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The Xindhi, the Dreaming Empire:

An ancient race of esoteric beings who have traveled the Multiverse since time immemorial.

0 · 428 views · located in Darshal system

a character in “Invasion of the Qua”, as played by Skallagrim

Description

The Major Races With in the Empire:

The Xindhi- A race of skeletal beings that sustained themselves via their Aesr. Their forms and their mastery of the Aesr allow them to be effectively immortal. They are able to user their power of Aesr to travel between the spaces of the multiverse traveling to worlds, times and places via the Dreaming gates with ease.

The Talisa- is a race of dark skinned people, who live on the western continent, and are master traders and merchants. The Talisa are masters of an earth aesr that allows them to draw the earth around their body, encasing it with rocks and earth giving them immense strength and a giant golem like appearance. The Talisa do not manifest their aesr in any other way. They are not immortal but have developed technology that allows them to travel the multiverse as the traders for the Xindhi Empire.

The Shu'fasa- is a race of massive beings standing anywhere from 12 feet to 16 feet tall. Their skin is a deep black-gray. They have four massive arms and huge wedge shaped heads with three eyes in a row on the sides of the head. Their teeth are 2-3 inches long and sharp. They have three toed feet and thick squat tails to counter balance them. Their hands are wickedly clawed and able to rip and shred stone or metal with ease. Their form of government is tribal and ruled by a war chief and a shaman. They tend to live in massive caves and along the wildest mountains of the world. They worship Ghoukas. There is no offshoot race related to the Shu'fasa. The Shu'fasa were defeated in a brutal war before the unification and have become loyal to the dreaming queen. Although the intervening millennium there are many instances of rebellion among the Shu'fasa because of their perceived second-class status. They are not immortal

The Dou'far- is a race of small, muscular beings standing no taller than 5 feet tall. They have large eyes and ears, feline in appearance. They are seclusive and secretive hardly having any dealings with the other races. Often considered myths they haunt forests. They are covered in a tawny fur and have a tribal like society replete with shamans and each tribe is led by a chieftain. The Dou'far have a unique ability to blend in with their surroundings. Their Aesr manifest as an ability to shape change into an Alphyn. They worship Skuld by the name Dhat-Badan. They cannot inter-marry with any other race. They are not immortal

Personality

Principles: These are the important people of the Xindhi Empire to date:

Queen: Queen Scathach, the Dreaming Queen: She is the leader of the Xindhi who are rebelling against the power of the Gothi. Scathach is the half-sister to Otik the usurper king backed by the Gothi. Queen Scathach is the first cousin to Rahel Drake and Synjyn Drake.

Prime Minister: Synjyn Drake, Grand Lord Counselor: Synjyn is the first cousin to Queen Scathach and Prince Otik and is brother to Rahel Drake. As Grand Lord Counselor, Synjyn is the Dreaming Queens primary emissary and adviser in political matters.

Grand Master of all Forces: Rahel Drake, Grand Master Lady Drake: Rahel is first cousin to Queen Scathach and Prince Otik, and is the sister to Synjyn Drake. Lady Drake is the Grand Master of the Frostfire Knights, a mounted force of nearly 5,000 warriors from the various clans and septs in the eastern highlands where Clan Drake holds sway.

Thane of the Sluagh: Hauk, Grand Thane of the Dreaming Queen: Hauk is brother to Skallagrim and is the general of the Sluagh (The Host) the Queens army that she raised to oppose the Paladins and Gothi. Hauk has developed a close tie to Darda and has taken it upon himself to ensure the old woman's safety.

Metatrone for the Queen: Darda: Darda is the blind Gothi who mentored Scathach from the time she was a child in the laws and rituals of the Xindhi, preparing her for the throne. When Scathach came to her with the revelation that she had learned some Aesr, Darda agreed to teach her to master the power. Darda is still mentor and close adviser to the Queen.

Skaldi of the Aeryn: Jessi the Aeryn: Jessi is the first of the Aeryn; the Queens own guard and the primary protector of the Queen. Jessi is the first person Scathach taught the Aesr to after she mastered it herself.

Thane of the Cughtagh: Skallagrim the Cughtagh: Skallagrim is the first Cughtagh, the champions of the Queen. He learned the Aesr from Darda the blind Gothi who taught Scathach to master the power of the Aesr. Skallagrim and the Queen are bonded by a unique meshing of their Aesr because of their battle to secure the Twin Gates from Ghoukas.

Equipment

Talisan Arms gyrojet modular weapons systems: These are 10/30/50-round, box magazine fed weapons that fire a .577 caliber, 652-grain depleted uranium sabot round. Initial bullet speed is 2,550 feet per second, until the venturi jets stabilize the bullet about 30 yards out, where the spin of the bullet and the final fuel burnout of the jet allow it to reach a speed of 9,843 feet per second. This has a muzzle velocity foot-pound of 36,190 (49,067 joules- The amount of kinetic energy the bullet carries).

