Idea
The Pun Tyrant
Name: Glow Pharoad
Species: Archon
Age & Gender: 23 Year Old Girl
World of Origin: Ankh'siir
Occupation: Commander of the City Guard
Personality: Glow is a loyal and dutiful girl, with a sky high sense of gratitude. She does not simply appreciate what she has, but from the bottom of her heart she recognizes how hard people have it, and cherishes their mercy and generosity all the more because of it. This in turn leads her being someone who's always out there to land a hand provided she isn't busy with anything she feels takes priority due to being more urgent. She is genuinely happy to help, and happy to be dedicated to helping. Being able to keep people safe makes her proud, which is all the more motivation to work as diligently as she does.
Glow is a firm believer in the good of law. Whatever corruption there may be, she sees lawlessness as a greater threat which corrodes people's well-being and unity, two things she finds indispensible in their struggle to survive. She lived outside the walls trying to survive, and her experiences there have taught her just how fleeting life can be, and just what measures what might have to take just to let themselves or others move forward one more day.
All of this combines in a very protective and authoritarian personality for Glow. She's kind and willing to listen to others, but in the end of the day she will guide everyone down the very best path, an orderly path together, even if no one would thank her for it. She'll protect everyone, from themselves if she has to. Thus, she feels she cannot afford to show anything less than professionalism and utter confidence when performing her duties, and even out of them she prefers to take a calm but always serene approach. It is only when she alone or someone she knew from before ascending as the commander of the guards that she allows herself to relax, and show a much more carefree, bubbly and even teasing side to her.
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Powers & Items
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Racial Powers*Archon's Energies- Archon's are beings 100% from a certain type of magical energy. This particular type of magical energy has three states, similar to how matter has three states, which varies with concentration. In the first state, it is similar to electricity and very disperse. The second state produces a high amount of heat and becomes increasingly tangible and viscous. The third state is extremely alike organic matter. Their energy, being magical, can easily be converted into fuel for spells, but archon's have to be careful, as spending too much of their energy can cause their form to become unstable and disperse, forcing them to either adjust their body to a lower amount of energy or spend years effectively living as air as they attempt to put their bodies back together. A stable base form is therefore very important for an archon, so they cannot release it in great amounts, but they can coat themselves in and often unconsciously release small amounts of energy in the first state, and if they are powerful enough they are also able to temporarily take a form in which their body is partially in the second state, which highly increases their temperature as well as their physical strength. The third state's imitation of organic manner permits a small degree of shapeshifting for a few minutes, but ultimately an archon cannot deviate much from their base form. Lastly, for a couple of seconds they can fully enter the first state, albeit this is an extremely risky move as anytime they do it there is a high risk of dispersion. (Glow is presently unable to use powers related to the third state)
*Legacy- Archon's aren't born in a traditional sense, they are formed after two dying archons give their lives by fusing their body's energies. These create something akin to a miniature supernova and as the energy gathers, it forms several bodies and consciousnesses which constitute the new archons, usually in groups of 6-8 (who then name one another). While archon's don't have parents who stay behind to teach them, they do vague memories imported from their ancestors. Most are too distant and confusing to be understood, but common behaviors, training and so forth in a family line can result in skills or knowledge an archon is "born with", though poor habits may likewise also emerge in the same manner.
*Energy Amortization- When coming sufficiently close to a source of pure enough energy that is sufficiently similar to the one which composes their bodies, archons are able to absorb a small fraction of it and convert it into their own energy.
*Endurance- As an archon, her body is more resilient (AKA more resistant to common damage) and she can go longer without food or drink. She is also more resistant to heat.
Personal Powers*Absolute Immortality- Nomatter what happens, she'll always come back to life or remain alive, and her body will always return to a healthy state. This is due to a wish which stacked multiple forms of immortality onto her, including hyper-regeneration, zombification, phoenix rebirth, reincarnation, and identity preservation (which keeps her from incurring in "identity death" and other forms of mental manipulation that would outright strip her of her will). Unless some form of immortality is prevented or she is focused on triggering a specific one, which one(s) trigger is entirely random.
