Degnas Islas
Degnas Islas / Alchemical Apotheosis / 2
Story-bible material, page 2 of 5. Source document pages 9–15.
Degnas Islas
She is seeking caravan but also to gain strength enough to gain her own territory and raise her own army. RIJIL desires to have them killed and for a stronger master though must obey VERAL. As the three get to know each other combinations of their craft are also created, example alchemizing her sculptures so they may grow more powerful.
VERAL wishes to head to an alchemist enclave to become greater at his craft so they set out northward. The war is intensifying as both other armies are marching north, to eventually converge at the alchemic cliffs.
While moving through acidic swamps, they escape into a barn and sleep until morning light, then battle of the first minotaur who is at war with a field of golems. This is significant as VERAL trusts his own instincts and not the phantasmagoric illusions of the minotaur, in order to defeat him. Though this allows the golems to take some north territory.
During this fight, ELTRAEA learns of other golems and begins trying to replicate them. By falling into a cavern trench system and stealing sets of scrolls during the fight. She tries to decipher these, mimicking, the way VERAL tries to decipher reality through 'reading' nature.
Leading them also to find a hermit golemer, he betrays them and tries to take the scrolls for itself, denoting their possible potency.
After this the town they”re near is destroyed, they head onward. Eventually coming into a purplish, vibrant green dense spored fogged jungle. This is the land Kraken. They battle the terrain, venoms serums spores, and the Kraken itself. Victorious only when Veral through nothink throws his short blade through witches strings. The Kraken is petrified. This is a boon of alchemic thought for him, gaining a better understanding of the doings of Srathir. He now bears evidence of that conquest, as well as from the minotaur.
After this, they”re attacked by the dragon and Veral goes into the mouth of a dragoons wyvern, which Rijil must aid and repair his wounds with light energy that takes a lot of energy from Rijil to perform. Showing good gesture from Rijil. (Midpoint)
Again in the plains in fear of dragoons, and injured, though no golems to be seen. Wandering about, a sort of down time for a moment, then coming to a ridge and a battle between the dwell knights, actually welcomed by alchemists who are at war, and the three join the fight on the alchemist side. When it is seen she is a Golemer they assault her. The three now surrounded on all sides. The commander the silver sliver sleigh witch questions Veral of the trophies from the others. He is attacked when explaining. Defends ELTRAEA, alienating his own kind, or where he wants to belong in solidarity with her, Rijil loves it, and slays everyone he sees. Relates to the empathy of the silver sliver sleigh witch, by learning the rhythm of movement as a metaphor Veral tells move and winds. Three trophies gained. Three traits of Veral character shown.
With Veral rejuvenated by learned alchemy, and greater ability, ELTRAEA empowered by greater understanding of the scrolls, and Rijil coming to respect his master, no longer as wanting of his death, they are almost as one. They head north as the world becomes more dangerous, the armies of all three are marching and merging to a condensed, intense savage war.
Now wading into the armies sneaking and fighting through all sides. Some alchemists they aid come to assist them join him, aiding him, and telling him that master FA'DEIA was a hero, but has been possessed by DATHIR.
They venture into a severe strip of combat where the dwell knights are holding a large swath of land. Consuming the energies all around them to sustain. The alchemist they are with become possessed and destroyed by the undead. Fighting through the arches and two more dragoons fought. One wiped out by others in peripheral.
ACT III After freeing themselves from the dwell knights stronghold, and necrotic arch. They get into an area that is absolute chaos of all-out war of all three sides, the three a stronger unit than ever. During battle Eltrea has realizations of what the scrolls say, faring very well, keeping afloat by goleming from the rubble of other golems. Rijil is slaying many more, enraged at having to slay so many dwell knights earlier. They are a solidly cohesive single acting unit that live and die by each other.
Grathir implements his ocean of moving mountains, trying with some success to overwhelm the other armies. The three ride the perilous tide fighting their way through. She comes to amass a large amount of golems, and mass, a lot of it from the golem ocean, and much from the cliff side citadel, which she strips so they can survive and rise out of the warring rubble. Saving the other two.
When reaching top of cliff, now close to the three jinnns fighting each other. She is drained nearly dead saved by Rijil told by Veral, though he would've at this point.
The three Jinnn fighting passes near them, shattering part of a cliff, and knocking pillars over that crush Eltrea, Veral is enraged, by the three demigods go on fighting. As he clutches the satchel and scrolls, in memories of, his master Fa'deia appears, he is fighting against golems.
His master is now undead, alien of former self, Veral realizes false master, and he was essentially his own mentor. Veral and Rijil fight the undead master, who is undead and alchemist, master Fa'deia breaks the seal of the urn.
