ice, or lightning enchanted items.

To be Added: Locations



Gods:



The New Gods:

There was once one supreme deity who birthed the Elder Gods. Its children, born from the corruption it purged, sought to overthrow their creator. The treacherous children succeeded in defeating their creator, but to their shock two new deities sprung from the original's body. Vita was rose from the corpse, a new deity birthed from a fallen. From the corpse itself was born her brother Mortem. More was born from the fallen ancient god, its horns shattered upon falling. From the pieces of the horns the born the dragons and their kin. Vita, Mortem, and the dragons then waged war against the Elder Gods. The battle went on for  untold years and was only won when one of the Elder Gods turned against their siblings, Gwwuur, the elder of the oceans and storms. Once the three other Elders were defeated they were banished in to a plane out of the reach of the mortal realm. Thus, beginning the reign of the New Gods.


Mortem


Dominion:
  • Death
  • Darkness
  • Moon
  • Later seasons ( Fall, Winter)
  • Burial rituals

Appearance: Unlike his sister, Vita, Mortem's form is ever shifting as there is many faces of death. Accounts have been wide and varied from those who've glimpsed him, whether through vision, disciple , near death or rare chance of seeing him in the mortal realm. Though his form is ever shifting some constant traits or traits he takes more often have been noted.

  • He has been described as a great shadowy figure whose presence was all encompassing.
  • Eyes like white fire.
  • Four raven wings with claws and three horns.
  • When his form is more solid he seems to be in a state of half-decay earning him the name of "Half-Decayed God".
  • Signs of illness have also adorn him.
  • Jewelry crafted by his sister also has been seen on him.
  • One a handful of occasions in a more human form, hair and clothing still made of feathers, still with wings and horns, eyes white, rip dark pits between and center showing an exposed flesh.

Presence: Mortem's presence is consistently described as being all around and very intimidating, oppressing even. The air is, of course, deathly cold. In an abstract form can reek of stale decay or be more subdued and smell of fall air in a more solid form. His gaze stares to the soul and in a more abstract form can seem to be all around.

Scared Animals:

  • Ravens
  • Crows
  • Carrion birds
  • Owls
  • Trisdenties ( Translation: Corpse-Eaters (Latin: Tristis comedenti) Hyena like animal with a long tail and fleshy skull-like face)
  • Worms
  • Poisonous snakes
  • Flies (especially their larva)
  • Black animals

Scared Flowers:

  • Black roses
  • Deadly nightshade
  • Mortem's Vine: A flower that grows from vines that is known for sprouting from corpses, it's seed carried by animals and "planted" when they feed from corpses. The flower itself is poisonous and a dark purple that's near pitch black at the center and is in the shape similar to a bird's skull. Typically found in swamps.

Religion: Mortem isn't as worshiped as his sister Vita and is more commonly worshiped by those with jobs in the medical field, burial, or by soldiers who go out for battle. In the past people would often leave offerings at his shrine to stave off his collection of souls if someone was sick, wound, lost, or going off to battle. Those in power would often keep a personal shrine in hopes to prolong their stay in power. Those involved in burial or medical fields followed his instructions on proper burial often work masks similar to that as Plague doctors in a show of respect and in hopes of gaining favor. His teachings were complied into a book referred to as Mortem's Tome, along with burial rites it also taught respect for the dead and that life should be cherished.

With the impact of Ssthra's undead plague, Mortem has been more focused in worship to those solely still among the living. The knowledge of his Reaper's spreading he's become an odd protector/savior to some who want the undead gotten rid of and protection against them.