*Ownership- She can pour some of her essence into things, binding them to her. This permits her use of that thing, in fact it becomes amplified (the weaker the object initially was relative to her, the more effective this boost is) when used by her and makes it resistant to use by others. She can call control things she 'owns' to a certain extent, allowing them to do things which normally wouldn't be possible with her command, such as a weapon flying to her hands, or slightly altering the spell infused in a wand. As a downside however, she receives sensory feedback from the things she 'owns' even if faintly, so for instance if someone were to break a sword she 'owns' then she would receive pain.
Also, ownership is considerably slowed down by any resistant the thing may have to such interference. So an object protected against magic would take considerably longer for instance, and a living sword would take even more.
*Concept Fossilization- She can turn things into objects, thus allowing her to give a physical form to even immaterial or conceptual things. Whatever was turned into an object is released if the object breaks for any reason and returns to its original placement. Albeit slightly painful, anything that was unwillingly turned can will its own shattering via vibration, with the strength of their will determining how long (not whether) they are released.
Skills
*Ankh Magic- Magic from Ankh'Siir is based on a system of connections. There are several "realms", the spiritual, mental, physical, mystical and the nothingness (as well as the theorized divine realm which none can use), and three commands for magic "create", "bind" and "move". One realm as a source of the command, while the other the recipient, thus creating several forms of magic. For instance, using the mental realm as the source for creating in the physical realm as recipient leads to conjuration magic. Meanwhile the reverse (physical as a source, mental as recipient) creates scrying magic, gathering information on the world. Glow is a novice with magic, having only learned some minor conjuration, enhancement and mental magic.
*Leadership/Tactics- She has lead the guards of Fort San'Asle for a long time now, and in the process learnt a thing or two about military leadership.
*Varied Weapon Fighting- Glow is used to fighting styles which improvise weapons, on account of the sheer variety she ends up using due to her abilities. Swordfighting is definitely among her specialties though.
Items
*Core Twinblades- A pair of swords Glow found in Tatjinn that proved to be particularly receptive to magical energy. They are capable of perfectly integrating magic which runs through them, a property which in turn allows them to pass through magical defenses. Currently 'owned' by Glow.
*Passerby Magiarmor- An outfit with a thin layer of magitech armor, but otherwise consisting of simple clothes with minor defensive enchantments. They are also made to make the wearer hard to recognize except by those who saw them put on the outfit. Currently 'owned' by Glow.
*Custom Guard Armor- Consisting of a black armor with a hooded cloak, this custom-order magitech armor, on top of functioning as regular armor would, this armor is ludicrously resistant to heat and able to move heat accumulated on the inside onto the outside. Coupled with Glow's partial second state, the armor can appear to drip magma. Currently 'owned' by Glow.
*Rationsack- A sack with a conjuration enchantment, it has a conjuration enchantment that causes a ration to always be found within. Currently 'owned' by Glow.
*Manacles- A set of manacles capable of disabling many forms of magic on a wearer. They also have tracking properties.
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.Likes/Dislikes:
+Dogs
+Craftsmanship
+Helping and Protecting People, and seeing others doing the same
+Bathing / Playing With or In Water
+Bubbles
+The People of Fort San'Casle
-Undead
-Lawlessness
-The Cold
-Feeling like she didn't pay the debts she owes
Fears: Her city falling to ruin, Isolation, Being Buried Alive, Strange Fish & Other Bizarre Sea Creatures
Backstory: Glow was formed in the world of Ankh'Siir, surrounded by three siblings. This rather low count for a family of archons was explained by the glow which surrounded Glow, and after which her siblings named her. This was the very first instance of her "Ownership" ability triggering, with which she had unconsciously absorbed a much greater amount of energy than she was supposed to. The new archons immediately made their way to the first town they collectively seemed to recall, only to find it already overrun. They rushed to it, assisting what survivors they could, before escaping the undead with them. The town's survivors would come to name the siblings as "Pharoad", after the place where they met.
