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May 2023 It's been hectic this last year, but we are alive and celebrating our fifth year of adventure and tales. A lot has been worked on to help make the Monoverse one that everyone can enjoy and explore their story while becoming a part of the greater cosmos. All of you, new and long time players, stay safe, and see you in the Sea of Stars!
"Yeah, sometimes you want to get higher A sometimes you gotta start low Some people think they gonna die someday I got news you never got to go old"
the basics Name || Othokent Nicknames || The Weaponsmith, The Scholar, The Gunslinger Age || 5,212(?) Birthday || Unknown - arbitrarily June 6th Species || Lizardfolk Gender || Male Alignment/Faction || Chaotic Neutral/Chaotic Good, depending on the day. Citizen of the Zaran Empire. Sexuality || Hetero/Demisexual
the appearance Face Claim || if applicable. If not, just n/a and move onto the next question. Height & Weight || 6' 5", 721 Lbs. Identifying Features || Tail. Scales. Overall || Standing in at 6' 5" and weighing in at over 700 pounds, Othokent is not what most picture when they are asked to think of a sapient creature - rather, he instead is what comes to mind when most species are asked to picture a predator. Clearly reptilian, Othokent only bears the vaguest of resemblances to most sentients in that he has two legs and two arms, the latter of which are roughly of the same proportion to his body as that of a similarly built human. His legs, however, are a different story entirely - digitigrade in nature with large claws and heavy scales that preclude most forms of footwear. Similarly his rather large tail - easily matching his height and contributing a significant portion of Othokent's weight in dense muscle - sets him apart from many sentient species, with a saurian, theropod head to match and covered in scales ranging from black at their darkest to pale gray with heavier plating along his back. The only obvious sign of intelligence one could glean at a glance would come from his eyes; despite their yellow reptilian color and slit pupils they almost always mirror a careful reflection and consideration of the world around him. In terms of clothing Othokent tends to prefer simplicity and pragmatism above all else, and while fabric technology may have advanced a long way since he first left home his sense of style hasn't, typically favoring heavier fabrics more resistant to wear and tear in simple tunics, shirts and pants in so far as he can find or make them to accommodate his tail. Beyond that the reptile often favors heavier dusters woven from particularly durable fabrics, relying on his raw physical strength to offset the weight and typically hooded to at least somewhat avoid drawing attention in crowds.
the personality Personal Strengths || Intelligent, Adaptive, Observant Personal Weaknesses || Blunt, Obsessive, Secretive Goals || Nothing. Othokent's work has long since ended, his personal ambitions seen to and completed as well as they can be; left in the capable hands of others where not. The closest thing he can possibly have to a goal is to continue living - to see the stories of others unfold and help along where possible. Fears || Dying - Othokent is particularly attached to the mortal plane as he can interact directly with people and events there. Overall || To understand Othokent, one needs to understand one very simple and very basic fact. Many sentients are driven as much by emotion as logic, if not more, and their actions often reflect that. And, to an extent, those actions and emotions are a reflection of what many would consider to be "universal" morality. Lizardfolk, by their very nature, aren't. While evolution and the disappearance of many external threats has changed the race a great deal since settling Unity, Othokent was born into a far more brutal and feral world than his kin of the current age, a setting where survival of the fittest was the way of life and that was reflected in both their culture and general mindset. Moreover, what many would call a more "primitive" mind processes emotion far differently from many other sapients - while lizardfolk of Othokent's birthplace weren't devoid of emotion it certainly took a back seat to pragmatism and common sense where survival was concerned. While not necessarily dulled, that fact combined with Othokent's reptilian visage can make him seem incredibly cold and distant to most... and to an extent they would not be wrong. Because of his lifespan and losses incurred simply over the passage of time the lizardman often doesn't bother to associate with people unless there's a direct and immediate reason to, with conversations often being simple and to the point. The longest interactions are often ones of violence as the lizardfolk takes a careful, methodical approach to combat whenever a simple sneak attack isn't enough to end things before they start, with the act of taking life a relatively easy one when his own life or those he deems worthy of protection are at risk. Callous as it may seem, to Othokent it often comes down to little more than survival, the same impersonal calculations that kept himself alive in the swamps and fulfilling his contract - violence itself is something the lizardfolk has long since found himself dulled to. Many centuries of both being involved in and witnessing combat has left Othokent rather jaded with authority figures in general; if nothing else he has learned that power corrupts, and those who want it are often the last who should have it.