Note that until the bullet reaches maximum velocity at 30 yards, it has the impact force of a .50 round, with a muzzle velocity foot-pound force ratio of 9,413 (12,762 joules-The amount of kinetic energy the bullet carries). **

Shu'fasa scaled weapons fire 20 X 102 mm 1543-grain depleted uranium sabot shells in a belt fed system with each weapon system having 980 rounds. The initial muzzle velocity is 3,395 feet per second or 53,600 joules (or 39,500 ft·lbf). Once the jets stabilize the shell at 30 yards it accelerates to 12,780 feet per second generating 1,189,847 ft-lbf. or 1,613,215 joules. Sufficient power to shred through most physical objects with incredible ease.

There is no recoil from the weapon, and actually a slightly negative recoil effect occurs as the projectile pulls the vacuum in front of itself due to the "Coanada" effects and weapons design.

There is only a "whoosh" similar to the sound a silencer makes, however down range a sonic boom is generated due to flight angle of the bullet when it breaks the sound barrier. Since this weapon is a completely sealed and self-contained projectile requiring the electronic pulse from the trigger and the ported and vented barrel, it is equally able to fire in an atmosphere, a vacuum and under water.

When firing the weapon under water, super cavitation of the projectile will begin at launch.

Xindhi Esoteric Powers, the Galdhr and Seidhr, Patterns of Aesr (Resonance).


What are the patterns of Aesr? According to the Gothi of the Xindhi, the whole universe is composed Aesr, the energy of life, both seidhr (visible) and galdhr (invisible).

The Aesr is the energy that courses through everything. It is the electromagnetic surge that is the firing discharges between synapses that produce thoughts in the brain; the impulses that race through nerve endings and is the aura that surrounds all creatures. Since all living animals and plants have the aura, they have some aspect of Aesr residing within them.

Why is it called the Patterns of Aesr? The patterns of aesr refer to the vibrational energy that resonates and emits from all living creatures. It is this pattern, this thrum of life that weaves its way through the multiverse and can be felt, tracked and manipulated by anyone who has learned the twins aspects of aesr. Aesr manipulation provides control over more conventional paradigms, such as the origin of life, consciousness, the observable laws of probability, and the nature of subjective experience. Aesr creates a shared experience between the user and those who are recipients of the effects, be it a living organism or an area where a discharge of vibrational energy (aesr) imprints itself into the landscape. These events are called occurrences. Occurrences are recorded in the vibrational patterns of the aesr and it can be drawn upon at a later date and “replayed” for understanding. Those skilled in aesr are adept at reading the events, the occurrences of experience to glean understanding of their surroundings.

(This is also know commonly in real world magical theory as the principles of Vibration, Polarity, Rhythm and Causation.)

So aesr refers to a collective field of consciousness (resonance/vibration) that manifests in any perspective, context or occurrence Aesr can also be referred to as self-moments which organize themselves as a holos ( a Greek word meaning whole) or complete occurrences that are imprinted in the greater whole of the multiverse. A holo is both a part within a larger whole and an individual event comprised of smaller parts of separate events or occurrences. Thus the occurrence exists as a unique event within a larger collective; and the occurrence also exists as the larger collective within which the individuals experiencing the event in question exists. The Multiverse is an example of a holos, or a whole system and every holos we are aware of is a part of this larger holos.

So what is the seidhr? It is the manipulation of the aesr energy that becomes the bodies of all living creatures and plant life. At the end of the cycle of all things; the solids, the liquids and the gasses all melt and coalesce into the aesr again. This is part of the law of the conservation of energy. Those adept at manipulation of seidhr can convert energy of aesr from one form to another, but the energy itself cannot be created or destroyed. Seidhr created effects are usually seen along the electromagnetic spectrum.

Since the adept posses aesr within themselves, they can convert their own energies to create effects from energy on the electromagnetic spectrum. It includes radio waves, visible light, electricity, magnetism, microwaves, and radiation. They can also draw the energy from other objects and creatures via electrostatic induction. By creating an electrical field of their seidhr, an adept can create some immense effects.

I-Seidhr Sense- At the most basic level, the adept can sense different forms of energy, "seeing" up and down the EM spectrum. This ability is the basic "senses" of the adept, they can "hear" and detect sound waves. They can see in the infra, ultra and visible spectrum of light as well as x-rays. While seemingly powerful it is limited by objects which can obscure their vision.

II-Seidhr Induction- This ability allows the adept to create an induction field around them that can fuel their other abilities. An adept can overload or shut down electrical equipment, jam radio signals, bend or negate light, create shimmering images that “ghost” around them and other similar effects.

By generating a field of electrical energy they can create these effects which can be expanded to encompass a radius of nearly 300 feet around the adept. Usually this field can expand outward with experience and development, doubling the radius every mastery level and can only obscured by objects hardened or capable of defeating this field. This induction field allows the adept to use their powers in a nearly limitless manner as they are not using their own aser to fuel their effects.