Glow and her siblings accompanied the survivors in their journey to Tatjinn, a supposedly magnificent city, flourished greater than any other as it contained the greatest creation of their time, the Grand Genie. The journey was perilous, many lost or gave their lives so that the others could move on and reach Tatjinn, yet as they arrived in it, the city was already fallen to ruin. Something had damaged the Grand Genie, causing it to shut down, which in turn doomed the city that had grown reliant on it. Assailed by undead, dune gremlins and cultists, the city which was meant to be the survivor's greatest hope was no more. Was every place like this then? Many believed as much, but others held on to hope that there was something more. Those who were willing would search for a magical map from within the ruins, so as to find a place that could bring them sanctuary. Those who believed they would find nothing stayed behind with a schedule for when they would simply leave, while those who still believed there was hope delved in, including the archon siblings. What started as a search quickly escalated into a full on running for their lives, and after sustaining fatal injuries, Glow stumbled into the hall of the Grand Genie. With the aid of her siblings, they were able to turn on the genie one last time, yet it refused to cooperate. In her desperation, Glow used her abilities to first summon a materialization of the genie and then take ownership of it, and finally she called out her wish: to live.
The grand genie thus used the last of its power to imbue Glow with immortality in the truest senses. Glow looked at her siblings, realizing she missed the chance to protect everyone not just herself, but they smiled and reassured her. She, however, was not fine leaving it at that, and charged ahead with little care for her own well-being. The enemy was fortunately not smart enough to change tactics even as they faced an opponent they literally could not defeat by killing, and they managed to find the maps they sought. Nonetheless, they were still aprehensive: Would the other city really simply accept them?
To their great joy and surprise, the city known as Fort San'Casle not only permitted them entry, but gave them all a heartful welcome. Glow was so moved at this, that she immediately decided she would find some way to help the city. Joining the guard force seemed like a logical step for this purpose of hers at the time. From then on out, she would prove herself again and again, and after she began commanding forces, her ability to use Ownership truly made her troops a cut above the rest, which created more and more reasons for her to become the one and only guard commander.
-
Powers & Items
-
Racial Powers*Archon's Energies- Archon's are beings 100% from a certain type of magical energy. This particular type of magical energy has three states, similar to how matter has three states, which varies with concentration. In the first state, it is similar to electricity and very disperse. The second state produces a high amount of heat and becomes increasingly tangible and viscous. The third state is extremely alike organic matter. Their energy, being magical, can easily be converted into fuel for spells, but archon's have to be careful, as spending too much of their energy can cause their form to become unstable and disperse, forcing them to either adjust their body to a lower amount of energy or spend years effectively living as air as they attempt to put their bodies back together. A stable base form is therefore very important for an archon, so they cannot release it in great amounts, but they can coat themselves in and often unconsciously release small amounts of energy in the first state, and if they are powerful enough they are also able to temporarily take a form in which their body is partially in the second state, which highly increases their temperature as well as their physical strength. The third state's imitation of organic manner permits a small degree of shapeshifting for a few minutes, but ultimately an archon cannot deviate much from their base form. Lastly, for a couple of seconds they can fully enter the first state, albeit this is an extremely risky move as anytime they do it there is a high risk of dispersion. (Glow is presently unable to use powers related to the third state)
*Legacy- Archon's aren't born in a traditional sense, they are formed after two dying archons give their lives by fusing their body's energies. These create something akin to a miniature supernova and as the energy gathers, it forms several bodies and consciousnesses which constitute the new archons, usually in groups of 6-8 (who then name one another). While archon's don't have parents who stay behind to teach them, they do vague memories imported from their ancestors. Most are too distant and confusing to be understood, but common behaviors, training and so forth in a family line can result in skills or knowledge an archon is "born with", though poor habits may likewise also emerge in the same manner.
*Energy Amortization- When coming sufficiently close to a source of pure enough energy that is sufficiently similar to the one which composes their bodies, archons are able to absorb a small fraction of it and convert it into their own energy.
*Endurance- As an archon, her body is more resilient (AKA more resistant to common damage) and she can go longer without food or drink. She is also more resistant to heat.