The only exception to his "to the point" rule tends to involve the passing on of knowledge or skills as Othokent has long since learned that they are far more valuable than any weapon or sum of money, and as such the act of passing them on should be done thoroughly and with care. Remembering the past, likewise, is equally important lest the mistakes of the past be repeated again, another belief that Othokent quite candidly espouses his belief in. Those who inquire and seek knowledge are typically held in very high regard by him, and it is a rare occasion when Othokent turns such an individual away unless he expects ulterior motives to be at play.
the history Family Information || Irese, mother - deceased of old age. Zosk, father - deceased of old age. Numerous clutch-mates, largely assumed to all be deceased due to old age/natural causes. Homeworld || Toril. Migrated to Unity as a pathfinder/protector of his people, intending to use his collected knowledge to ensure their survival in a new environment. History ||
Simply put, Othokent has lived a longer and more storied life than most. What most fail to understand is quite how long.
Born nearly four thousand years ago, Othokent's life started in a remote swamp the same as most of his kind. Born to Irese and Zosk as the third of three children and one still to be born at a later point, the only immediately distinguishing characteristic was one immediately noticed in their parents, who had occupied positions of advisors to the village chief - intelligence. In that respect Otho was nothing special despite having inherited the trait. His oldest sibling, Iothir, had already broken the mold seeking the path of Paladin, sworn to the Oath of the Ancients serving the fae that governed the local wilds as a whole and that kept the peace. Arcath, barely more than five years Othokent's senior, had already earned his name displaying an innate and powerful talent for magic that had long been passed down through their mother's bloodline. While hardly neglected as per lizardfolk custom where children in general were treated with a degree of care and fondness by the community as a whole, Othokent quickly earned his own name recognizing many of the same things that his parents did despite possessing many years' more experience. Many of those observations, however, made it difficult for Othokent to remain in the village, more specifically around the others in it - so he didn't.
While it would be many years yet before he left the village proper, the swamps as a whole were a dangerous place and Othokent recognized the fact. Survival of the fittest was the one and only law by which most things lived in such a remote location, and the primitive nature in which the lizardfolk as a whole lived hardly did much to curtail the presence of other predators and competition in general. For that reason alone the vast majority of Othokent's time as a child would be spent with his older sister who often spent a great deal of time in those wilds, to which Iothir herself hardly complained. Quite the opposite in fact, as Othokent was as a sponge. His thirst for understanding was an insatiable one, and within those short years spent as an adolescent Othokent would learn a great many things from his sibling - not just of the world and how it operated, but valuable, useful skills as well. The first and foremost of these was the Sylvan language, the second knowledge of the fae and how to interact with them as Iothir recognized that she couldn't always be present. The possibility always existed that she and her sibling might become separated if attacked in the wilds, and should the fae encounter him first he needed to understand how they thought and acted. The second skill and perhaps the more valuable as time continued on would be the Common language, the universal speech by which most of the civilized world beyond the wilds operated. Armed with these two pieces of knowledge it would not take Othokent long to become self sufficient, learning a number of additional skills not only from his older sibling but many of the others in the village as well - fishing, trapping, tracking, pathfinding and navigation, even rudimentary smithing skills to repair and make simple gear provided the correct tools and materials.
Despite maturing at the usual five years of age, Othokent would not leave his home until turning nine due to the time spent acquiring his varied skillset - but when he did, he was prepared as a result. It may have been a simple quirk of evolution - a defect - or it might've been because of how he had been raised, exposed to outside ideas through his more worldly siblings and the fae that he'd had the opportunity to converse with in the wilds, but by that point he had become well aware of what it was that had bothered him for most of his life. Things were too simple, too in the moment. It had been difficult to pinpoint early on, but speaking with the fey had allowed Othokent a direct contrast between the way they thought and the way his own kind did... and once exposed to that way of thinking, of looking ahead, it was impossible to go back. True to his name, the village as it was simply held too little in terms of possibilities - so, he would search for more, traveling the outside world and learning what he could. If Othokent could eventually use that to improve the wellbeing of his kin, so be it... but ultimately, the knowledge itself would be its own reward.
