Degnas Islas
Degnas Islas / Alchemical Apotheosis / 4
Story-bible material, page 4 of 5. Source document pages 23–28.
Degnas Islas
and brutal. Rigidly warms to Veral, always seem to dislike Eltrea. Desires to have a strong master, at times getting Veral to prove himself especially in combat.
IN COMBAT: Veral can be mid and far by alchemy and magic, and close by those and short sword. Eltrea is mid-range, far by her golems, shot and powder. Rijil close mid by his necromancer energy manipulation and shield shoulder, and two-handed sword. Veral is often either side by side with Rijil or in direct support close behind him, and she very close behind him. His alchemy comes to combine with Eltrea”s powders little sculptors to become enlarged golems.
LONG CHARACTER BREAKDOWNS.
NAME: Veral OF: Degnas, sand edge SEX: Male AGE: about 18 PRIME OR SECOND: Prime protagonist AS PRIME HAMARTIA? His curiosity, though fuels alch, craft, wisdom, and quest ETHICS: fair, civil to all. PASSION: defend the weak, free all from Jinnn LOGIC: fighting well, clumsily conversing DICTION: stopped high education early PERSONA: quick witted, wishing to be brave, a vagrants appeal to strangers. EMOTION: wonder and worry MOVES: young jungle hunter, alchemist OCCUPATION/WHY: lost amateur sorcerer alchemist CRAFT/SKILL(if any): foraging, tracking PHYSICAL BODY: scrawny and tall, malnourished HEIGHT/SIZE: 6”0 WEIGHT: 140 lb EYE COLOR: black HAIR: sandy blond SKIN: freckled sandy tan ATTIRE: dusty worn blue and red, later y/b DEFINING FEATURE: slightly long neck COLOR ASSOCIATED: red clear, magic, illusion WEAPON(S)(if any): rusty short sword, enchanted urn, alch magic. Salts perfumes stuff he collects. LOCATED/MET: first scene. SYMBOLISM: hero”s tale, man becomes creator deity REPRESENTS: man as god, Prometheus to later. PERSONA: foolishly following perceived signs, naive (also for expo). Of vague dreams. INTERNAL CONFLICT: wishes to be wise, as powerful as master that is gone, enchanted by nostalgia to become an unattainable goal on own path.
BACKGROUND: he is idealistic child orphaned from the anarchistic arcane alchemical tribe overseeing the same magic bio-chemical terrace pools of centuries. The entire culture revolves around this function done in the patronage of Jinnn Srathir. A mighty tribe overtaken sets him free of a master, of a mentor, using what he knows of his tribes laws broken, and reading things like the shift of a breeze as the language of the wellspring speaking to him. He is highly superstitious, applying parts of alchemical processes to life, he believes the universe in motion, in transition is his master, to go with the flow of the eternal entropic wellspring.
FACTORS/themes OF VERAL
Hero”s journey. Scenes to be symbolic representations of initiation ritual,(to GOD HEAD) Sorcerer”s apprentice. An apprentice sorcerer alchemist, though lost, becomes wellspring seeing. Sword and the stone. Because of his displacement, he is poised to learn from all. Unbound in a way Genie lamp, alchemical mercury beehive, Rijilraden enchanted ashes urn Prometheus, to found a later empire with three arts he escapes with. Man as god (as man as god), through three arts + (Srathir to Auexelion)=fractal alchemy Necro, life force, vapor Goleming, form, solid Alchemy, permutation, liquid Eltrea”s equal.
FUNCTION: he is the prime, explorer of the world, along with ELTREA and RIJIL. Focuses on him as he, eventually assumes the scrolls of dead ELTREA (ANIMAS), and absorbs RIJIL (ANIMUS) to be sole possessor of all three arts simultaneously. Thus by end of story making him in context, similar to (Auexelain) a deity unknown to all but the three Jinnn, each derivative of him. And capable of escaping, the awoken Auexelain.
CONTEXT: home of rice terrace like alchemical pool valley tribe, is destroyed, his master/mentor is lost to him. Lives next decade self taught in the sands edge, a lush jungle instantly becomes a red orange sand desert, part of his home valley.
