LATEST UPDATES

Published at 3rd of March 2023 05:41:52 AM


Chapter 8

If audio player doesn't work, press Stop then Play button again




Character List of Down to Earth

This list includes people mentioned in all Arcs to date.

Aki - Crystal Raz removed from the dungeon below the Sunrise Clan holdings

Althyr - Eldest of the Conclave of Dragons, Elder Dragon of Order, Serenity’s mentor

Ancient Temple Dungeon Core - Childlike dungeon core

Anna - In charge of assigning new people to groups in the mercenary(?) camp Gustav led Raz to

Bethany Rothmer - Thomas’s mother

Blaze - Instructor and Healer. Grumpy with people who don’t follow his advice, completely unsympathetic with people who try to make things worse

Captain Larsen - Captain of the Necropolis City Watch; escorted Serenity, Stojan Tasi, et al to the City Lord’s Residence

Coyote - Trickster god. Appears to be helpful?

Curio - Serenity's familiar; visual appearance is a shadowkitten.

Darian Ebongrove - Linked to the A Rest From Death dungeon; member of Rising Phoenix mercenary company

Death - Personification of Death Himself. May be a god?

Desariin (Rin) - Tzintkra Mercenary Guild Healer

Desinka te A’nar Rakyn - Daughter of Rakyn; Formerly cursed, now a Daywalker vampire bound to the A Rest from Death dungeon.

Dezan - Package sorter at the Tzintkra Messenger’s Guild

Doyle - ally, helped people through trials. Former military

Echo - Cheerful girl, “tutorial mascot”. 16 years old, hard life previously but knows how to deal with people

Ekari - Head Administrator of Earth’s Tutorials, instructor. Heretic (or apostate?) because she did not choose to be Lykandeon’s Slave. Wants to be Serenity’s ally but prohibited from telling him so.

Entherys - Trial instructor. Leader (in his mind) of the conspiracy to kill Serenity. Sent back to his home in disgrace by Order’s Voice

Finley - Gatherer and shopkeeper who overdosed on monster cores; Serenity never got the full story after helping to remove the excess stale essence that was corrupting him

Frank Smith - Shady antiques dealer; may have other sidelines. Was the person behind Macho’s original attempted theft and the later theft of all of her magical artifacts

Garrett - Leader of the party Raz is placed into; has a reputation for “losing” trapfinders

Greyvine - Mage in the party Raz was placed in; ran from the Last Refuge of the Deathless dungeon and survived

Gustav - Recruiter for an unknown group of mercenaries(?) operating on Tzintkra

Hegemon Worm Queen - Leader of the Hegemon Worms that came to Earth; Dead

Hollis - Guildmaster of the Tzintkra Healer’s Guild; old friend of Rakyn. Lightning Azata bloodline

Irene - Tzintkra Mercenary Guildmaster

Iva - Fighter in the party Raz was placed in; died in the Last Refuge of the Deathless dungeon

Karen A. - Thomas’s Boss (if he still has a job)

Katya Kyrika - Outside the dungeon when Serenity and Raz emerge; member of the Rising Phoenix mercenary company

Kerr (Aardya a’Kerinth) - Weapons instructor who knows Sterath. Looking to have Serenity as an ally. Possible friend

LaCroix - undead student

Lak - Member of the Tzintkra Mercenary Guild; Formerly Cursed

Lancaster - Police officer who takes Thomas and Rissa’s statements about Macho. Serenity’s friend and ally

Larsen - Captain in the Necropolis Watch

Lex (Alexander) Rothmer - Thomas’s father, Secretary of Defense

Liam Brown - Obsessive ritualist (dead)

Liuyedao - ally, helped people through trials. College student, martial artist; Swordmaster Path

Lykandeon - God of Ekari’s homeworld; ascended mortal

Macho - Man who “originally” killed Rissa. Attempts to kill Serenity (twice?). Current status unknown (escaped custody in the Tutorial)

Made (Madeleine) Fulton - Reporter for Channel Six, first identified person with Hegemon Worms

Mandy - Child Serenity encountered in a Tutorial, then again in the Blue Line Dungeon; magical prodigy

Miranda Elliott - British Prime Minister

Margrethe - Cleanser for Earth’s Tutorials. Saved Moira. Attempted to kill Serenity twice. Forgiven(?)