Freeing Rijil, who at first fights against Veral, though wavers and chooses to fight beside him, defying his knightly duty for friendship/humanity. Veral is struck down being magically attacked, Rijil”s body fails withers away to Fa'deia magics, his light that remains leaves his body and goes into Veral”s body, who absorbs him. Absorbing both anima, and animus, he now has the three arts within one person, as the both the 1 st and the 4th, an image of the creator god in context, and defeats his former master using shapes of spells similar to those used by him of opening scene.
The three Jinnns are still fighting, Dathir is caught in a trap by Srathir, a form of stasis, which Dathir is then drained and killed, by Srathir. Srathir is attacked behind them as Grathir assaults Srathir, the stone Seraphim begins to awaken. Srathir thinks he will be granted ultimate power. The dragoons present along with the Grathir and golems defeat the raging Srathir who believes he is the recreation of the creator god.
Veral looks for Eltrea but she can't be found, he takes the sword of Srathir, that slew Dathir, and the sword of Rijil? Combining them, showing great levels of power.
Grathir as a massive worm like thing along with a half mile of the alchemist cliff is decimated by the awoken Auxelain. It is evident Auexelain is slaying everyone, exterminating everything in its path indiscriminately. Striking at Verals heart strings as he attempts to fight he awoken beast, swathes of undead are wiped from any form of living. Hordes of golems made rubble by blasts as frequent as the wind, and the golemers gripping them evaporated and blasted by the rubble of their own creations.
Veral attempts to fight the awoken beasts, he does slightly okay. Fighting as hard as he can, he lands a blow that leads to blood from the beats face and upper shoulder. Drawing the ire of the centaur who then chases him with the entirety of the island quaking beneath his feet, and rabidly smiting all living things in his path.
Veral is chased all the way to the coast and of a cliff, surviving the onslaught, swimming in the ocean. He watches the whole of the island sink into the ocean, the six winged centaur trying to swim, Veral damages its wing, and it turns to stone the second the island falls just beneath the surface. Veral floats in the ocean alone the lone survivor with the sun throwing his shadow toward the view, splitting the water, miming the initial scene.
ABOUT THE THREE JINN, corresponding three arts. What the main three characters are representations of and the ceaseless warfare among the civilizations and their progeny. (This is the context of the story setting.)
There long ago was a species that grew from the dirt; they were magically and scientifically imbued since their creation. They grew mighty, had wars, peace and more wars, until one side was victorious. One of those people was wise, wondered, wandered until taking his seat, and created more things, then others. Through this mastery he lifts his side and his species to godhood. One day when pondering three of his favorite things to ponder, things which he himself believes are the three arts of his mastery which make him a god above all other gods, he had sneezed a snot, wincing, he dropped a tear and coughing a drip of spittle came. These three fall before him, with each becoming a demigod in the form of a sort of living plasma.
He sent these to Degnas island, a remote island with a sizable population, to see which of the three would rule the other two. As one large experiment to see which of the three arts are supreme, and at how they affect the peoples and cultures of the civilization. For thousands of years the societies of the island have been entirely engulfed, enriched and divided between the three forms, everywhere practicing one or the other, largely based on where the people are born.
HOW THEY RELATE TO ALCHEMY
The three phases of matter / Three interests of the Jinnn creator god.
Grathir, Goleming, Solid / manipulate matter /simple.
*Philosophers stone, as the philosopher”s stone is “the human body, or vessel, perfected as the Anthropos, or hermaphrodite, or Rebis” by alchemical myth, his ultimate goal of creating is recreating his self, a golem with cognition.
Dathir, Necrocer, Liquid / energy transfer / transitory.
*Elixir of everlasting life, he is energy transfer and so able to manipulate flow of energies, allowing for himself, and his followers to “live forever”
Srathir, Bio-alchemy, vapor / transmuting substance / complex.
*Gold, as gold represents to the alchemist a perfected, pure consciousness, as Srathir and his craft strive for the least impure ingredients, most exact proportions, perfection and perfect consciousness with the craft ritual being the physical representation as an analog of their inner consciousness.
Auexelain / creator”s anti-symbol, plasma (unattainable by mercury, also by mankind) ionization. End of line for unseen creator”s experiment.
The alkahest, the universal solvent that dissolves the three jinnn, and the island, wiping all from existence but Veral, who attained through journey the mirror image of the creator.
The victor must either learn the entirety of the other two arts,(a rule they do not know of) or destroy the others who are trying also to destroy them, a trait and obsession placed into each by their creators wonder of it as they were born.