Personal Powers*Absolute Immortality- Nomatter what happens, she'll always come back to life or remain alive, and her body will always return to a healthy state. This is due to a wish which stacked multiple forms of immortality onto her, including hyper-regeneration, zombification, phoenix rebirth, reincarnation, and identity preservation (which keeps her from incurring in "identity death" and other forms of mental manipulation that would outright strip her of her will). Unless some form of immortality is prevented or she is focused on triggering a specific one, which one(s) trigger is entirely random.
*Ownership- She can pour some of her essence into things, binding them to her. This permits her use of that thing, in fact it becomes amplified (the weaker the object initially was relative to her, the more effective this boost is) when used by her and makes it resistant to use by others. She can call control things she 'owns' to a certain extent, allowing them to do things which normally wouldn't be possible with her command, such as a weapon flying to her hands, or slightly altering the spell infused in a wand. As a downside however, she receives sensory feedback from the things she 'owns' even if faintly, so for instance if someone were to break a sword she 'owns' then she would receive pain.
Also, ownership is considerably slowed down by any resistant the thing may have to such interference. So an object protected against magic would take considerably longer for instance, and a living sword would take even more.
*Concept Fossilization- She can turn things into objects, thus allowing her to give a physical form to even immaterial or conceptual things. Whatever was turned into an object is released if the object breaks for any reason and returns to its original placement. Albeit slightly painful, anything that was unwillingly turned can will its own shattering via vibration, with the strength of their will determining how long (not whether) they are released.
Skills
*Ankh Magic- Magic from Ankh'Siir is based on a system of connections. There are several "realms", the spiritual, mental, physical, mystical and the nothingness (as well as the theorized divine realm which none can use), and three commands for magic "create", "bind" and "move". One realm as a source of the command, while the other the recipient, thus creating several forms of magic. For instance, using the mental realm as the source for creating in the physical realm as recipient leads to conjuration magic. Meanwhile the reverse (physical as a source, mental as recipient) creates scrying magic, gathering information on the world. Glow is a novice with magic, having only learned some minor conjuration, enhancement and mental magic.
*Leadership/Tactics- She has lead the guards of Fort San'Asle for a long time now, and in the process learnt a thing or two about military leadership.
*Varied Weapon Fighting- Glow is used to fighting styles which improvise weapons, on account of the sheer variety she ends up using due to her abilities. Swordfighting is definitely among her specialties though.
Items
*Core Twinblades- A pair of swords Glow found in Tatjinn that proved to be particularly receptive to magical energy. They are capable of perfectly integrating magic which runs through them, a property which in turn allows them to pass through magical defenses. Currently 'owned' by Glow.
*Passerby Magiarmor- An outfit with a thin layer of magitech armor, but otherwise consisting of simple clothes with minor defensive enchantments. They are also made to make the wearer hard to recognize except by those who saw them put on the outfit. Currently 'owned' by Glow.
*Custom Guard Armor- Consisting of a black armor with a hooded cloak, this custom-order magitech armor, on top of functioning as regular armor would, this armor is ludicrously resistant to heat and able to move heat accumulated on the inside onto the outside. Coupled with Glow's partial second state, the armor can appear to drip magma. Currently 'owned' by Glow.
*Rationsack- A sack with a conjuration enchantment, it has a conjuration enchantment that causes a ration to always be found within. Currently 'owned' by Glow.
*Manacles- A set of manacles capable of disabling many forms of magic on a wearer. They also have tracking properties.
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- Name: Glow Pharoad
Species: Archon
Age & Gender: 23 Year Old Girl
World of Origin: Ankh'siir
Occupation: Commander of the City Guard
Glow is a firm believer in the good of law. Whatever corruption there may be, she sees lawlessness as a greater threat which corrodes people's well-being and unity, two things she finds indispensible in their struggle to survive. She lived outside the walls trying to survive, and her experiences there have taught her just how fleeting life can be, and just what measures what might have to take just to let themselves or others move forward one more day.
All of this combines in a very protective and authoritarian personality for Glow. She's kind and willing to listen to others, but in the end of the day she will guide everyone down the very best path, an orderly path together, even if no one would thank her for it. She'll protect everyone, from themselves if she has to. Thus, she feels she cannot afford to show anything less than professionalism and utter confidence when performing her duties, and even out of them she prefers to take a calm but always serene approach. It is only when she alone or someone she knew from before ascending as the commander of the guards that she allows herself to relax, and show a much more carefree, bubbly and even teasing side to her.