DESIRE: To become as wise and powerful as his former master, Master Fa”deia, which to him is enchanted to godhood by nostalgia. Impossible task, Making him sort of a forgetful perfectionist. Ideally after some power is shown , to survive and free the Islas population regardless of their allegiance, seeing all as enslaved by the savage Jinnn he wishes to vanquish all three. An unusual view to have among the sectarian Islas, allowed him by his orphaned youth. To seek out his master which he hears whispers of, until meeting, leading to the atonement with the father, knowing very little at the start, this journey at first seems to be his prime motive.
OBSTACLE: HE is youthful and naive of world outside sand jungle edge. The whole of the island is at constant state of war, there is no place actually safe. And being on none, though all of their sides are difficult. He must reach deep into the Srathir”s alchemical territory. Evade and battle the armies of Dathir, and his undead dragoons, while outrunning the swarms of hive minded myrmidons roaming about.
CONFLICT: he knows that the journey is becoming more dangerous, and that he and she may not live, he feels responsible for her, but also the millions he wishes to free from the Jinnn”s millennia long war. He must fight all of them and the doubts he has of his own ability.
TACTICS: usually to fight through or think of a clever way forward, begins with his illusion of attack imagery, that become real magic attacks, though the tactic of cleverness continues. Strong will power which becomes the defining reason Rijil comes to respect him, and lose to him. Alchemical combines with Eltrea to make the enlarged golems. He can be mid close far, she mid far, Rijil close mid. Side by side with Rijil or direct support.
NAME: Eltrea OF: Degnas, semi nomadic gypsy caravan SEX: female AGE: 20 ish PRIME OR SECOND: prime PURPOSE: as golemer essence of three, social interactions with other two. HAMARTIA? Selfishness, which she later rejects, though rightfully it leads to her death (near end) ETHICS: crafty, a conscience when caught. PASSION: passionate, quickly immersed in present. LOGIC: argues when right, or cares to, or just to squabble. DICTION: gypsy caravan slanged snap speaking is a laid back language, spoken quickly. PERSONA: earnest cunning, crafty, controlled in combat, can see people as being malleable as golems. EMOTION: enthusiastic, engaging, emotionally potent. MOVES: smoothly and athletically. OCCUPATION/WHY: a golemer, so a tinkerer, and sculptor, knowledge of nature for materials. Adept at CRAFT/SKILL(if any): fortune telling, cleromancy, confidence tricks. Theft, She”s a gypsy PHYSICAL BODY: human female. HAIR COLOR: coral pink, blue streaks, varies, often in woven braids or a wrapped cloth hat. SKIN COLOR: coral orange tan. HEIGHT/SIZE: 5” 11” with hair, hat tallest. WEIGHT: 145 lbs EYE COLOR: varies, mood stones though to presence of light. ATTIRE: patchy bandit gypsy clothes. With stones and ring patterns sewn into them. DEFINING FEATURE: her upbeat persona drives much of the verbal. COLOR ASSOCIATED: pink, orange, yellow. Small blues. WEAPON(S)(if any): two gunpowder smoke spewing pistols. bag of stones, gems and substances of all sorts for sculpting little golems. LOCATED/MET: the jungle, sand edge near river, ep. 1 SYMBOLISM: feminine opposite Rijil's masculine to Veral. Mothers sacrifice for love. REPRESENTS: the female, and master crafter. PERSONA: a bashful, playful character, with more exhilaration than fear. INTERNAL CONFLICT: hates being a gypsy, loves being a gypsy. Comes to care for the other two, when supposed to be selfish by her caravans social structuring.
BACKGROUND: she is a highly skilled young gypsy in all that that means. Raised on a nomadic caravan all her life that act covertly for the moment though less often long term as they never stick around for long enough to feel the consequences of their snake oil wheeling double dealing palm reading culture. She like all of them sees little past the day. She was forced to do confidence tricks, and other forms of street thievery and trickery since her first steps and like all the gypsy children before she could speak she was used as bait or a distraction for her clans misdeeds. All most always outnumbered and resented everywhere makes them thick of skin and psyche, ardent in their individuality. This in turn makes them more inventive in the sculpting skills they”ve picked up and honed for artistic trinkets to barter with and their own protection with golems when outnumbered. More a product of her upbringing, similar to how Veral sees he would be if he kept with a mentor, though she relishes being free, while he clings to the concept of apprenticeship. She makes many the sounds of a raven, and adores scorpions. Often only calm when crafting an intricate trinket, or mixing special gunpowder. A pistol sharp shooter, respected though disliked by her clan for her non-adherence to more archaic social laws. She rejected a forced marriage and beat the man in pistol myrmidon a duel. It obsessive about the golems she creates, may have a familiar.
