Degnas Islas
Degnas Islas / Alchemical Apotheosis / 5
Story-bible material, page 5 of 5. Source document pages 29–34.
Degnas Islas
HUMAN, his most common form, Made of flesh and bone mixed with minerals, is elderly sickly looking long silver haired man with a near permanent scowl from always seeing, performing millions of functions while creating and experimenting to “perfect” his craft.
JINNN, red and orange gaseous sultan seeming a wet moving clay man obviously containing spectral energies. Also is of his self spread vaporous reddish blue that he uses to directly possess and greatly empower, by his essence enriching the substance, his most special golems. He does not die if they crumble.
DRAGON, large brown and yellow dragon with crippled wings. He doesn”t use it. Srathir once tricked him and skinned this form of its gems and precious stone scales, and crippled him. Also using Goleming techniques that form is obsolete to him, ex. Make himself a golem to ride with the mass of a mountain.
HEIGHT/SIZE: 7”0”, same/amorphous, large. WEIGHT: tons to a feather. EYE COLOR: no iris stars. ATTIRE: robes made of red and earth orange clay made into texture of tattered cloth. DEFINING FEATURE: a crown he wears COLOR ASSOCIATED: stones, earthly and gemstones. WEAPON(S)(if any): a long handled hammer, scale, a cudgel. Magic control to control and shape any form of matter at will, extreme amounts of it. LOCATED/MET: later in story, possibly not directly, interacts with other two Jinnn. SYMBOLISM: man as maker of more like himself, recreating self, and so becoming depiction of god. REPRESENTS: embodiment of the craft of “Goleming”
BACKGROUND: Born from a spit of the lord creator. After his creation, long ago with the other two counter parts all three innately wish to defeat the other two, he has been amassing and perfecting the perfect myrmidon army. In doing so, he is at constant war with the other two. Developing crystals as amplifiers of the abilities. Often seizing lands of the other two for their earthly substances. Prizing Srathir”s magic chemicals landscapes and adapted wildlife, and Dathir”s energy transferring properties to better power and empower his seemingly endless myrmidons. “The island itself will be exhausted, sunk by before a leave this life to one of you.” Dominates the central and southwest regions, mountains caves cliffs and marshes.
To the main three characters against his minion are usually battles of attrition, or overwhelming giants or numbers, etc.
FUNCTION: Jinnn, essence of Goleming.
CONTEXT: he is in an eternal war with the other two. Also has a perfection, which is the zenith of craft to aspire to, may be unattainable as he is image of god, not itself a god. That is to create a free being, to birth an aware species.
DESIRE: to defeat the other two Jinnn and assume the stone of the seraphim centaur. Also to put cognizance into one of his creations, granting it true free will. To be Geppetto. Thereby fulfilling the god like aspect of his art.
OBSTACLE: the other two are also in an eternal war with him. The need for materials and types of land necessitate his aggression and expansion in this war. Often thwarted by Srathir and occupied by Dathir”s undead.
CONFLICT: he doubts his ability to ever overcome the other two, as he has long since been most often between the other two. His golems moving living earth being the most slaughtered. TACTICS: grab resource rich environments, and recipes from the alchemists. Learn from Dathir”s undead to make energy transfer “batteries”. Working both of these into enhancements, and “trim”
NAME: DATHIR OF: Degnas corpse kingdom of the east. SEX: Jinnn, masculine AGE: eternal DICTION: a raspy arcane static thunder PERSONA: an iron fist totalitarian dictator, EMOTION: a disturbing person to be around, being a living embodiment of death. Theft of the woman has made him a wrathful death lord. MOVES: either silently stealthily, mostly violently abrupt always in combat. OCCUPATION/WHY: of the necromancers art. CRAFT/SKILL(if any): PHYSICAL BODY: HUMAN: is the armor he has attained containing his genie form, so he is his human form though undead, possessed by his Jinnn with the armor encasing mummified enchanted body of a great golemer from the primordial days, giving him rudimentary exact will over some of his creation. This makes him neither human nor Jinnn but in transfer to the other. His primary form. The armor is bound to the bones and his being. Drains energy and moves energy at an extremely great rate. JINNN: green with a sultan”s cap and a vest, otherwise a genie looking green specter of illuminated green sandy vapor.
