A respository of characters featured in my stories and information related to them.
Settings
Species
Vitri Novis
Vitri Novis is the fantasy world of my oc universe, its very much a kitchen sink type fantasy setting. It also has an addtional feature of being split in half timeline-wise, following the paths of a beloved oc of mine named Maldwyn.
Contents
World Lore #
The world runs on standard fantasy logic, with some additions from me. Most notably a whole group of godborn people who create a cursed state that lingered on for a long time before mostly dying out.
Tirra Norma
Tirra Norma is the "modern" world of my oc universe, it very much follows the progression of our world in many ways and is only just now diverging. Now odd stuff is starting to happen and have only been for around 2 years.
Contents
World Lore #
This is a world where there's superheros and supervillans staring to be created alongside more oddities. Aliens come from extremely distant worlds and colonies that have only just figured out long distance space travel. Monsters tend to be born of the increasenly manifesting magic in the world. Curses are exclusive to spellcasters, most commonly used by witches, they are actually reliant on the cursed person believing it to take full effect. Minor curses often become "real" curses, because of the widespread belief that curses start out weak and grow stronger. Curses existed since before the big bang of magic and weirdness, but were born with witches.
Phenomenal!
This setting was not made by me. Go Check out the creator here!
Phenomenal! is a setting that takes place in currently the 2020s and phenomena is prevalent, phenomena only appearing incredibly recently.
Contents
World Lore #
Modern (technically near-future but not much has changed) urban/suburban setting where “phenomena” (catchall term for any magic stuff) is a regular-ish occurrence, but not very well understood since it’s only started coming up relatively recently. The average person knows that magic sort of exists, but usually won’t have any first hand-experience, and won’t know the full depths of it. Superheroes, magic users, monsters, psychics, strange and impossible “science”, and other phenomena are becoming more and more common and known.
Terminology #
Phenomena #
Phenomena is Magic! Superpowers! Paranormal events! Supernatural abilities! Impossible science! It’s all of that and anything else you can think of! And it’s something that almost demands to be studied. Different subgroups in the setting call phenomena something else.
Supers #
Your typical Superheros and the such, they call phenomena either "superpowers" or "superscience."
Psychics #
Self explanatory, Psychics call phenomena “psychic abilities.” Possession is The Big One.
PARs #
PAR stands for Psychic Attack Resistor, its labeled by numbers up to 3, the higher u go the weaker. (PAR-4 and below is so weak its not worth categorizing thats just a normal person)
- PAR-3: Thought patterns that psychics may find hard to navigate. Novice psychics might be confused at this and freak out.
- PAR-2: Honed skill meant to repel psychics. Exposure to psychic attacks is necessary to build this kind of resistance.
- PAR-1: Immunity to all psychic attacks. It just doesn't work.
- PAR-0: Full control over any psychic attacks inflicted. Can stop attacks at will, possibly even turn them around. Mental hijackers can be kicked out, perception manipulation can be reflected back, ect.. (Example: Annelise.)
Fantasticals #
Typical Fantasy things and tropes, besides vampires. Fantasticals call phenomena "magic" and there's infighting about how many elements there are and what constitutes as an element.
Outliers #
Outliers are people who don’t fall into any of the previously listed subgroups. This can be for any reason, but the most common is that they weren’t in a location affiliated with any of the subgroups and didn’t meet anyone from them, and thus didn’t pick up that vocabulary or terminology. As such, it will vary what an outlier will call themselves.
The Zangari Phenomenal Association (ZPA) #
Some of the first on the scene of phenomena research, starting as just Zangari and Anneliese. The ones that coined the term “phenomena” as a collective term for what all of these subgroups referred to. Has different taskforces dedicated to different things:
- Direct Combat Taskforce (DCT)
- Anti-Psychic Taskforce (ACT)
The Supernatural Research Group (SRG) #
A much much bigger organization than the ZPA. Thorn leads this one branch of it thats actually in the stories, and since he’s Zangari’s ex husband hes using his position to inconvenience the zpa as much as possible
Characters
Monsterwyn
The name "Maldwyn" refers to more than one character. If you're looking for the redeemed hot-headed sorcerer, see Maldwyn.
Maldwyn (Monsterwyn) |
|
---|---|
Status: | Alive |
Pronouns: | They/It |
Occupation: | DCT Member |
Biological Information |
|
Species: | Ichor Mimic |
Origin: | Vitri Novis |
Age: | Unknown |
Hair Color: | Black |
Eye Color: | Green (left) Red (right) |
Height: | 154.9cm | 5'1" 1 |
Weight: | 46.7kg : 103lbs 2 |
Show/Hide: |
Show/HideWAWAWA |
Monsterwyn, known more commonly as "Maldwyn" is an Ichor Mimic (Minor) from the town of Bellmare. Known for a vicious attitude and animalistic nature.