The caravan clan is a dog eat dog bunch of crafty troublemakers making her much the same at first, though this shifts to empathy over time. As the battle nears they disown her like a mother does a baby bird because she brought Veral back to the nest. Maybe flapping at her in taunting as they leave.
Themes: of Eltrea
Wild adventurous youth. Mysterious mischievous girl. Mad tea party with golem “friends” The puppeteer of matter marionettes Motherly caring creator Master crafter of intricacies. Veral”s equal.
FUNCTION: to interact with Veral, often bickering with Rijil. Showing characters of each by contrast. Through action and conversationally being one of the prime movers of thought and action throughout most of the story. As the Golemer essence of the three arts, representing the conscience of the golemer philosophy, in context of the three arts being three aspects of a deity. As brash smooth talking, cunning clever of the three. Often as the mouth piece. She is present and part of first threshold, supernatural aid, all rites, up to apotheosis. She is present as one third of the whole, her anima is her scrolls, which along with her “spirit” are absorbed (Possession of scrolls)(memory of her) by Veral upon her death.
CONTEXT: recently abandoned cool gypsy chic that blames Veral, and holds him responsible for this, a consequence of her trying to save his life. She sticks by him and they grow together overtime, though she is always seemingly selfish and out for herself. Becomes tale of fitting in.
DESIRE: to free the peoples of the plain from the constant war when affected by Veral”s idealism. Also to get back to her caravan, and to live a great adventure instead. In her is an innate double think, of what she wants, and her culture expects of her, even though she is separated from them. Of emerging from the past to be in the present and face the future.
OBSTACLE: with her power she cannot raise armies to free areas enough not to have to struggle to live, and feels as though she has no home, she dreams to found it as a free territory. Over time finding these sentiments only when with the other two.
CONFLICT: whether she should stay, stay loyal to the other two, or give in to desire to be a lonely gypsy. Whether she can actually aspire to the dreams she has of being free.
TACTICS: manipulation, cunning and clever us of her, though she is brash she stays with Veral, as it”s also her first foray into the world, a dangerous world where many are predisposed to disliking her kind. Staving off the feeling of selfishness and embracing the trio over time.
Dynamic, also she uses astrology, palm reading cold reading on Veral, often, who is susceptible, compatible due his seeing of nature as mentor. She usually running joke says to read stars for him, is put off.
NAME: Rihiljaraden, “Rijil” OF: Degnas corpse knight, four decades previous. SEX: undead male AGE: body around 20 ish mind unsure, PRIME OR SECOND: prime HAMARTIA? His will to follow his duty. ETHICS: of honor above all things, though defined by his death cult knighthood PASSION: of wrath, anger rage, and adherence to ritual. LOGICS: speaks frankly then uses force, quick to his blade. DICTION: highly eloquent, and educated. PERSONA: usually silent, talkative of wars, destruction tactics, and survival. Snide to Veral. EMOTION: rage, and contemplative wrath. MOVES: as though never out of combat. OCCUPATION/WHY: Dwell knight, formerly of order of blights ritual. CRAFT/SKILL(if any): survival, sword, battle master. PHYSICAL BODY: an undead lean muscular body. HAIR COLOR: ash brown, often under helmet. HEIGHT/SIZE: 5” 8” WEIGHT: 130, 270 with armor, it is very thin. As though by magic! EYE COLOR: grayed violet to white. ATTIRE: thin light heavy armor fitting blue battle battered and blemished armor with spike back of hands, top of feet, rhino horn on helmet center. Has a shield on his right shoulder, he uses it to guard and ram flow of combat. When his helmet, only face guard, is on only his face can be seen. DEFINING FEATURE: a raspy sure voice. Silver Bracers on ankles and wrists, from the urns ashes enchantment. COLOR ASSOCIATED: blue, black and the glowing silver of his shackles. WEAPON(S)(if any): one, two handed long sword that is a life force, enchanted ceremonial death blade, allowing affliction to be used. Also Necromancy, minor healings. HAS a golem familiar that is like a small bipedal koala bear.