INTERACTIONS OF THE THREE WARRING JINN:
DATHIR fell in love with the most beautiful woman he has ever seen, granting her almost immortal life. Srathir set up false fronts to sneak deep into Dathir”s with the unwitting aid of Grathir, who was deceived into leading a near all-out offensive. Srathir kidnapped the love of death”s life and evaded the angry Dathir, escaping into his territory, and using the girl as leverage that for her to not be slain or turned into an atrocity by his alchemy. Dathir wages constant war on Grathir, allowing the master alchemist time to his experiments. But he does entomb her in the heart of a forest fortress with her life force as the “battery” that keeps it living. Dathir knows this, and that there is likely no saving her as her energy drains down, and strikes out against Srathir frequently.
GRATHIR frequently tramples, destroys and absconds with aspects of Srathir”s alchemy enhanced living landscapes and wildlife experiments. In the past this has led to Srathir”s ruin, another reason he lays defensively in wait, while Dathir stays off the ground. Any would be overwhelmed by the moved mountains of Grathir, so their location must always be a mystery to him. His golems have marched into and ruined many of Srathir”s alchemical landscapes. Breeding more resent for him from Srathir who like Grathir fears the very sight of Dathir. This is because in Dathir they see the cycle of life and death and inevitable equilibrium, that they are irrefutably finite. And he can slay them.
SRATHIR basks in bastions of his bio land, of alchemical experiments, which he see”s each as a portion of greater formulations. Each regardless of their specific details are known as alchemical gardens of Srathir. Each is adapted ecosystems and biomes to produce an effect, experimenting with evolution and interaction of wildlife as the “current” his form of magic biological alchemy. Such as changes for specific, moss to be another color or make specific compounds, so the world to him is a living experiment, which he is just mixing, and on genetic, bacteria to mineral level. “A world of living ingredients, organic matter need only be meddled with to meet my needs.” “Everything is an aspect of another…in alchemy.” And actually cares very little of the other two, thinking of how much time it would take to actually defeat them, he procrastinates into his experiments. Which are magical Biochemical engineering, for specific compounds, elements and subs as organic matter, ex using perennial plant life, or the growth of trees as the for bacteria that alter the tree itself to grow.
*They meet face to face toward the end and argue and fight amongst themselves, each stating how they wish for the petrified Auexelain, when they unlock it. None do. As for one to destroy one must know it, for one to know the essence of the other, it will become then two, and learn the essence of the other there will be one. Though they are three of a whole, they can never be one again, Only when only one remains will they be one, and the greatest of the three arts will be known to the creator deity they were born from.
*Later it is Veral who unlocks, and softens the six armed Seraphim centaur to sentience. Who remains grey as a Russian blue cat? After the absorption of the other two Veral embodies the three becoming one.
ABOUT EACH AND TYPES OF LAND, PEOPLE UNDER THEM.
SRATHIR: fun with magic chemistry + fabled DNA, gene splicing, nanophysics fractal bacteria, hybrid fabled bioengineer assisted experimental evolution as bio-alchemy. Primarily uses chimerical “Witches” as his generals, not that they have sway over any other, only that they serve him, very few alchemists of his land can slay them. Greater chimeras are more powerful enchanted beings created by Srathir, and imbued with greater abilities than any others. The lesser chimeras are the human mimicry of his absolute mastery.
GREATER CHIMERAS examples (These three are part of the “road of trials” for Veral)
Witch 1. Occult, Minotaur & witch woman, with puppeteer and strings magic caster torso head and shoulders on Minotaur”s shoulders. A juggernaut created in mockery of Grathir”s megaton myrmidons that trample his lands. It runs straight into them breaking them to bits. It is a powerful witch doctor, creator of illusions as well as wielding a ten ton mace like as a feather. He is defeated by forms of divination and wellspring of Veral and Eltrea, showing trust in the nature of the universe and their own perception of it. That psychological symbolic action plays out as their psyches being the labyrinth. Through both a massive war zone and psyche labyrinth they find their way by TRUSTING OWN INTUITIONS / PERCEPTIONS.