Likes/Dislikes:
+Dogs
+Craftsmanship
+Helping and Protecting People, and seeing others doing the same
+Bathing / Playing With or In Water
+Bubbles
+The People of Fort San'Casle
-Undead
-Lawlessness
-The Cold
-Feeling like she didn't pay the debts she owes
Fears: Her city falling to ruin, Isolation, Being Buried Alive, Strange Fish & Other Bizarre Sea Creatures
Glow and her siblings accompanied the survivors in their journey to Tatjinn, a supposedly magnificent city, flourished greater than any other as it contained the greatest creation of their time, the Grand Genie. The journey was perilous, many lost or gave their lives so that the others could move on and reach Tatjinn, yet as they arrived in it, the city was already fallen to ruin. Something had damaged the Grand Genie, causing it to shut down, which in turn doomed the city that had grown reliant on it. Assailed by undead, dune gremlins and cultists, the city which was meant to be the survivor's greatest hope was no more. Was every place like this then? Many believed as much, but others held on to hope that there was something more. Those who were willing would search for a magical map from within the ruins, so as to find a place that could bring them sanctuary. Those who believed they would find nothing stayed behind with a schedule for when they would simply leave, while those who still believed there was hope delved in, including the archon siblings. What started as a search quickly escalated into a full on running for their lives, and after sustaining fatal injuries, Glow stumbled into the hall of the Grand Genie. With the aid of her siblings, they were able to turn on the genie one last time, yet it refused to cooperate. In her desperation, Glow used her abilities to first summon a materialization of the genie and then take ownership of it, and finally she called out her wish: to live.
The grand genie thus used the last of its power to imbue Glow with immortality in the truest senses. Glow looked at her siblings, realizing she missed the chance to protect everyone not just herself, but they smiled and reassured her. She, however, was not fine leaving it at that, and charged ahead with little care for her own well-being. The enemy was fortunately not smart enough to change tactics even as they faced an opponent they literally could not defeat by killing, and they managed to find the maps they sought. Nonetheless, they were still aprehensive: Would the other city really simply accept them?
To their great joy and surprise, the city known as Fort San'Casle not only permitted them entry, but gave them all a heartful welcome. Glow was so moved at this, that she immediately decided she would find some way to help the city. Joining the guard force seemed like a logical step for this purpose of hers at the time. From then on out, she would prove herself again and again, and after she began commanding forces, her ability to use Ownership truly made her troops a cut above the rest, which created more and more reasons for her to become the one and only guard commander.
Racial Powers*Archon's Energies- Archon's are beings 100% from a certain type of magical energy. This particular type of magical energy has three states, similar to how matter has three states, which varies with concentration. In the first state, it is similar to electricity and very disperse. The second state produces a high amount of heat and becomes increasingly tangible and viscous. The third state is extremely alike organic matter. Their energy, being magical, can easily be converted into fuel for spells, but archon's have to be careful, as spending too much of their energy can cause their form to become unstable and disperse, forcing them to either adjust their body to a lower amount of energy or spend years effectively living as air as they attempt to put their bodies back together. A stable base form is therefore very important for an archon, so they cannot release it in great amounts, but they can coat themselves in and often unconsciously release small amounts of energy in the first state, and if they are powerful enough they are also able to temporarily take a form in which their body is partially in the second state, which highly increases their temperature as well as their physical strength. The third state's imitation of organic manner permits a small degree of shapeshifting for a few minutes, but ultimately an archon cannot deviate much from their base form. Lastly, for a couple of seconds they can fully enter the first state, albeit this is an extremely risky move as anytime they do it there is a high risk of dispersion. (Glow is presently unable to use powers related to the third state)
*Legacy- Archon's aren't born in a traditional sense, they are formed after two dying archons give their lives by fusing their body's energies. These create something akin to a miniature supernova and as the energy gathers, it forms several bodies and consciousnesses which constitute the new archons, usually in groups of 6-8 (who then name one another). While archon's don't have parents who stay behind to teach them, they do vague memories imported from their ancestors. Most are too distant and confusing to be understood, but common behaviors, training and so forth in a family line can result in skills or knowledge an archon is "born with", though poor habits may likewise also emerge in the same manner.