Marti - Receptionist at the Tzintkra Mercenary Guild. Suspicious of Serenity

Moira - Ambitious mage, wanted to learn “all elements”. Thought Raymond was a friend until he tricked her into attacking Serenity while she was loopy from a misguided attempt to gain Death affinity. Saved by Serenity and Margrethe. Sworn follower to Serenity. Shares emotions with him when they are close enough.

Nat (Natalie) Freeman - Cameraman for Channel Six

Nightmare Wraith - Boss of the 3rd level of the Ancient Temple Dungeon; Dungeon Guardian; can be summoned by Serenity

Nightwitch - ally, helped people through trials. Pilot. Former (or maybe current?) military; The Stars Shine Down, Earth Witch Paths

Order’s Voice - Somewhere between an interface and a person. Sometimes speaks to Serenity

Pelni Sukaj - Inventor of the Curse used on the Shining Caverns

Phoebe Latimer - Rissa’s mother, Seer

Rakyn - Father of Desinka, Friend of Guildmaster Hollis, Former vampire hunter

Raymond - Lancaster’s partner before the Tutorial. Attacks Serenity twice. Dead

Razinkh ‘e Sunrise (Raz) - A Draykin from Asihanya, near Stallet Center. Raz’s Clan was destroyed and he fled to Tzintkra

Red - Cousin of Phoebe Latimer; Spellwitch. Possibly cursed.

Rhea - Goddess; motherly and associated with Earth. Bakes excellent cookies.

Rissa (Clarissa Latimer) - Thomas’s girlfriend; Auspex/Time Dragon hybrid

Roy - Helped Serenity & Raz travel the Metro; appears to work in a job tracking Tutorials and people that come out of them? Possibly military?

Russ (Russell) Latimer - Rissa’s father, Guardian, Auspex and psychic

Serenity - Main character; former name is Thomas Rothmer; known as Vengeance and The Final Reaper in the previous timeline

Sillon - Trial instructor. Friend of Serenity

Stojan Aith - Dhampir City Lord of the Necropolis (temporary); Breaker of Tzintkra’s World Core (dead)

Stojan Kenna - Dhampir, Son of Stojan Aith, Nephew of Stojan Tasi. Mastermind behind the plan to curse the Shining Caverns

Stojan Tasi - Dhampir City Lord of the Shining Caverns; DeathLord; City Manager of the Necropolis. Brother of Stojan Aith, Uncle of Stojan Kenna

Sunrise - Founder of the Sunrise Clan; Raz’s ancestress

Syri - Dhampir healer at the Tzintkra Mercenary Guild. Outwardly subservient to Serenity

Tek - Earth’s God of Technology

The Deathless - Ancient mage that wanted to live forever

The Final Reaper - Thomas’s final name the first time around

Thomas Rothmer - Serenity’s name before everything started

Tibral Unalgos - Pelni Sukaj’s sponsor

Tranquil Conviction - Sterath gor (or perhaps boogeyman?). Also known as the Peace of the Grave before Serenity took the name.