Contents
Personality #
They are extremely volatile and are very quick to turn to violence and such, though, it seems that they value attention above this violence when they are level headed. As they can be deterred from doing violent action implied by threats by non-reaction to the threats. They behave extremely animalistically and have difficulty with most social interactions, usually resorting to aggression when it doesn't go their way. They don't seem to like others, usually growling and chasing them away, or killing them.
They crave affection and attention, so they will very quickly latch onto people who give them it. As soon as someone gains their favor, they will often start rubbing up against them to show them thanks. They seem to enjoy clinging onto people as well. They bother others in various other ways for attention very often. Tearing organs out of themself, calling other's blood delicious, threatening, attempting to jump onto others, attempting to stab others, meowing.
It seems that they are very used to cruelty towards them, they have a hard time understanding when people offer them kindness. They also seem to want people to be cruel to them sometimes as they see it as the only way they can be treated. It goes so far that they want others to abuse in the same ways they were before as well.
Abilities #
Maldwyn as a Ichor Mimic has the ability to manipulate their body in various ways, and leave behind ooze they can also manipulate. They can shapeshift in a limited capacity they can take on the form of anything, theoretically, if they can remember how it looks but otherwise they lack the pigmentation to show natural colors, only showing up as purple. Typically they create either new body parts or a weapon when in combat scenarios. Ichor Mimic ooze is usually poisonous to most forms of life and Maldwyn's is no exception.
They also have a slow healing factor for their wounds when they have to stay in one form, they can get rid of them on their own by reforming the lost flesh themself, but they enjoy leaving them for all to see, and for Doc to heal.
Additionally their Ichor Mimic status gives them the ability to digest anything organic if it's left inside them for 24 hours. Their entire body functions as a stomach, however Maldwyn, despite everything still percieves themself as human to a degree so they mostly function as if they have a normal human stomach, simply with increased capacity.
Gallery #
Click to view the gallery for Monsterwyn.Guests
Guest Characters are characters that feature in my stories but were not made by me! There is a list of them below:
Maldwyn Icecrow
The name "Maldwyn" refers to more than one character. If you're looking for the murderous beast, see Monsterwyn.
Maldwyn | |
---|---|
Status: | Alive |
Pronouns: | They/them |
Occupation: | Merry Men Member |
Biological Information |
|
Species: | Human |
Origin: | Vitri Novis |
Age: | 22 |
Hair Color: | Black |
Eye Color: | Green |
Height: | 154.9cm | 5'1" 1 |
Weight: | 46.7kg : 103lbs 2 |
Show/Hide: |
Show/HideWAWAWA |
Maldwyn is an member of the Merry Men, and former gang leader, from the town of Bellmare. Known for a vicious attitude and rude nature.
Contents
Personality #
Maldwyn has been in the merry men for quite some time, warming up to them and becoming friends. Nowadays they're pretty much a domesticated sort of evil, they can still be pretty violent if allowed to be, but otherwise pretty tame. They need a long time to warm up to people, and don't trust others very easily. It can also be difficult for them to care for other people who aren't their friends, making them really cold towards people, only really being nice to the Merry Men.
Abilities #
Maldwyn is a sorcerer and has access in various magic, specializing in ice magic, but has acid and illusionary spells as well.
Gallery #
Click to view the gallery for Maldwyn.Malcer Icecrow
Malcer Icecrow | |
---|---|
Status: | Dead (Ghost) |
Pronouns: | He/him |
Occupation: | Ghost |
Biological Information |
|
Species: | Human |
Origin: | Vitri Novis |
Age: | Unknown |
Hair Color: | Brown |
Eye Color: | Blue |
Height: | 154.9cm | 5'1" 1 |
Weight: | 46.7kg : 103lbs 2 |
Show/Hide: |
Show/HideWAWAWA |
Malcer Icecrow is an Ghost from the town of Bellmare. Best known for raising Maldwyn and running a gang.
Contents
Personality #
Malcer is harsh and cold, a bit of a control freak over important matters.
Abilities #
As a ghost Malcer has the ability to possess people/objects, cause chills, and phase through wall.