DRAGON: a large deadly black winged viper like silver white armored dragon. Breathes the negative energy that is canceling out all energy drains life, color, motion, withers air, all. An extreme version of the energy he uses normally, a liquid to vapor black ink like energy that is negative the visible spectrum.
HEIGHT/SIZE: 8” 0” WEIGHT: 900 lbs, but not girth, densely for battle mass. EYE COLOR: a scene in his eyes that draws the person into them, projects beams of black light. ATTIRE: heavily armored though armor is extremely dense. DEFINING FEATURE: the rapidly increased movement from energy he emits by his presence. COLOR ASSOCIATED: black, white, negative of visible spectrum. WEAPON(S)(if any): necrotic, “purple” energies. LOCATED/MET: intro first episode. SYMBOLISM: death and life, cycle of existence non existence. REPRESENTS: duality personified. PERSONA: he is for the last century wrathful, though is actually exists as a force of nature. INTERNAL CONFLICT: he is forever fighting an infinite stillness, that he knows is absolute and will even outlast him.
BACKGROUND: he allows them only the dark negative arts, being sole possessor of the light, he is greatly empowered as the almost the sole beneficiary. The more dwell knights he has the greater healing powers he has. This perversion of the balance of life and death grants him great powers, almost undefeatable in combat. He slays and the more he slays the greater his ranks grow and the greater his light powers grow to balance that. His very existence is based on this. He fell in love with a beautiful undead queen, and showered her with glory and gifts. She was kidnapped by Grathir, and then captured by Srathir, who holds to this day as blackmail, ransom, and her abundant light energy as a “battery” to boost the power of some of his favorite alchemical gardens, as
well as his primary bastion. Both of the other two hide from him, and fear him knowing their whereabouts. He does not far death, but capture, and internment which has happened in the past. He escaped. He is the mightiest by far of any warrior on the island, and equal in magical capabilities of either the other two. The loss of his love who he shared allot of light energy with, greatly empowering her, was a great loss to him. Making death a wrathful death a being acting almost instinctively striking anything around, stillness and coldness of a reptile.
FUNCTION: he is mostly peripheral never faced head on, or head on toward the end only when about to face, or after Veral slays stops, the possessed master Fa”deia (atonement with the father) and the prime action leading to complete apotheosis. He is a looming danger and the peripheral of his actions facilitates the master Fa”deia, and the battle of three near end.
CONTEXT: peripheral to plot, though many of his minion, maybe a dragoon or a few but he is most represented in Rijil, and the resurrected and possessed master Fa”deia.
DESIRE: to slay the other two sides to show that the duality, reality is itself in transition or there is true death, of non existence. So in a way trying to prove to himself he is not truly death, but a creator of life by sustaining the cycle. Though he is the symbol of decay and death to the continent he actually wishes to capture and possess both of the others Jinnn, when both of them want to wipe the others out. Free the sapped woman when he fell in love with her deathly beauty long ago.
OBSTACLE: the armies and land of the other two. And the wrath that has come over him due to Srathir”s outwitting him make him more volatile, and less strategic, almost as though acting out of impassioned instinct, he may be under a sort of spell because some he gave fountains of life force to is captured. Thus misbalancing Dathir who see himself as duality personified, angering him more.
CONFLICT: savage and ceaseless war with the myrmidons of Grathir, and not able to directly assault the elusive Srathir.
TACTICS: sail the skies seeking the most powerful and leading in the massive war engulfing the center. While targeting Grathir”s more supple supply spots, and using the necrotic arches to enrich and empower himself to overcome the swarms of myrmidons and consume the specifically enriched lands of Srathir when he can. A plan in shambles as he himself is almost always in wrapped in savage combat or terrorizing the skies and earth alike with his pack of wyvern.