Tyche - Lady Luck; has a mean sense of humor

Tzintkra - The World Core of the planet known as Tzintkra; shattered by Stojan Aith

Vengeance - Thomas after Rissa’s death the first time around

Vladimir Angeloff - Russian interrogator from a Tutorial. May have asked for asylum, or may have asked for something else

Yngoliat Hale - Ynsarac Hale’s father; current head of the Rising Phoenix mercenary company

Ynsarac Hale - Outside the dungeon when Serenity and Raz emerge; member (heir to) of the Rising Phoenix mercenary company

Zan - Outside the dungeon when Serenity and Raz emerge; former member of the Rising Phoenix mercenary company; ripped them off for a lot of Etherium; Zekia’s brother

Zekia - Zan’s sister (Dead)

General

Name: Serenity

Species: Chimera

Subspecies: Void Sovereign (Kernel), Essence Dragon (Hatchling)

Core: Unique

Progression: 78%

Tier: 2

Features: 5/11

True

Crystal

Link

Death

Void

Path: Void Dhampir of Essence and Mana

Level: 13 (180/280)

Tier: 2, 0/13 Spent

Path History:

1: Unbound, Steadfast, Evoker

0: Death-Eater, Battle Adept

   

Condition: Healthy

Healing Available: Full

Mana: 2000/5000

Essence: 2000/5000

Stamina: 2600/2600

Might: 250

Agility: 250

Phys: 250

Understanding: 250

Will: 250

Mind: 250

Perception: 250

Ambit: 250

 

Essence

Pure (Innate)

Ev: 446,651 (Purified)

Titles

Previous Supreme Existence

First of A Kind

 

Named

Ghost in the System

 

Aspect Pathfinder

Incarnate

 

Lord

DeathLord

 

Tyche’s Mark

Home

Coin

1376 Etherium

 

Magic

Essence Techniques

Chimeric Alteration

Claim Mana

 

Devour Mana

Essence Drawing

 

Purify

 

Affinities

Energy: 40%

Liquid: 6%

 

Mind: 32%

Plasma: 42%

 

Solid: 17%

SpaceTime: 71%

 

Technology: 27%

Vapor: 14%

 

Liminal: 90%

Nihility: 50%

Concepts

Arcane: 80%

Energy: 52%

 

Essence: 25%

Life: 20%

 

Mind: 15%

Plasma: 26%

 

SpaceTime: 42%

Liminal: 30%

 

Nihility: 35%

Technology: 40%

Aspects

Arcane (Mana): Initiated (Vital)

Essence: Growth (Vital)

 

SpaceTime: Nascent

 

Incarnate

Death

 

Physical

Resistances

Chemical: 137+10

Cold: 303+10

 

Curse: 263

Darkness: 177+10

 

Death: Immune

Heat: 532+10

 

Life: 417+10

Light: 298+10

 

Mind: 276

Pain: 640

 

Pleasure: 32

Shock: 334+10

 

Sleep: 53

Space: 250

 

Time: 1000

Unknown

Chimeric Heritage

Pure (Innate)

Essence Dragon (Primary)

 

Asura

Child of Time, Unbound

 

Dhampir, Essence/Mana

Draugr, Sage

 

Elemental, Essence

Elemental, Mana

 

Godling

Human, Earth

 

Lich, Paramount (Primary)

Vampire, Daywalker

 

Void, Sovereign (Subrace)

Wraith, Nightmare

Known Heritages

Azata, Lightning

Curse Witch

 

Healing Light

Hexen

 

Heavens’ Fire

Jiang-Shi

 

Knight of Blood

Malevolent Spark

 

Mote of Decay

Mote of Stasis

 

Mummy

Remnant Wisp of Life

 

Revenant, Star

Sea Lion, Earth

Abilities

Monster Biology

Eyeless Sight

Colorless vision that does not require light; no visual effect

Inherited from Final Reaper

Vital Sight (previously called Life-Sight)

Shows the primary animating Affinity, usually Life, for creatures. Makes the eyes glow with blue-white fire

Inherited from Final Reaper

Blossoms’ Sleep

Can induce sleep on self with a defined wakeup time

Dream Blossom Dust

Runic Shielding Tattoos

Resists one attack of any sort. Does not require preactivation if the attack will kill or disable. Fully drains current MP to establish, drains SP to maintain, ends when hit. MP drained determines strength of blow that can be resisted, will fail if strength is exceeded but may reduce the power of the attack even if it fails. Effect is better with automatic activation

Self-created ability (Not actually tattoos, his skin/scales grows “naturally” in the correct pattern and color to create the effect)

Claws

Hands and feet have claws (all forms)

Essence Dragon

Wings

Six-limbed creature; all forms have wings. The wings are strong enough to be noticeable and might assist in gliding, but are not large enough to support actual flight.