*Energy Amortization- When coming sufficiently close to a source of pure enough energy that is sufficiently similar to the one which composes their bodies, archons are able to absorb a small fraction of it and convert it into their own energy.
*Endurance- As an archon, her body is more resilient (AKA more resistant to common damage) and she can go longer without food or drink. She is also more resistant to heat.
Personal Powers*Absolute Immortality- Nomatter what happens, she'll always come back to life or remain alive, and her body will always return to a healthy state. This is due to a wish which stacked multiple forms of immortality onto her, including hyper-regeneration, zombification, phoenix rebirth, reincarnation, and identity preservation (which keeps her from incurring in "identity death" and other forms of mental manipulation that would outright strip her of her will). Unless some form of immortality is prevented or she is focused on triggering a specific one, which one(s) trigger is entirely random.
*Ownership- She can pour some of her essence into things, binding them to her. This permits her use of that thing, in fact it becomes amplified (the weaker the object initially was relative to her, the more effective this boost is) when used by her and makes it resistant to use by others. She can call control things she 'owns' to a certain extent, allowing them to do things which normally wouldn't be possible with her command, such as a weapon flying to her hands, or slightly altering the spell infused in a wand. As a downside however, she receives sensory feedback from the things she 'owns' even if faintly, so for instance if someone were to break a sword she 'owns' then she would receive pain.
Also, ownership is considerably slowed down by any resistant the thing may have to such interference. So an object protected against magic would take considerably longer for instance, and a living sword would take even more.
*Concept Fossilization- She can turn things into objects, thus allowing her to give a physical form to even immaterial or conceptual things. Whatever was turned into an object is released if the object breaks for any reason and returns to its original placement. Albeit slightly painful, anything that was unwillingly turned can will its own shattering via vibration, with the strength of their will determining how long (not whether) they are released.
Skills
*Ankh Magic- Magic from Ankh'Siir is based on a system of connections. There are several "realms", the spiritual, mental, physical, mystical and the nothingness (as well as the theorized divine realm which none can use), and three commands for magic "create", "bind" and "move". One realm as a source of the command, while the other the recipient, thus creating several forms of magic. For instance, using the mental realm as the source for creating in the physical realm as recipient leads to conjuration magic. Meanwhile the reverse (physical as a source, mental as recipient) creates scrying magic, gathering information on the world. Glow is a novice with magic, having only learned some minor conjuration, enhancement and mental magic.
*Leadership/Tactics- She has lead the guards of Fort San'Asle for a long time now, and in the process learnt a thing or two about military leadership.
*Varied Weapon Fighting- Glow is used to fighting styles which improvise weapons, on account of the sheer variety she ends up using due to her abilities. Swordfighting is definitely among her specialties though.
Items
*Core Twinblades- A pair of swords Glow found in Tatjinn that proved to be particularly receptive to magical energy. They are capable of perfectly integrating magic which runs through them, a property which in turn allows them to pass through magical defenses. Currently 'owned' by Glow.
*Passerby Magiarmor- An outfit with a thin layer of magitech armor, but otherwise consisting of simple clothes with minor defensive enchantments. They are also made to make the wearer hard to recognize except by those who saw them put on the outfit. Currently 'owned' by Glow.
*Custom Guard Armor- Consisting of a black armor with a hooded cloak, this custom-order magitech armor, on top of functioning as regular armor would, this armor is ludicrously resistant to heat and able to move heat accumulated on the inside onto the outside. Coupled with Glow's partial second state, the armor can appear to drip magma. Currently 'owned' by Glow.
*Rationsack- A sack with a conjuration enchantment, it has a conjuration enchantment that causes a ration to always be found within. Currently 'owned' by Glow.
*Manacles- A set of manacles capable of disabling many forms of magic on a wearer. They also have tracking properties.