Despite his "enlightened" state, however, Othokent would soon learn how little he actually knew about how the world worked.
Leaving the swamp brought on a number of challenges, some that Othokent had prepared for, many that he hadn't. While feeding himself was hardly an issue, the fact was that his home was quite a far distance from anything most would recognize as a civilized settlement. It would be days after leaving the confines of his wooded home and traveling across relatively open plains before Othokent came across a road of any kind, and it was only his talent for stealth that kept him alive for days afterwards as many points along the route had been staked out by raiders and bandits waiting for others traveling along the roadway. The real difficulty, however, would come as the reptile finally reached the first town along the trade route and quickly learned that most things in the world required something he did not have - money.
Weeks of travel had left him low on arrows due to the lack of trees out on the plains and without a single copper to his name Othokent quickly realized that he was effectively trapped in that little town, lacking either the means to trap his own food again should he attempt to leave or the money to pay for safe passage elsewhere. Unable to pay for a room or food, he was a vagrant in every sense of the word - and that had to change. Work would be easy enough to come by in a town such as that one, but most of the job postings amounted to guarding caravans and other travelers, usually for relatively little pay and passage to other towns. Something that would have been acceptable... had Othokent possessed any knowledge on fighting other people. His skills laid in hunting wild beasts, not murder, and having seen how well equipped a number of the bandits he'd passed on the plains were... while he might have thought slightly differently than most of his kind, Othokent was still Rak'ta. The risk was unacceptable, at least as he was then, but that also greatly cut down on the variety of available jobs. Loathe as he was to do it, the reptile took the safer option and bet on the long game, approaching one of the local smiths for work. While initially reluctant, the fact that Othokent already had a passable level of skill with much of the work would eventually net him what was intended to be temporary employment.
Of course, things rarely work out as one plans.
Large and quite strong by human standards, much of Othokent's physique made him quite well suited to the work of the forge, all the more so as such heat was welcome during the evenings and early mornings that he was most active. More importantly, however, Othokent was extremely quick to pick up on the finer skills that the smith employing him used... and recognizing that fact combined with his reliability, one thing would eventually lead to another resulting in the lizard becoming apprenticed to his employer after several roughly half a year. It was hardly the ideal situation that Othokent had originally planned for, his intention being to earn enough money to pay for passage elsewhere and continuing on. All the same, however, the work did fulfill one critical requirement - it fed his thirst for knowledge. The skills he had learned before were the bare essentials needed to make the simplest of tools with the most basic of materials and repair them, as that was all that had been available in the past. His time in the forge, however, taught Othokent a great deal more - the properties and value of other metals, where they could be found or bought, how to mix and use them to bring out entirely new properties. The only problem with the arrangement was one of time as apprenticeships were contractual, lasting a term of seven years, and while Othokent was well aware of that fact on agreeing to the arrangement... as good a deal as it was, time was something that he would eventually come to value as a result.
By the time seven years had passed he was well into his sixteenth (nearly seventeenth) year, well into adulthood by Rak'ta standards. While the parting was an amicable one with Othokent having fulfilled his half of the contract - forging a blade for defense on his travels, acquiring his own set of tools as well as the quite valuable status as a journeyman - the reptile was all but itching to get moving again. By the fifth year in the forge he had learned all he could from his master there, and there was little else of value such a small town could teach him. The time spent had been well worth it, however, and Othokent would find it paying immediate dividends as he would be hired almost immediately again - trading his skill with metalworking for passage to another town, on hand to repair either the guards' weapons, armor or other essentials on the trip should the need arise.
Time spent among the other races and more pointedly contemporary civilization changed Othokent. While he'd gone through adolescence understanding that his view of the world was through that of a small keyhole, he'd never truly understood quite how limited it had been. And that was hardly the only limitation that he would be made aware of as he traveled, collecting skills and knowledge wherever he could. Another three years would pass as the reptile made his way across the continent, and as he went it became rapidly apparent that he would never see all of it, nevermind what lay beyond. Rak'ta were a short lived people, with their elders lucky to reach even sixty years of age - even humans, fragile as they were, often grew far older, in rare cases by twice as much. That realization, along with the comprehension that everything he learned, everything he did would simply cease to exist or matter when he was gone was a sobering one - and a line of thought that would become an obsession as he neared the point that most of his people considered the middle of their lives at merely twenty five years of age, a time when most other races were only starting to truly live theirs.