LOCATED/MET: on massive battlefield of ep.2. Between Dathir”s swarms and Grathir”s golems, with troops of alchemical kingdom fighting both. He is enslaved to the ashes of a great alchemist. Ashes in urn, which is in possession of another alchemist who dies aiding Veral. Veral comes into possession. SYMBOLISM: knightly virtue of duty, life and death cycle. REPRESENTS: death as a matter of life. PERSONA: a pragmatic, skilled tactician and warrior, quick, to the point, though a bit disillusioned after decades in servitude to possessors of the urn. And alchemists at that. He often refers to fairy tales from times before theirs, showing he is a child at heart.
INTERNAL CONFLICT: between fulfilling his dwell knight duty, or loyalty to Veral. Though must serve Veral as per the curse on him. He for most of the story wants Veral to die so he will get a new, better, master. Though comes to like him, and Eltrea more than he will admit.
BACKGROUND: rose through the ranks of the dead as a naturally gifted learner of necromancy and mighty dwell knight aspiring to rise and replace Dathir”s first dragoon as the strongest commander of corpse knights. Seen on battlefields as a mighty warrior and rising warlord among the blighted knights who is feared by foes and friends alike. He was ambushed during his meteoric rise by a strong alchemist he was pursuing, who to save his own life cast an enchantment on the young dwell knight, enslaving him until his ashes are under the earth, or his master frees him. Essentially massive death cults that feed on energies, worship the imbalance allowing the transfer of positive and negative forms of energies all around them. Filled with zombies, siphoning of life energies to survive, ghostly armors, specters witches voodoo warlords wicked knightly orders and hell spawned minions undead beasts.
THEMES: of Rijil
Oath of life, oath of death, cycles Who”s knightly virtue Reluctant genie of ash urn,(mercury jar) Master and servant Serve tradition or serve humanity. Dwell knights or Veral, after shackles are broken.
FUNCTION: by his blade he is the might of the three, a stark contrast to the bubbly impassioned Eltrea, who he often differs in opinion with. He reluctantly, but loyally, serves Veral. Together Eltrea and he act sort of as good and bad to Veral. He is the essence of the dwell knights (transfer of energies.) epitomizing their matter of fact view of life and death cycles, that it is all transitory, and the kingdom that remains are what their fleeting lives pass through.
CONTEXT: met and introduced in ep 2, during massive battle, which Rijil is enjoying until, his master dies and in turn the urn finds its way to Veral. Who then becomes his master. This completes the trichotomy of the three arts among the main characters.
DESIRE: at first to free himself and return to leading armies of dwell knights, which he has been made to slay, along with many golems among others. By doing so he serves his duty and sense of knightly loyalty while in the “shackles” of the urn. Restore to honor and the cycle of energies.
OBSTACLE: Veral doesn”t know how to free him, the (alchemical sentence) and finds him useful for protection and guidance. It has been decades since he was among the dwell knights as an ally. His heart over the story wavers to the liking of Veral and Eltrea.
CONFLICT: must eventually choose between Veral, and his dwell knight oath. This is his prime character motivation. His highly esteemed sense of loyalty to his patron, though his patron is his master, who he views as beneath him, and he is a shackled servant.
TACTICS: at first he undermines, tests, incessantly doubts, demeans disrespects and leads Veral down dangerous paths of dark arts and generally into danger. Which he sees as testing his masters” strength for suitability.
JINN CHARACTER ELONGATED.
NAME: GRATHIR OF: Degnas AGE: almost immortal. DICTION: of ancient, all languages. PERSONA: researcher, and unchallenged king of moving mountains. Seemingly the most rational of the three. EMOTION: thoughtful, purposeful, and boastful. Though likable. MOVES: slowly, with untested reflexes. Golems do nearly everything, natural magic born automatons. OCCUPATION/WHY: Jinnn master golemer to a degree unattainable any beside himself, because he literally is the embodiment of the craft, and his existence spread it through the island. CRAFT/SKILL(if any): invisible link over millions of individual automatons at once.