Essence Dragon

Scaled Hide

Thickened, resistant outer skin layer, covered in most places with scutes

Essence Dragon

Filter

Details unknown; so far, Serenity has determined that it will output Essence when fed mana, but it does not seem to have a use at this time.

Linked Crystal Seed (True Core)

Amplify Aura

Details unknown; has a Power Reserve that appears to be required to allow it to function, but the method to fill the Power Reserve is unknown.

Linked Crystal Seed (True Core)

Increase Link Distance

Details unknown; has a Power Reserve that appears to be required to allow it to function, but the method to fill the Power Reserve is unknown.

Linked Crystal Seed (True Core)

Change Stone Type

Details unknown

Linked Crystal Seed (True Core)

Raw Mana Control (Horns)

When in a ley line or other high concentration of raw mana, choose where it flows in the body.

Self-created ability

Dhampir’s Default

When a Dhampir is casually examined, he or she appears to be a normal member of the living population.

Dhampir

Amorphous Restoration

Why should a cut matter when a body has no fixed form?

Turns energy into whatever the body needs, wherever it needs it. Can convert physical mass to energy; increased purity or organization or interest improves the conversion.

Voidling (Curiosity)

Path Abilities

Loot Core

Teleports a monster core from touched monster body to the user. Usable on any dead monster with a core. Costs mana

Death-Eater

Deathstrike

Infuse your body or weapons with Death energy to deal additional damage. Costs Stamina

Death-Eater

Resilience of the Dead

Slightly increased resistance to certain status alterations

Death-Eater

Eat Death

Absorb Death energy found within the Death Eater’s aura. Absorption based on Affinity. Intensity of absorption can be varied but the ability cannot be completely disabled. Absorbed Death energy may be used as if it were Death mana. Dissipates with time.

Ability damaged

Death-Eater

Basic Analyze

Analyze a being for basic information. The being may be animal, Pathed, or monster. Other beings may be analyzed if they have any appropriate features. Items may not be analyzed

Battle Adept

Intermediate Unarmed Combat (Claw Variant)

Losing your weapons is not a disaster when you have weapons attached to your hands. Your expertise with claws is nearly nonexistent, but your general training with unarmed combat is transferable

Battle Adept

Infused strike

Infuse your body or weapons with energy to deal additional damage. Replaces Deathstrike. May use any Affinity held. Power of infusion scales with Affinity used. Costs Stamina

Battle Adept

Far Strike

Discharge the magic infused in your weapon to strike a single opponent at a distance. Stamina cost increases with distance

Battle Adept

Adept Aspect Form

Instead of infusing an Affinity into your weapon, infuse your Aspect into yourself. Limited time, consumes both stamina and mana, induces unconsciousness when the Form lapses

Battle Adept

Basic Sense Raw Magic

Detect background, non-attuned energy. This sense is always active

Child of Time

Linked Sight

You may share your vision and vision-based abilities with your Seer or anyone whom you share a similar Link with. They may also share their vision and vision-based abilities with you. Consumes Stamina per vision or vision-based ability shared in either direction. Vision ability costs are paid by the user instead of the originator of the ability, if applicable

Child of Time

Moment of Prescience

Know a moment ahead of time when something will kill or disable you or someone you wish to protect. Activation is automatic. Cannot be activated more than once a minute. Consumes stamina in inverse proportion to the threat

Child of Time

Time’s Eye

Your eyes see the motions of Time as it stretches and changes. The hidden is easier to see and the false easier to see through. Consumes Stamina