Having prized his intelligence as his greatest quality, Othokent would turn to the vast sum of collected knowledge he had acquired over those years to begin searching for possible alternatives. Methods of extending one's life were not unheard of, and stories of such individuals existed everywhere - many druids, by far the more "common" method, often reached ages centuries old. It was over the course of this research that certain other individuals would begin to take note of Othokent's interest in the topic, and eventually one would approach him. Not directly, but through an agent - as archdevils were typically limited to their native realms. Well aware of the nature of such individuals, Othokent was initially extremely wary of the offer made to negotiate. Deals with such beings rarely ended well for the mortals, and it was not an uncommon occurrence in such stories for the arrangements made to contain loopholes intended to dupe the mortals in question and collect their souls for little to no effort on the devil's part. Initially rejecting the offer, it would take another two years of exhaustive travel and research until Othokent hit a dead end, left with two viable choices... spend the rest of his living days in the feywilds, assuming they would even accept him, or accept the archdevil's offer to deal. Both carried similar amounts of risk, and in the end Othokent settled for the one that would grant him the greatest degree of freedom.
The archdevil's terms were, surprisingly, rather reasonable. In exchange for a practical form of immortality that merely prevented Othokent from aging any further, the archdevil would request that a set of names be dealt with - all individuals he had bargained with in the past, and who had gone back on their deals and gone into hiding. Should all of their damned souls be collected Othokent and a small handful of other individuals offered the same arrangement would be free and clear, able to take their payment and walk away. The catch was a simple one - if they were to die before the contract was fulfilled, the archdevil would lay claim to their souls, although the only circumstance in which their lives would be forfeit would be if they were to give up and abandon their half of the contract, a lesson learned from his previous dealings. Taking several days to mull the offer over and to search through the offered contract for potential loopholes or pitfalls and unable to locate any, Othokent would eventually accept the deal, and given his payment up front the reptile would then proceed to the city where his fellow hitmen were gathering.
To say that the following months would be easy ones would have been a blatant lie. While well suited and raised living under difficult conditions himself, the list of names they were given was not one to be taken lightly. Many of the names were high profile individuals, among the first including a city's duke and its governor, and among the others were a notorious outlaw, a high ranking priestess of Torm and even the likes of a dragon towards the end.
That said, the group he had been directed to work with was hardly incompetent, either, and by the time Othokent arrived at the city in question the duke's name had already been crossed off the list. An eclectic mix of individuals including even the likes of - paradoxically - a paladin, they were hardly helpless... and, to an extent, provided Othokent with a unique batch of opportunities to learn things that he could no where else. Traveling across a good portion of the continent in their hunt, Othokent would become particularly interested in the weapons and craftsmanship of one party member in particular, a folk hero who had taken up her contract in exchange for a shot at one of the individuals on the list, supposedly an aarakocra held responsible for her father's death. Unofficially becoming an apprentice of a sort, Othokent would become a sponge for knowledge, learning a number of different skills over the course of their collective journey - the crafting of firearms, a new kind of weapon only recently invented by a recently deceased hero of the wilds. Magic, something that his bloodline had always had an innate talent for if Othokent's older brother was anything to go by but one that he himself had been unable to hone, and a half dozen other skills and abilities that the rak'ta had always been able to use but honed to perfection in the name of survival.
Of course, as expected, there was always a catch with such contracts.
While the archdevil himself could not touch them that did not stop him from acting via proxies, and after crossing a number of names off their list it would become abundantly clear that the fiend had made deals with other individuals as well. Surviving a suicide bombing and subsequent ambush while traveling between cities, a piece of paper would be recovered from one of the bodies... all but identical to one carried by each member of Othokent's own hunting party, and after being transcribed and decoded by a messenger placed in their charge it was revealed to be another series of contracts put on their lives. None too pleased with the revelation that the archdevil intended to collect their souls while only honoring his end of the deal through a technicality, the latter half of the party's hunt would be spent largely incognito. Eventually, however, the second group would catch up to the first after yet another name had been crossed off their list, the eighth of ten, separating the party into two groups.