Doc
Doc |
|
---|---|
Status: | Alive |
Pronouns: | She/They |
Occupation: | In-Office Medic |
Biological Information |
|
Species: | Human |
Origin: | Phenomenal! |
Age: | Mid-late 20s |
Hair Color: | Blonde (Dyed pink at ends) |
Eye Color: | Brown |
Height: | 157.5 | 5'2" 1 |
Weight: | 77.1kg : 170lbs 2 |
Show/Hide: |
Show/HideWAWAWA |
Doc is a sweet, unassuming medic who sees the good in people to a fault and wishes she could just talk her way out of every situation. She is polite, soft-spoken, and amicable, and would sooner isolate herself completely than express a modicum of anger. She...knows she should work on that, but there's never a good time.
Contents
Personality #
On first meeting her, Doc comes across as overwhelmingly timid. She struggles with maintaining eye contact and a consistent speaking volume. Shifting the conversation to a topic she is more comfortable with, such as the ins and outs of her abilities, helps with this. It appears her emotional state directly affects said abilities; as her confidence grows, so too does the intensity of her thaumaturgy, which can take many forms.
Doc is bright, bubbly, and approachable, seemingly willing to drop everything at a moment’s notice should someone she cares for need her assistance - sometimes to her detriment. She hardly ever angers; whether this is a true reflection of her emotions or a suppression thereof is…unclear.
On the rare occasions Doc does lose her temper, she is very quickly overwhelmed with regret and can isolate herself as a result. It's not the hardest thing in the world to cheer her up, though...she's as susceptible to physical affection as she is willing to give it out.
Abilities #
Doc has Thaumaturgy (semi-conscious photokinesis) that differs in colour and effect in accordance with her emotions. Doc can also create pictures and script with her thaumaturgy when focusing
In a calm or neutral state, Doc's magic is a bright green. It acts to refresh and revitalise anyone within a range of a few metres. The effect of this magic is amplified to have strong regenerative effects, able to heal grievous injuries.
When her mood is low, Doc's magic is a more mellow turquoise or blue (depending on the strength of her mood). Its healing effects are lessened, and it can induce slight drowsiness on anyone within range.
In an angered state, Doc's magic is a bright scarlet and becomes actively harmful, not causing physical damage but inducing physical pain not unlike a sunburn (the intensity of which corresponds to how angry she is). Doc cannot cause any actual damage this way, but she is unaware of this.
Gallery #
Click to view the gallery for Doc.Anneliese
Anneliese |
|
---|---|
Status: | Alive |
Pronouns: | She/her |
Occupation: | SiC (ZPA) |
Biological Information |
|
Species: | Human |
Origin: | Phenomenal! |
Age: | ? |
Hair Color: | Brown |
Eye Color: | Brown (Often drawn pink) |
Height: | 157.5 | 5'2" 1 |
Weight: | 77.1kg : 170lbs 2 |
Show/Hide: |
Show/HideWAWAWA |
Anneliese (sometimes called Annie), the second-in-command of the ZPA and leader of the Anti-Psychic Taskforce. Very serious and unfazed by most things, almost speaking in monotone.
Contents
Personality #
Outwardly cold and professional.
Abilities #
Annie is a PAR-0, she had built up an incredible resistance to psychic attacks due to Zangari.
Zeke
Zeke | |
---|---|
Status: | Alive |
Pronouns: | They/them |
Occupation: | SRG Member |
Biological Information |
|
Species: | Human |
Origin: | Phenomenal! |
Age: | ? |
Hair Color: | ? |
Eye Color: | Blue |
Height: | 154.9cm | 5'1" 1 |
Weight: | 46.7kg : 103lbs 2 |
Show/Hide: |
Show/HideWAWAWA |
Zeke is a possessor and member of the SRG
Contents
Personality #
Pathetic and self-pitying, Zeke views themself as "nothing" though is a bit of a hypocrite when it comes to defining it.
Abilities #
Zeke is a psychic and possessor, they mainly use it as the SRG asks them to nowadays (Corporate Sabotage and the such). Though they would ususally do it as escapism, as done to Ace without their knowledge.
Timeline
Some of my Stories take place in the same timeline chronologically, but it shouldn't be a huge deal to read them out of order!
Stories
Contents
Vitri Novis #
The world has 5 major stories within it
Maldwyn & the Merry Men #
The technically not progressing but not done adventures of Maldwyn Icecrow my DnD Character and their conflicts with the other members of the Merry Men. A crime dynasty gets overthrown thrusting one, Maldwyn Icecrow into a world that is infinitely strange to interact with. Still believing they should still be just as cut throat and evil, they cause conflict with the newest group they've joined up with by refusing to change their ways even around their supposed "friends" created a rift between the two. Will they ever learn to let their guard down and improve themself or spiral back into the worst person possible once again?