Witch 2. Focus, land Kraken, a massive primarily underground Kraken, the heart at the center of a jungle and most of its eight half mile long tentacles rest underground and wild life covered paths passing under and over streams. Housing whole bacterial species on them, its the foundation of the jungle which is “sleeps” a genetically diverse plethora of venoms and serums from every sap and vines skin, of such immensity it is thought to be just myth, tale told to alchemist children so they have and apex chimera and living landscape to aspire to creating. There is an altar seemingly made of stone, though is layers of bacterial growth. At this alter there is a small hunched over witch with her eyes always closed, her one skeletal hand stretched out holding a cross with strings, a puppeteer, around gestations of a living jungle. This is the krakens head, its beach ball ink filled eyes are at ground level, rising with the large tentacles with trees and wildlife grown from them. Thrashing and throwing swathes of forest with any movement, it is impossible to destroy, the only way to stop it is focus without thinking and sever the witches strings from far and away, and magic does nothing to the altar. This requires A FLAWLESS ACTION OF NOTHINK. Veral must throw while running on, and stay on, one of the massive tentacles, much of which is breeding ground of various venoms and serums, thorns, trees, and the thrashing and movements. And spores fill the air, thickening it to a pink yellow sun-drenched hollow fog. Of noxious poison that needs to be negated. Overall shape a circular circumference of battle Each limb: 1. @3, Under through a pond and a series of short bridges over it. 2. @11:30, a bridge closer to center, under and down a hill, 3. @7 long and near straight, most of top is part of a jungle path, 4. @9, meandering like a stream, above is a shallow stream. 3 and 4 interceded by a long semicircular bridge. 5. @12, (north which is behind alter) long and wrapping around left to almost meet 2. 6. @1:30 alone up there, slopping opposite 5. 7. @5:45 coiled and slivers massive snake, of stone in and out of the ground. The obvious limb myths are based on. Also next to 8. And 8 @6 and bending westward with many trees grown from it, ending with end of tentacle out as an entryway into the “park” of the jungle. Its beauty a lore not unlike a gingerbread house venus flytrap. Eaten by alchemical bile. An exciting jungle
Witch 3. Transcendence, twin silver sliver sleigh, acting as a commander of many other chimeras and lower alchemist which gather around to fight and survive. Two large silverish skin snakes with a carriage having a warlord looking witch that hurls devastating dark magics of all kinds. This is Srathir throwing a bit of Dathir back at him. So to fight against this witch one must get through a battlefield, Defeated by watching, AS A METAPHOR OF EMPATHY, UNDERSTANDING OF THE OTHER, FEELING AND MOVING REACTING IN A RHYTHM THAT ALLOWS HER WEAKNESS. To stare into the wickedness of the witch, the horrible depthless pain Srathir captured and encapsulated from Dathir, the knower of death. When this happens Veral can hear the song of the flute the witch plays to control the snakes, though they are actually the same entity. This is done when fighting through and so simultaneously separating from those of same group Veral culturally identifies with. This is both separation from cultural identity, and merging with another, AND SO TRANSCENDING SELF AND OTHER.
LESSER CHIMERA examples. Any of many species adapted and enhanced in similar ways of gene splicing, trait sharing, by Srathir and those loyal to his craft.
Alchestral crab. A fractal bacterial micro kingdom living on and of sand castle like pores and moss citadels splendor back.
Many bulls, mares and are in mimicry of the bull body of the stone seraphim, which Srathir is obsessed with softening. Phoenix, whose, feathers bend light making it appear as gravity well. It flaps ungravity, other that bend light, and split the spectrum as prisms.
ENLIVENED LANDSCAPES examples.
Alchemical grottos, like those of rice terrace. Geyser fields, earths bile and boiling soil. The Kraken forest. The great vale, a living hyper-carnivorous. Acidified swamps, with breathing trees.
Allowing specialty chimeras with the soul of one put into another, as single-purpose forests, that collectively form a mineral or compound needed. Obvious bacteria is present as on all walls surfaces seem moving, as though all under microscope and atomic level is clear.
DATHIR: life and death cycle knights, other. Has twelve undead dragoons as his personal council and commanders of all the dwell lands. To keep the order, and so keeping to the cycle of survival of the fittest, and so the cycle of life and death illustrated. These are the strongest undead warlord kings from throughout his realm. Bred in death and decay, plague and pestilence of their energy siphoning akin to the darkest of arts. Dathir lets very few of his disciples the knowledge of the healing the other bright side of energy transfer, so it is a necrotic kingdom, of mostly undead, though all living between side, a world of energy in mass, of soul and vessel. All of these are lords of death to varying degree of the magnetic life force flow. Undead dragoons riding various wickedly winged wyverns leading legions with the undead rorschtag sack headed disciples as his stock soldier. (To put a sack on a living beings head drives them insane, which they kill themselves tearing at their neck until the bleed out of it. Becoming undead and joining their ranks.)
1. Ahldir - life force lance, deaths right hand, black white belly wyvern, wears silver black jousting armor. He almost is always with Dathir, and hurls meteoric spears that siphon life force out and into visible twisters of free energy.
2. Beirazoar- shield and scimitar, lord lion of the lich king, red and yellow, wears desert warrior armor. A front line warlord, he leaps in and off his wyvern usually staying closer to the ground and moving disturbingly quickly without losing and destructive power.