The following rescue attempt would end in a bloodbath as the two parties collided, the second wiped out in a final showdown - but not before a tragic final revelation came into play. Evidently not trusting the archdevil themselves, the entire point of the fight had been to gather the entirety of the first party into one place. Not to kill them, but to exploit a loophole within the contract. Having never expected his charges to try and come after him, the archdevil's contract would change as the group was planeshifted to the first circle of hell in the aftermath of the fight along with an outsider they had coerced into helping them, and it was through her that they learned the truth of their last encounter. Waiting for them in hell were several allies, if they could be called that, who the previous group had made another bargain with - namely, to transport any who arrived back to the prime material plane, an action that would nullify all involved contracts through a technicality. A short but brutal journey to a stolen and reprogrammed Retriever with the ability to planeshift, two members of the original party would not survive, among them the woman Othokent had been learning to craft weapons from.
Their return to the material plane brought with it an expectation that the archdevil would continue his attempts to claim there souls as he had sent several of his minions to the Retriever to prevent their escape, but there would be no pursuit. Even in spite of his attempt to circumvent his own contract it appeared that, by all accounts, he had accepted the outcome and intended to hold up his end of the bargain now that the altered contract had technically been rendered complete.
It was an unexpected outcome. While Othokent had not agreed to the contract intending to die it had been with the assumption that he would either be killed in the course of completing it or be forced to live his life looking over a shoulder for the entirety of it. More surprisingly, aside from the three party members killed either during the final battle with their hunters or during the escape from hell the majority of their number were still alive, all having kept the payments they were given at the start of their journey.
In many ways that sudden change of circumstance left the rak'ta at a loss of what to do - a goal he had been chasing for years, suddenly attained, with little thought having been put towards what he would do afterwards. Granted, in many respects that was somewhat the point as he now had all the time in the world to do so. For the immediate time being, however, Othokent would remain with two of the individuals he had been traveling with up to that point, intending to assist in chasing down their personal goals until he figured out what to do in the long term. In many ways that would become the norm for the following decade as Othokent rather aimlessly traveled with those he already knew or their acquaintances, with nothing but an unstated goal of self improvement to chase during that time. While he would struggle with advancing his control of magic any further without a dedicated teacher, the sciences were another matter entirely, and many of his firearm designs would advance at a staggering pace - having seen what those who misused even the initial designs were capable of, however, his work would be kept to himself or shared only with individuals he trusted. Eventually an idea would occur to him, however, prompting Othokent to travel back to his home after nearly thirty years spent away from it, half a lifetime for his people.
It would not, however, be his home village that he would seek out.
Having survived his deal with the archdevil but lacking immediate purpose to task himself to, Othokent would seek out the fey who controlled the region, intending to bargain with them as well. Not, however, for anything so esoteric as immortality or any of the other things that typically led mortals astray of them. Having been raised in the region himself Othokent knew exactly how to contact them, and what to be careful of when conversing with one, and over the course of next several weeks he would begin opening negotiations with several that frequented the prime plane, hoping that the ideas he presented would make their way back to the greater fey within the wilds. The proposal he offered was a simple one, knowing that their kind held great love for the arts and entertainment - allow him to store the knowledge and works he collected within their realm, a place where they would be safe and well cared for, and in exchange he would curate and add to the collection as a librarian of sorts. It was a deal where all involved would potentially benefit, with Othokent gaining access to the Wylds where he could safely store the knowledge he came across while still maintaining his freedom. It was not a fast discussion, due to both the difference in the flow of time between the two realms and the fickle nature of the fey themselves - but he had all the time in the world to wait, and after nearly a year spent in the forests conversing with them the deal would finally be struck.
Nearly forty by this point, the next century and a half would prove to be particularly busy if monotonous ones for Othokent. His deal struck with the fey, the reptile would seldom remain in one place for longer than a few days from that point onwards, traveling the world in search of texts, knowledge and other written items that he had not yet acquired or copied. Coupled with frequent visits to fey controlled forests this would grant Othokent a means of rapid travel around the globe utilizing the Wylds as a shortcut of sorts, and during that time he would continue to not only improve his own skills and crafts on the go but to finally begin attempting to institute slow but gradual reforms among his people back where he had been raised. Nothing immediately obvious as the last thing Othokent wanted to do was lose their culture in the process of improving their quality of life, but tiny things here and there as time passed. And while it was a slow change, the lizard would begin to notice that technology previously made only by his own hand would begin to appear elsewhere in the world - likely through the brigands that had been taught by his own mentor's father before the man's passing nearly fifty years before. Wary of the new developments but ultimately keeping his distance as they weren't his immediate problem, maintaining the fey's growing library kept under his care would be Othokent's primary concern for nearly two centuries before the world would throw a sudden and inexplicable change his way.
