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Appendix 8 - Character List and Status

  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

  Magic

  Physical

  Abilities

  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]

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