Characters and Beings W to Z

WAN

Unstoppable force of the World's Will and very Wan track minded.

Wan is the name given by Altur and Aiah to their God of the Arda, a being of great power that they encountered deep within the caverns of Darksea. Originally a sexless Jixiliah created by Ischandi the Wise, Wan existed only to serve its purpose, to protect and guard. Indestructible and linked to the very Source of the world, Jixiliahs were Ischandi's ultimate guardians. But in a freak accident Wan's soul was split in two under Darksea in Daas with half of it hurled beyond Eldahar into the Void between worlds and the other half left to float aimlessly through the caverns.

In its absence the legend of Wan grew into a thriving religion based upon spiritual evolution to the highest levels of enlightenment (See High Doman Gray) until in the year 2600 it was all but massacred by the Wraith King Laylak. The only survivor, High Doman Gray, died after a cave collapsed on him and cracked his head open but his existence didn't end there. The one half of Wan that had been trapped in Darksea for centuries locked onto the young Domen's need and merged itself with his. When Gray awakened he soon realised he was different and more powerful; immortal...

The Doman fought against Laylak and exacted his revenge before disappearing from Eldahar into the Keystone of Wan (a spiritual prison device). But 16 years later something occurred that would change the course of worldly events on a grand scale.

The half of Wan that had been banished into the Void returned and as soon as it did it sought to rejoin with its other half. This other half though was well and truly blended with that of the Doman so Wan became a Jixiliah / Human hybrid spirit with not just a set purpose but a religion and faith.

So was the Immortal Wan truly born. From golem-like construct to pure being; possessing God-like power and a direct link to the very Source of the World, he plays a very pivotal role in the final days of Eldahar.

See the Timelines of Wan for more detail.


Waylind of Wrothmor

Young bit part warrior who remains out of his depth.

Parents Torquil and Yasmin. Waylind stands 5'11 tall (lean), is dark haired and dark eyed with a classic jaw line and mature features for his young age. His hair is too uncontrollable for his liking. The son of the great hero Torquil, Waylind has had a strange upbringing. He knows a lot more about the world than most, making him feel that he doesn't truly fit in. His desire for adventure and to prove himself worthy of his father (and as an equal) will lead him to almost any lengths. He is intelligent, well spoken, but if uncontrolled, quick tempered and young.

In 2616 Waylind joins up with Ragnek the Wise and goes on an adventure into the long lost and forgotten Lands of the Midnight Sun. He meets Rosalind - daughter of the Tree Lord Shyloom and other heroes as Gort of Midnight and Tyrant of Norgrond. His adventures in the north are many and varied.

In 2617 he joins the Army of Ice Gard and becomes involved in its political intrigues. He brings hitherto unseen tactics to the Northland, teaching a group of 100 primitive volunteers Daasin martial arts.

Winry Runewell

Young and energetic engineering genius with a passion for shopping and oil changes.

Winry Runewell was born on the World of Main and raised after the death of her parents during a war by her grandmother Gretchen Runewell.

From a young age she displayed a lot of passion and skill in mechanics and learned the science of making and attaching Automail limbs. By the age of 8 she could strip down a small steam engine and rebuilt it again from scratch as well manufacture projectile weapons and small mechanical buggies.

In her teens she encountered Ash of the World Empire and travelled back with him and the Princess Kahlen to help bring science to the world of Cadence. When Kahlen took over from the first One True Voice and Ash became God Emperor, Winry was given unlimited resources and Aileti scientists to work with.

Because of Winry's imagination, designs and incredible grasp of engineering, the sky armada of the World Empire was completely redesigned and lifted from five hundred years of scientific stagnancy; with more efficient and powerful weapons employed, flying fighter planes (Hawks) launched into the skies, Winry Runewell's name became revered among the Aileti people.

After only a couple of years on Cadence though an accident with an exploding engine left Winry unable to use her legs. As a side project to all the other developments taking place, Winry invented a powered wheel chair and a Lith stone flying device that ultimately gave her her legs back by rendering her weightless but anchoring her to the ground with heavy boots.


Xenon Von Victor - aka Xander Dawn

Trouble magnet blood warrior with a tendency to die a lot.

Xenon Von Victor is a warrior vampire who travels through Time and space battling the forces of Tharizden and struggling against the Chaotic blood lust of his benefactor and guardian, Kûtal of Chaos

Seemingly a pawn in a vast cosmic game orchestrated by Kûtal and played since the beginning of Time, Xenon has a strong sense of justice and family.

After countless crazy adventures he marries his true love and soul mate Valris Rylek and together they have a daughter called Sinsifel followed by another son and daughter within the sanctity of the Nexus of the Ids - Ethan Colt Dawn and Gemini Rose Dawn.


STATS post Celesteen

STR INT WIS DEX AGI CON CHA COM SIZ SEN POW
41 16.45 16.82 28.50 34.50 32.80 19 27 13 28.10 32.88
1 Hand 2 Hand D.O.B Race Sex Hand Hair Eyes Height Weight MHP
3d6 +70

6d6 +90

Unkno

Human Vamp

Male Ambidex Blonde Blue 6' 180lbs 66
Off Hand Regen Stand Leap Run Leap     Father Mother Off Bon Def Bon NAP
+0 8/1 +100'       Nathaniel Cassandra +46 +49 13
Weapon

SR

STAT Bonus Other Bonus Total to hit A/R Init
Longsword 94 +46 +20 +160 13/1 +228
Unarmed 94 +46   +140 16/1 +242
Dodge 96 +49 +22 +167 10/1 -