(Note: the Stamina cost is low enough that it can be maintained for hours at a time, though that will significantly reduce Serenity’s available Stamina for other uses)

Child of Time

Unbound

Time does not quite have the same hold on you as it does on others, and Fate does not rule you. You can slip between the lines of the future and past or even blur them if you have the desire and the strength. That which will be has no power over you, and you can break the strands of Destiny for others if you dare. This ability is always active and has always applied to you

Child of Time

Basic Identify

Identify an object to gain basic information on it, such as its name, basic properties, materials, and/or minor enchantments

Steadfast

Scale Hardening

Use Essence or Mana to reinforce your scales, making them harder to damage and more protective. Costs Stamina to maintain

Steadfast

Wait for an Opening

Study an opponent’s actions in combat to gain an intuitive understanding of the right time to strike

Steadfast

Second Wind

Convert some of a more filled resource pool (Mana, Stamina, or Essence) into an empty one. Consumes some of the converted resource

Steadfast

Stand Tall

Whether you are the last wall between your loved ones and your enemies or you simply love to fight, your ability to take a beating is exceptional. Blood loss, bruises, injuries, and even broken bones will not stop you. You can fight at the full effectiveness your body is capable of despite your injuries

Steadfast

Essence Sight

You can already sense Essence with your Aura. Sight adds precision and distance to your detection capability. This may be enabled or disabled at will. A visual effect may be present

Evoker

Physical Storage

You can store spells inside your own body to be evoked later. Stored spells may be evoked only by you and may be triggered at any time. All variable effects must be determined prior to casting. Stored spells will degrade with time and use of mana or essence in the area the spell is stored.

Evoker

Spell Conversion

You can convert the power of any spell you can Evoke into a ranged mana or essence strike. The power of the strike depends on the stored spell power.

Evoker

Store Spell

You may temporarily store spells in items to be evoked later. The item must be strong enough to hold the spell, and synergy with the spell will slow spell degradation. Stored spells will degrade with time and nearby mana or essence use. Storage of spells can damage items used.

Evoker

Designate Evocation Conditions

You may designate conditions on when a stored spell can be evoked. You can bypass any conditions you set, but you cannot bypass conditions set by other Evokers. This allows you to set conditions that will allow non-Evokers to Evoke stored spells, but spells Evoked by the untrained will be significantly degraded during the evocation.

Evoker

Take Shape

Take Shape - You may assume the shape of any Form you know. Your personality and goals remain those of the Void Sovereign. Number of forms that can be known is affected by Ambit. Accuracy of learned forms will decrease with time; rate depends on Ambit.

Current known forms: Chimera, Hatchling Essence Dragon, Void Sovereign (Kernel), Human(?), Crystal Hilt

Void Dhampir of Essence and Mana

Merge

You may merge with another being. The merge may be contested. Success rate in a contested merge is affected by Ambit. Requires Void Sovereign form.

Void Dhampir of Essence and Mana

Entwined Magic

You can mix Mana and Essence magic freely, to achieve effects not possible with Mana or Essence alone. Passive.

Void Dhampir of Essence and Mana

Void Dhampir of Essence and Mana Locked Abilities:

Level 25 - Gaze of the Void - When you choose, you can infuse your gaze with the power of your connection to the Void. Effects vary. Power depends on Ambit.

Level 50 - Aura of Magic - When you choose, you can reveal your Mana and Essence pools with your aura. Passively increases the maximum size and regeneration of your Mana and Essence. Increases the regeneration of others’ mana and essence at a slight cost to your regeneration rate. Easily sensed. Power depends on size and regeneration rate of mana and essence pools.

Level 75 - Void Protector - From your Void Sovereign form, you may envelop someone or something. Instead of choosing to Merge with them, you may choose to Protect them, giving them a layer of armor formed from your physical self. This may also leave a permanent Mark (consent required).