Empty Town #
Making the child you trained up to kill from when you adopted them immortal too early surely cannot have serious consequences. Maldwyn (Monsterwyn) wakes up after an accident that should have killed them, in the wake of something terrible happening to the town they live in. Finding themself now immortal they embrace brutality even more thanks to their dad. Stealing riches, killing people, taking over towns and castles for fun. Eventually though, something goes wrong when Maldwyn wants to impress their dad and it turns how they feel about immortality on its head forever. Going on hijinx to being agonized about what they'd done and have been doing, it can be a bit of a rollercoaster.
Wyrmsun #
A mini event that occurs during Empty Town, a scientist from Wyrmsun gets a much better catch than she was expecting when catching the long-lived wyrms and lizards from a nearby cove to study. Now, having caught a immortal being she's been given all the free reign she's dreamed of in the labs. Preforming experiments that she couldn't before to further progress science, but failing to account for what would happen if the immortal escaped after all that torture.
The Blizzard and the Heatwave #
An ice themed magic user named Thorn Icecrow], and a fire themed magic user only known as The Heatwave get tangled in superhero vs supervillain type conflicts with each other after having a few fights against on another. Thorn sees this as a way to "put on a show" for the townsfolk, while Heatwave has been taking it 100% seriously this entire time.
The Hero with Mercury in His Lungs #
A young elf boy named Glynnxiros (Glynn for short) gets sent on a chosen one quest to slay the monster that has just ravaged his town by a entity he meets in a dream. It introduces itself as Mercury and appeals to every one of his childish desires to be a hero, claiming to be from a lost civilization and bestowing upon him a magic spell he can use to "defeat" this monster. It's suspiciously just after this happens but he's too blinded by his desire for revenge to think about it. Mercury seems to be not telling Glynn something but he doesn't end up noticing until its way too late what it really wanted
Tirra Norma #
Amberhaunt #
Amberhaunt is an interactive webcomic leaning into horror/supernatural elements. Can you uncover the mystery? Or more importantly for now, sort through mail? Take the role of a ghostly audience while you haunt our protagonist through the story! Taking place in a town with odd happenings Holly returns after years, but something in the town remembers her...
Persistent Adaptation #
In the distant future aliens come seeking the unique resources the planet has to create the "ultimate lifeform" out of one of their own. though they enlist one of the cheapest and unreliable bounty hunters to help them. This causes internal issues between them until there's a disaster on the ship, causing said bounty hunter to switch sides.
Ichor Mimic
Ichor Mimic Ichor Mimic individual known as "Maldwyn" | |
---|---|
Conservation status: | |
Scientific classification | |
Domain: | Eukaryota |
Kingdom: | Animalia |
Phylum: | Chordata |
Class: | Imitor |
Order: | Hominedo |
Genus: | Chasma |
Species: | C. Lacrimae |
Binomial name |
Ichor Mimics (Chasma Lacrimae, meaning Chasm Tears) are a species of mimic in the mimicae family, that is currently considered Critically Endangered, but is essentially extinct in the wild. There is one known active individual but two known individuals, the latter has not been seen since its reawakening. Known for being creature based mimics but have gained notoriety due to humanoid based minor individuals being seen as bad omens. I. Mimics have adapted mimicry for hunting, similarly to Chest Mimics, however I. Mimics are more active hunters.
Contents
Evolution #
Not much is known about Ichor Mimic evolution, though it is believed that I. Mimics evolved from the archetypical animal mimics after undergoing some magical stresses that caused a mutation.
Major Mimics #
Major Mimics tend to be very fluid in their form. Oftentimes switching from one to another quickly during a single interaction. At a first glance they don't seem to have a "base form" at all. This is a point of pride for them, as they use their ability to transform quickly to impress others for various reasons, such as joining a new group, playing a game, and impressing a potential mate.
Their base forms tend to lean towards one color (though can be multiple) and take on a variety of shapes and sizes. They tend to resemble animals, though their features are strange and distorted.
They often have societies in various locations as they're extremely adaptable. Each one being unique from the next as they often tailor their society to common animals found nearby. Humans and other races had major influences on them, causing occasional Mimic societies to actually be inside humanoid settlements.
Any living thing is technically their prey, however as humanoid societies grew more advanced they became less ideal to prey on. Magic could effectively keep them at bay, and certain kinds could seriously hurt.