NAME: Srathir OF: Degnas cliff highs. SEX: male, female, usually male. AGE: immortal DICTION: highly articulate PERSONA: highly inquisitive pondering at all times, seems more then on persona, depending how much attention. This varies to a hyper in zone character, and a seemingly melancholic strategist. EMOTION: vary by intensity of interest. MOVES: smooth, purposefully, precisely. OCCUPATION/WHY: the essence of and so the apex master magic alchemist. CRAFT/SKILL(if any): mastermind tactician, apex
PHYSICAL BODY: HUMAN: a six foot tall dark purples, resembling a judicial robed though with many pockets, including a kangaroo pocket in front belly. His easel of different greatly enchanted, William turner coloring the tonal
blandness of the normal world, extension of his passion, and ability to manipulate spores and moss in the same way as though all substance atomic bacteria. He wears glasses, deals in the three phases. A snapping fingers and sneeze is this lesser though most accurate mimicry of the creator deity, existing easily while creating complex genetic structures. Appears as both youthful, and elderly, neither is feeble.
JINNN: a bright blue, red, spectral that aligns as visible molecules constructing out of fractal vapor to form a humans silhouettes shape.
DRAGON: a beautifully scaled continuous spectrum dragon with crystal and mercury bones and
HAIR COLOR: blue, red, violet and black. HEIGHT/SIZE: 6” 0” WEIGHT: 150 lb EYE COLOR: incessantly and insanely staring starlit eyes. Always gloved. ATTIRE: blues and reds which appear as violets. Has mercury metal trim, glaze to all his attire. DEFINING FEATURE: always gloved, simple perplexity to his nature COLOR ASSOCIATED: blue red, supposing violet. WEAPON(S)(if any): the alchemist”s sword, alchemist scale, alchemist feather, LOCATED/MET: peripheral, as concept of Veral, and later directly, shown doing simple things that are pat or an analogy of much more complex plans, and plot points. SYMBOLISM: the philosopher king. REPRESENTS: zenith of magic and scientific processes. PERSONA: a strident enlightenment era Romanticist. His seemingly omnipotent presence informs much of how he is perceived. INTERNAL CONFLICT: comes to questions his own, being soul, and understand, when the other two do not, that they are the entire same whole. Essentially develops a soul, and context of own creation.
BACKGROUND: think one man enlightenment revolution. If you watch him he seems to be doing very little lifting a switch her, throwing salts there, as though all is a plan that he is sort of bored with, that is supremely understood. Where golemer deals with mostly solid, and the necrocers with “latent” energies, Srathir and so subsequently his loyalists focus in the shifts and phase and form. His magic is styled after the age enlightenment, like optics and gravity, shock waves and such.
Themes
Dna, splicing, master of evolution. Magic, science terraforming Zenith of ingenuity Master of scientific thought, combined The magical sword and the scientific stone
FUNCTION: felt by most of the island population of the unseen master of the island.
CONTEXT: mostly off screen, though the area he controls, and his alchemical citadels on the cliffs are where the main trio are inevitably heading. So his essence is more evident later.
DESIRE: To slay or enslave the other two to further his experiments. Wishes to combine the three arts to become the creator deity himself, something other of the other two know. They only learn bits of the others craft. With Goleming to create a species that are all sacred alchemical mechanism that combined with necrocery can form into an immortal Frankenstein destruction. Of which much of his landscapes “battery” powered living
landscape system were created. This depends on them invading his lands, which he obviously anticipates. To attain eternal knowledge of all things, to become the creator deity himself.
OBSTACLE: he”s pitted the other two against each other and hides away, nose constantly in his experiments and ponderings. Has to figure out how to correctly lead them and their swarms into his heavily entrenched and enchanted enlivened lands.
CONFLICT: weighs the price of the living humans and their lives perceptions and souls, questioning whether his desires are worth the lives, and incessant wars. This is a recent feeling as he has been conducting the experiments with the idea of people as just advanced collections of matter, but soul has become his preoccupation. Also wondering of his own soul and being. Deity is plasma, is the invisibility of sound is transcendence to him. Which he correctly suspects the six arm seraphim centaur to be a manifestation of.
TACTICS: to try and take back lands taken by Grathir, that is vital to his plans and get possessed Master Fa”deia back from the grips of Dathir. Veral doesn”t know he is possessed, and the spine of the story is Veral seeking his lost master.