Xenon's Other Innate Abilities

Ability Description
Sensory Projection
  • Level 1 - Extend hearing. Up to 5000 feet.
  • Level 3 - Supernatural / Magical awareness. 25 foot radius.
  • Level 5 - Extend sight. Up to 100 miles on own.
  • Level 8 - Complete spiritual and sensory projection. Up to 1000 miles.
  • Level 9 - Sensory shift (See Material plane when Ethereal & vice versa.)
Spiritual Flight
  • Level 3 - Glide. Up to 5 times normal leaping distance.
  • Level 4 - Full flight, short distances of up to 1 or 2 miles.
Concentration Lock Obtain x1.05 to x1.5 in combat to hit / parry / dodge or any physical action.
Blood Banish If Victor’s freshly spilt blood is put upon any Chaos entity (regardless of it’s affiliation) that does not belong on the current plane / realm of existence, then said entity has to save vs an 18th level banishment. If it saves it can no longer be banished by Victor’s blood.
Blood Skin By bathing in fresh blood, Victor can increase his skin’s natural armour by 10AP. -1ap every time the armour is penetrated by an attack until 0.
Blood Armour A temporary gift bestowed by Kûtal upon Victor, as well as the title, Blood Prince. Blood armour has HP and can absorb up to 10% of its maximum before allowing damage to penetrate through.
Blood Strengthen Same as Blood Skin but applies to any normal objects. Victor’s blood creates a 5AP shell around the object that lasts for up to 24 hours.
Blood Bind

By drinking from a demon and then making it drink some of Victor’s blood back, the demon automatically becomes bound to do his will. The Blood binding lasts longer the more times that Victor drinks from it and makes it drink back, otherwise, after a while, the binding fails.

If Blood bound to Victor, the Demon will have to SAVE Vic’s POW vs it’s POW or give up its True Name. Once Vic has its True Name in his blood, the Demon can be summoned at Will (No save).

There is no limit to the number of Demons that Victor can have Blood bound to him at any time.
Spirit Strike

A method of channelling spiritual energy into a concentrated ranged attack.
Target can always save for half POW dmg.

  • Level 1 – Spirit zap. Able to numb a target limb for 1d4 rounds or propel a small object up to 3 feet. O POW dmg and cost.
  • Level 2 – Spirit bolt. Able to inflict 1d3 POW dmg at POW/2 range in feet. Cost is 1 POW.
  • Level 3 – Spirit ball. Able to inflict 1d6 POW dmg at POW/2 range in feet. Cost is 2 POW.
    All of the above effect 1 target only.
  • Level 4 – Spirit blast. Able to inflict 1d8 POW dmg at POW range in feet. Cost is 3 POW. Can effect up to 3 targets in close proximity.
Spirit Block

Involves focusing spiritual energy to form a counter to an incoming weapon or magical attack. In order for this to work Victor has to have a concentration lock on what is incoming, be attuned to it and form a counter-measure from his spirit. With skill and practice this form of blocking can be achieved very quickly. Cost is relative to what is incoming. Victor is currently ;-

 

  • Level 5 – Means Victor can block up to 15 points of dmg and resist a magical directed spell attack at 10th level. Cost is 1 POW.
Summon Object

By attuning (see below) to an object (i.e. a sword), Victor can reach out and summon the object to him over a distance of total POW in feet. Essentially, Victor reaches out to it with his spirit, envelops it and drags it at speed back towards him with the equivalent force of Victor’s total POW in STR and SPD.

Summon object can also be used to direct an object towards another target. i.e. A sword could be hurtled back through the air and given to someone else.
Attune to Object The act of knowing an object in tremendous detail and causing ones spirit to temporarily mimic that of the object. Allows Victor to use Jedi-like abilities.

For details of Xenon's adventures see the Chronicles of Xenon Von Victor.

Yainar, the Cosmic Painter

Able to go anywhere, possess anything, all through the stoke of a brush.

A Player Character

Yainar was born in Yarili, eastern Esium, and from a very young age felt the need to draw. He began painting at the age of 14, eventually learning how to make his own paints, which is when things started getting weird on him.

Whatever Yainar painted, became real, but only under a night sky. So when he painted a life-sized door, the door materialized at night. He could then open the door and walk through to a random place, anywhere in the Universe - even onto a different worlds.

He painted windows onto fantastical scenes and they too became real. He painted windows showing places he knew and suddenly he could spy undetected on things from a distance. He painted monsters and found himself chased by them across hundreds of miles. He painted glowing armour and got magic armour. He painted a sword of light and got a light-sabre. There seemed no end to his strange skill and though all of his paintings stopped working during the day, during the night he was untouchable.

Fate conspired for him to meet North and Dorran the Singing smith and it was with them that he met his soul mate, Marion but soon found himself chasing the Triangle of Evil in order to rescue her from a spider witch called Molgwin.

After a dramatic rescue Yainar moved with his love to the old castle of Caer Rune, last known location of Lord Rune on Eldahar (see Thrace Ryn) himself (a planal champion of some note). Here Yainar began journeying to other worlds and making other friends until he and Marion arrived at Tanithlore, the Eternal City, only to discover he had never really left.

He and Marion were destined to become and had always been (that's freaky Time stuff for you) Tanithlore's Lord and Lady, responsible for maintaining peace and defending the city against hordes of Chaos and armies of Law bent on unsettling the city's neutrality.

There, in Tanithlore, he accepted his destiny and married Marion in a ceremony attended by every member of the Balance.

See Eldahar's Timeline for more information on Yainar and also Meredith the Celestrial Painter, Yainar and Marion's daughter.