Minor Mimics #
Minor Ichor Mimics (C. Lacrimae Pupillus) appear to be a evolutionary product of existing alongside Humanoids, as if folktales from the time are to be believed they were gaining intelligence from consuming our ancestors. Gaining M. I. Mimic Status is categorized as being cursed, and comes with multiple drawbacks. They stay in humanoid form most of the time, and cannot properly take the form of animals, as they cannot change colors from their "base" color. They can often easily be pointed out by onlookers depending on their color and species mimicked. M. I. Mimics typically have one solid color that they cannot change, though are rarely seen with two. When freshly turned M. I. Mimics while take on the coloration of the individual that turned them and slowly become their own intended color.
Minor Mimics differ from Major Mimics in that they must eat other humanoids to survive. Animal material is much less filling to them. They also succumb to animalistic impulses more easily, and can lose complete control of themselves. They also do not have any "ichor" built up to extend their lifespan at first. They must kill and eat to start producing it themselves instead of being born with a supply of it.
Minor Mimics are regarded as easier to kill, only because in the early stages of immortal life their previous death wounds are still open, and store their ichor. It is still difficult, they just have a direct weak point to target.
Characteristics #
Ichor Mimics are technically mostly liquid, but can become solid at will. They have an unique ability for changing colors to perfectly match the creature they're mimicking. Usually they will have a main color (or colors) that they will default to when changing between forms. They do not appear to have bones like other mimic types do.
Lifespan #
Ichor Mimics have extremely long lifespans, given food is ripe, and they have ample opportunity to hibernate. They have been known to live for tens of thousands of years, with seemingly no upper limit. I. Mimics are more often slain rather than passing away via natural means.
Behavior #
Ichor Mimics are active both day and night, although they don't have typical sleep cycles, usually only sleeping once a month after they have eaten. I. Mimics spend the majority of their time free-roaming, usually only establishing territories if they desire to reproduce. Large colonies only began being established alongside humanoid ones, suggesting that the wildlife surrounding them influences them the most.
Sociability #
The social behavior of Ichor Mimics ranges from widely dispersed individuals to colonies that gather around a food source. Within such groups, the oldest members are usually dominant over the others. Territories are marked by individuals secreting ooze that is rubbed off onto objects and areas, and are frequently patrolled.
Life in proximity to humanoids has led to colonies being very similar to their settlements. With things such as economic trade being possible between them.
I. Mimics use many vocalizations for communication, including purring, trilling, hissing, growling/snarling, grunting, barking, howling and several different forms of meowing. If its a sound naturally made in the animal kingdom, then a mimic can use it. Their body language is also a mix of many different animals, and can be difficult to parse for non-mimics and mimics new to any specific group. I. Mimics can also speak, but may choose not to depending on the customs of the specific group they are a part of, as they can parse what each other are feeling with scent. Speech is more common with Minor I. Mimics than Major I. Mimics.
Hunting and feeding #
Ichor Mimics typically consume one meal a month, well fed individuals or individuals looking to hibernate soon may eat as frequently as twice a week. Major I. Mimics don't have too much preference when it comes to what they eat, as they are obligate carnivores, additionally they have been known to consume rotting meat. Minor I. Mimics have an extreme preference for humanoids, if they choose to consume other meat, they will require much more to give the required nutrients to continue living.
History #
Gallery
Gallery
Holly
Holly |
|
---|---|
Status: | Alive |
Pronouns: | She/her |
Occupation: | ?? |
Biological Information |
|
Species: | Human |
Origin: | Tirra Norma |
Age: | ? |
Hair Color: | Red |
Eye Color: | Yellow |
Height: | 157.5 | 5'2" 1 |
Weight: | 77.1kg : 170lbs 2 |
Show/Hide: |
Show/HideWAWAWA |
Holly (Surname, Meadows) is a timid young woman, who seems to have a connection to the town of Amberhaunt.
Contents
Personality #
While a bit timid, she seems willing to go along with most things.
Abilities #
Holly seems to have the ability to speak to ghosts. She seems to have prior experience being ordered around by said ghosts.
Bea
Bea | |
---|---|
Status: | Alive |
Pronouns: | She/they |
Occupation: | ?? |
Biological Information |
|
Species: | Human |
Origin: | Tirra Norma |
Age: | ? |
Birthday | 10/31 |
Hair Color: | Brown, dyed light purple |
Eye Color: | Purple (left), Light mint (right) |
Height: | 157.5 | 5'2" 1 |
Weight: | 77.1kg : 170lbs 2 |
Bea (Full name, Beatrice) is a confident young woman, who's an enjoyer of horror and mecha media.
Contents
Personality #
Bea seems very excitable, ranting and raving about her interests to her bestie Holly frequently.
Abilities #
Bea seems to have no special abilities to speak of.