III-Seidhr Projection- An adept can project bolts of pure energy, generate electricity, electromagnetic pulses, and so forth. The adept at this point of control begins the transform of their body into pure energy, losing the flesh and becoming skeletal, only powered by their aesr. They no longer eat, sleep or breath and begin losing their humanity. The now flesh-stripped bones are wrapped in the energy signature of the aesr, creating a haunting skeletal being laced with energy tendrils. The adept loses the ability to emphasize with others, and begins seeing and experiencing events that are imprinted in the holos. This loss of flesh is the price of power paid by those adept at using the aesr.

IV-Seidhr Manipulation- The adept can control and manipulate the equivalent electrical power of a small city. They can shed enough light to see for miles. They can drain the heat of an entire forest fire, and convert it to another form of energy. This coupled with the induction field can create a living dynamo of immense proportions, capable of incredible feats based on the electromagnetic spectrum of energy.

V-Seidhr Generation- The adept has full control of the energies of the electromagnetic spectrum, generating their various energy fields at will. The induction of energy at this level of mastery is incredible, adepts are like living stars, able to create explosions powerful enough to devastate a planet via scalar wave discharges of energy. Their mastery allows them to focus on individual particles or waves of energy.

Just as the visible universe is comprised of seidhr, the Xindhi Gothi claim that the unseen universe is made of galdhr.

So what is galdhr? Galdhr is the unseen and unsensed dark energy universe. All matter and energy exists in the multiverse and while the visible universe is felt and manipulated by the seidhr. The dark energy can only be sensed by thrum of its patterns, which can be heard, can be felt, can be controlled by galdhr. At the end of the cycle of all things unseens and in the “dark” universe, the dark energy solids, liquids and the gasses all melt and coalesce into the galdhr again. This again is part of the law of the conservation of energy.

Adepts have the ability to sense the dark energy at the most basic and fundamental levels. This "sense" coupled with the ability to "see" along the electromagnetic spectrum is what gives the adept their perceptive senses of the multiverse.

I-Galdhr Sense- The adept can sense dark energy and its various and often frightening fluctuations. Among other things, they can sense when others are manipulating this dark energy, and the lingering effects of such manipulations. While perhaps not able to identify the exact nature of the manipulation, the energy signature can be used to trace it back the source.

II-Galdhr Impression-The adept has a strong sense of spatial relationships and can sense nearby "dark space" without using the normal five senses. The adept can also detect the presence of any spatial anomalies, because of the displacement of dark energy. This perceptive ability can detect things like “worm holes” between dimensions. The adept can detect the sudden displacement of objects into "dark space" out to a range of 300 hundred feet effectively. As with seidhr perception further mastery increases the range by doubling it.

III-Galdhr Insight- The perception of tracing the dark energy particles as they interact with gravity allows the adept the ability sense the pull of gravity waves. Thus they can detect the displacement caused by objects as they move. The less massive the object, the more difficult it is to detect. (All objects "fall" and this rate of fall and the interaction of dark energy is what is observed by the adept.) Thus a human walking across the face of the earth can be detected by their rate of fall in relation to the gravitational center of the earth. This insight is the basis of how an adept travels between worlds and dimensions as they simply follow the gravity trails along the dark energy paths.

IV-Galdhr Manipulation- The adept can manipulate dark energy particles to "fuel" the creation of matter or energy out of the unseen multiverse. The adept can essentially create a gate out of "nothing." It is via these gates that the adept can travel between worlds and dimensions.

The dark universe is one of what can be considered a type of “foam” that bubbles and vanishes in such rapidity that it seems as if they never had existed at all. Travel along this foam which can be viewed as a torus in space which intersects with all spaces and times in the multiverse. The dark foam folds and twists and provides "paths" which can be ridden between dimensions. An adept cannot walk between worlds until they have mastered this level of control.

Adepts can create a “mount” from the same foamy dark material, which are often skeletal in appearance and shimmer and shift in and out of reality. These mounts cannot exist in the visible world without focus by the adept.

V-Galdhr Understanding-The adept can “read” and “imprint” experiences in the vast dark energy multiverse. This makes use of the incalculable energy that resides in the unseen multiverse as a repsoitory of knowledge. While seidhr imprints exist in the visible world, an aesr adept often scribes messages, histories or other information within the dark universe. This is akin to the akashic records theory of a vast database of cosmic knowledge and experiences accessible by those who know how.

While all Xindhi have Aesr as part of their structure and form, not all Xindhi are skeletal horrors. The more adept and powerful the user is the less human-like they look until they are ghastly skeletal beings with the Aesr evident in their skulls and coursing along their bones in arcs and flashes of energy. Naturally if a Xindhi no longer uses or employs the Aesr they will slowly revert back to their flesh forms over a number of months until they are fully flesh and blood again.

So begins...

The Xindhi, the Dreaming Empire:'s Story