3. Ordana- sickle, reaper of swathes of souls, black as a lightless wyvern, wears white and gray robe armor. Sweeps hundreds from live at a stroke, moving fluently through battlefields as black smoke, with mastery of life force manipulation.
4. Eiral- a short rod and short sword, tarnal light knight, bejeweled blue violet wyvern, wears gray purple white enchanted light armor.(Jewels stolen from Srathir, that he stole from skin of Grathir dragon form.) he is an extremely potent dark arts sorcerer, skilled also with sword arts, he dominates battles with superior magic of nearly every kind, Taoist persona. Formerly a pupil of Iblaes, and Berazoer, though at different times, he may now surpass either.
5. Avacea- longsword and shield, deaths deputy knight, his wyvern is of plagued bones and spoiled flesh. Just as he is horrid rusted blue-black rotten fleshed being, that is a virulent plaque to anything it touches. Dragon fighting nightly figure, his wyvern shares in the magic keeping him living.
6. Raelda- two-handed ax, life”s high executioner, white belly, that becomes green, blue, red scales that become black on top. Wears sack overhead and a cloak, no armor as he has demonically enchanted skin, reflective of magic, and absorbing of force. Lore tells that stabbing through the back of his throat when his mouth is open is the only way kill him, though he never speaks, and so earns the knowledge of duality from Dathir (his tongue may be already cut out”. his axe has two sides, just as life and death, to and from, bloom and wither. He wields a small amount of the duality.
7. Aezel- long lightning lance, the living lightning, wyvern of various blues to neon violets and gray. Is an aware electrical current manifested in armor of assembled metals by unholy enchantment. Its caster soul is the incorporeal electricity. A fast-flying lighter version of Aldir in combat, though wishes to consume the life force of the rest and fill the sky with his energies. Dathir knows this and encourages it knowing it is futile as long as he lives.
8. Alefora- longbow of blight, lights imperial devouress, a swiftly flying red pink dragon, imperial huntress light cloth armor. Long white ghostly veil looking hair, though a mask covering half her face of a small bull demons skull. Her arrows leave beam light trails of smoke that consume energy as tunnel vacuums which she often magically wields as arching columns of necrotic energy,( like those spread through the land as though a natural phenomenon). Her pitch black eyes also visibly drink in light observable by the naked eye.
9. Ravedais- a mirror of undying eyes, Pandora”s lost lover, dragon unseen but reflective. A small reflective cube filled with the soul of an ancient wizard that possesses those near to survive and channel. Dathir has granted him a necrotic temple city all his own, along with rudimentary Goleming techniques to further his reach. It sits inside the tomb of a greater warrior wizard than its caster. It is actually wanting to eventually posses everything.
10. Iblaes- a gavel, decider of truth, wears the regency robes of two centuries earlier, wrought with rot and plague; he is devastating to the enemy as scholarly sort grand master of Dathir”s dark art, having taught himself aspects of the other side.
11. Uenader- “the bright” blade of pestilence, sewer of sweet decay, and his wyvern is shimmering silver; the flesh was stripped from and stolen from the same king of his armor, and used to empower his wyvern. He is a semi-shadow spectral warlock knight dressed in pure white armor as incorporeal black shadow body. slays and counts souls, uses them as “spices” to his spells, and pours them into his enlivened armor, what keeps it so pristine. The armor was originally stripped from one of Srathir”s greatest kings during a battle that left him alive, but irreversibly insane. Uses allot of siphon magic, storing and moving, transferring energies while using his sword. He is a close and frequent ally of Eiral. He plays the lyre. He is liked by Dathir, even though his careless nature many of his undead roam as Ronan, which he sees as spreading chaos. Has a sense of humor.
12. Oeldar- mace of rage and wrath, hatreds most holy, always burning alive, skin seemingly of magma and two thousand degree metal armor. He never stops highly intensive energy, from the agonizing flesh burning; he was of a giant clan that was hexed by Dathir. When his is in battle, moving slaying is the only time when he is not enraged due to his eternal agony, but is emblazoned to battle harder and slay thousands a day.
13. Ilith- short spear, most vile Valkyrie queen, wears armor of petrified battle scared bone and scale of her wyvern progeny, stronger than almost any metal. A breeder of man and wyvern has hordes of demon spawn, wyverns and packs of hell-born progeny that comprise the back bone of her legions. These rabid hoards are akin to the chimerical creations of Srathir and the alchemist. Though dark and horrible sometimes they are mighty and born of light. These are rare, though often become the heroes to the undead kingdom. Rijil may be in the lineage of one of this light born.