Level 100 - Mold Magic - You can alter magic that has been given a steady form. Passive.

Serenity’s Titles

Previous Supreme Existence

You were the Supreme Existence in a previous incarnation, and can remember some of what came before. Your status also grants you the Ghost in the System title. This title is hidden from all but you.

First of A Kind

You are the first True Chimera and the first Essence Dragon. Your Paths shall shape the future of those who follow in your footsteps.

Named

Your Name is known and respected or feared. No other can bear this Name.

Ghost in the System

You bypass certain restrictions. This title is hidden unless you share it with another.

Aspect Pathfinder

As the first person to discover a new Aspect, Concept, and Affinity, you set the path for those who follow you on the road of Essence Magic. Creating new methods and applying methods from other magical schools is easier.

Incarnate

More than an Aspect, you are an Incarnate. Your Concept sets what the meaning of the Affinity you Incarnate does and does not mean. Your Incarnate will always be a part of you, and you will always be a part of it.

As an Incarnate, you are not capable of combining or otherwise altering this Affinity.

There cannot be more than one Incarnate for an Affinity at a time, as no two people will ever have identical Conceptions of an Affinity.

Lord

You are recognized as the ruler of a Settlement. This comes with certain rights as long as you are within the Settlement or interacting with people who are identified as belonging to the Settlement. This Title will be removed if you are no longer the Lord of a Settlement.

DeathLord

You have a high enough combined Death Affinity, Concept, and Aspect to qualify to rule a Necropolis.

Tyche’s Mark

You have been marked by Lady Luck. Interesting things will happen around you. They may be good or bad.

This Curse removes your Luck and Luck % attributes and suppresses all Luck attributes that would affect you (directly or indirectly). Instead, Luck is in flux around you and unlikely events are more likely to occur when you are nearby.

Home

“Earth will always be a home to you.”

Serenity’s Gear List

Shield

Bow of Energy Arrows (has normal arrows as well)

Comfortable Bedroll

Storage Bag (pocket of backpack)

Cloak of Minor Disguise

Elemental Armor

Claw Stone

Naginata

Quick Belt (4 slots) - currently holds the shield, bow, naginata, and throwing axe

Boots of Far Step

Serenity’s Throwing Axe

Dreamstone in a box (the one Rakyn was supposed to deliver to the Conclave of Stars)

Dry-Erase Marker with Mana-Compatible Ink

Small golem statuette (“Lessi”) - activation phrase unknown

Open Quests:

Tutorial Instruction

Restore the Lost

Path Quest Stage 3

Global Quest: Invaders

[Tutorial Instruction]

[Serenity must participate as an instructor in Phase One (training phase) of a tutorial at least once per Real-Time Day on average. Student participation is permitted when it does not conflict with instruction]

[Student participation into later portions of each tutorial attended as an instructor is permitted]

[Serenity may participate in additional tutorials as an instructor]

[Tutorials Completed as Instructor: 44/180]

[Mentor Quest: Restore the Lost]

[Initial Goal: Find out what Althyr means by “the Lost”]

[Reward: Unknown]

[Failure Consequences: None]

[Message begins: I don’t really expect you to be able to do anything about the Lost any time soon, but you have the best chance I’ve seen in millenia. If you can’t, maybe a descendant of yours will be able to. Message ends.]

[Path Quest Stage 3]

[Goal: Repel the invasions threatening your friends and family. Aid from others is permitted]

[Reward: Varies depending on number of invasions expelled and contribution]

[Optional Goal: Repel all invasions threatening Earth. Aid from others is permitted]

[Optional Reward: Choose the location for Earth’s World Core Interface Crystal]

[Penalty for Failure: None]

[Penalty for Abandoning Quest: Discontinuation of Path Quest, Change in Path]

[Global Quest: Permanently deal with all Invasion Portals and remove the threat of the invaders]

[Quest Status: 13/512]





Please report us if you find any errors so we can fix it asap!


COMMENTS