Servants:
  • Mortem's Eyes: Special crows/ravens with three horns, four wings, long tails, and red-eyes that are said to collect the souls of the departed. Seemingly phantasmal as they disappear and reappear at will
  • Wraiths: tall-lanky demonic humanoid crow/raven creatures born from Mortem's sheded feathers that exist to punish wicked souls in the wastelands of Mortem's domain
  • Reapers: A new kind of being reincarnated warriors said to be stripped of emotion/personality created by the god to slay vampires and the undead


Vita



Dominion:
  • Life
  • Light
  • Sun
  • Early seasons ( Spring & Summer)
  • Nature & Animals
Appearance: Her appearance is more consistent than her brother's taking the form of a humanoid doe with elaborate antlers that bear glowing orbs. Atop her antlers is a small burning star supposedly connected with the sun itself. She is also adorn with jewelry and garb that she crafted herself, the clothing being made of plants.

Presence: Soothing yet unnatural, ironically, have often been used to described to being in Vita's presence. In some instances Vita has taken the form of an animal, the telling feature is glowing eyes and the addition of antlers of various shapes and sizes. Vita doesn't often speak to mortals while in the form of an animal, often leaving vague hints or leading the mortal somewhere if she wants them to do something, give them sign for their future or whatnot. When speaking it seems like she has multiple voices and her voice has been likened to gently and soft bird songs. However, when angry Vita's voice takes on a similar cold all-encompassing voice to her brother's.

Scared Animals: Unlike her brother Vita's only scared animals are white variants of animals. These animals are to be never harmed less suffering Vita's wrath.

Scared Flowers:

  • Daffodil
  • Chrysanthemum
  • Calla lily

Religion: Being the goddess of life, Vita, is much more favored by the mortals of the kingdom. From crop turnout to marriage and birth Vita is involved with many aspects of day to day life. Hunters pray for favor and thanks when going out on hunts and after taking down animals. Killing baby animals and females animals is a crime, especially during breeding seasons. Most of Vita's temples/shrines are in the wilds, or were at least originally.

Servants:
  • Werewolves of the Pale Forest: Vita had once cursed clan of hunters for arrogantly going after her white animals, which had been gathered in a sacred forest shrine. She'd cursed them to be werewolves with no control. The first night they turned, some had even turned on each other leaving them to awaken with the blood of their comrades on their own teeth and hands. As time went on some became feral even in their human forms leaving them marked as madmen. Word of cursed people that became monsters during full moons left the group hunted down. A small number of them sought forgiveness to hopefully save their sanity and upon hearing of a vengeful raid from their former leader they fought against him nearly dying to save a pregnant white doe and other animals. Seeing their truth in remorse Vita gifted them with control over their werewolf form and the ability to change at will. Their fur also turning white. This gift wasn't given without cost as they had to guard the scared shrine to prove their loyalty. Since then the clan of werewolves has flourished into its own people as they took in those they found worthy.
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Future Projects

3 min read
Was gone for a while due to several things. My family and I moved from our house because the bank screwed us over :x Thankfully we found a new house in our range, but the landlord was being a prick and refused to change the ac filters...in 100+ degree weather. After a week of struggling we got the house to cool down. 

Good news being, I went on a trip with RenagadeRexRider & unsafedeathkidd shortly after! Best week I had in a long time! :love: Was great to get a whole week with my best friends. :D Much needed after the previously mentioned issues. Went to a Volcaloid expo in Dallas. Not a big fan but it was a pretty sweet thing to see. :nod: Definitely a memorable event.

I got a lot of sketching done over the last month or so, which will all be posted to my instagram: www.instagram.com/miss_d_n_l/ Mainly working on a world for my original story I've been toying with for forever. Got a lot of work done on that while talking to my friends about it.

Series will be called "Ill-Fated" and is a dark fantasy world based in a medieval world. Concept sketches will be posted on my instagram, but I might post a few here.

Most of the sketches are or me and Renagade's DBZ fan-verse though admittedly ^^; so expect a lot of that. 

I'll also be continuing my 5NAF stories and will get to my Digimon Tamer Redux when able. 

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Featured

Ill-Fated: The Elder Gods by Miss-DNL, journal

Ill-Fated: Characters by Miss-DNL, journal

Ill-Fated World and Lore by Miss-DNL, journal

Future Projects by Miss-DNL, journal

Reflection Falls: Discontinued by Miss-DNL, journal