While it was hardly uncommon for explorers and adventuring parties to go missing within the course of their jobs, during one such year nearly two hundred and fifty years after Othokent's birth the number of such missing people would dramatically spike for a time - only for a number of these missing parties to suddenly return weeks or even months later, often after search groups sent after them could find no trace of the missing people. Nearly all of them would speak of similar tales, of portals that led to another world, one abandoned and gray with death. No stranger to planar travel himself given previous experiences and having already dealt with one particularly powerful being from the Shadowfell over the course of completing his contract with the archdevil two centuries previous, Othokent was initially more than a little wary of the stories being told. Not that he discounted them, far from it, and his initial worry was of something trying to come through onto the prime plane - although, given room to think of alternative scenarios, that concern seemed like the least worrisome of the lot. While Othokent's work with the by now sizable collection he curated was never quite done, the new development seemed to take priority, and while Othokent refused to risk his own hide traveling to an as yet unidentified plane he would begin to make other preparations on the off chance something came through to their side of the portal, all the while paying a number of the explorers intending to venture through anyways to map their expeditions, a move that would pay off handsomely in the short term as many of Othokent's initial concerns were put to rest.
Unlike the Shadowfell, this new world was not a mirroring plane that ran parallel to theirs. At least not according to the maps being made - no portion of the geography on the other side of the portals matched that of Toril, implying a space much more akin to the Wylds that the fey lived in. While Othokent found himself unsettled by the apparent lack of life on the other side of the few located portals bar a few isolated ruins of alien make, the various governments and tribes of Toril seemed to have little such worry as a number began allowing their downtrodden and outcast populations to travel through and colonize the new world, and within five years of their discovery a number of gates would be built to expand and stabilize the portals for regular travel.
Time would seem to pass in the blink of an eye. While technology had always been slow to advance on Toril as most simply turned to their magic or gods for solutions, enough was known to glean some understanding of the new world as more and more scholars passed through the Gates - and indeed a new world it was, with none of the constellations or other heavenly bodies in the night sky even remotely familiar or resembling that of Toril itself. Speculation ran rampant as to whether the world had always been dead or if some cataclysmic event had caused it to become so, and while mounting evidence pointed to the latter the fact remained that it was all too ready to accept and nurture new life as growing settlements quickly became more than self sustaining and life native to Toril itself flourished and spread. With much of his earlier distrust slowly beginning to fade with time, Othokent would continue to quietly fund and support exploration of the new world as many more seasons passed, finally venturing forth through the Gates himself to lend his own skills to such efforts nearly thirty years after the first explorers returned from the initial portals. As more and more of the world began to be surveyed and deemed "safe", Othokent would realize two things. First, the opportunity that it presented, and second the potential window that might soon close. Soon he would soon cease funding many of the explorative operations from before and begin focusing on a new venture - bringing as many willing individuals as he could of his own people, the intelligent and forward thinking, those who likewise understood the opportunity presented by the unclaimed wilds and the lack of established world powers beyond the Gates. A place where they could build and thrive anew in isolation and prosper.
While fortune often favors the bold, however, all such action comes with risks, and a little over fifteen years later the Gates would grow unstable, unsafe for passage - and collapse half a year later, with Othokent still on Mortuous Mundi.
As a ranger, Othokent had always been well prepared. A contingency plan for virtually anything one could reasonably expect - drought, famine, disease, natural disasters, and while one could argue that the Gates' failure certainly qualified as the last it was not a possibility that Othokent had considered after almost three decades of continuous operation without incident. The impact was almost immediate as news swept through the new settlements on the planet as many had relied on trade and commerce through their respective Gates back through Toril to survive. Due to this same fact many of the larger settlements had also been geographically distant from one another, separated by large expanses of frozen no man's land and particularly dangerous patches of dense jungle and forest that seemed to violently resist all attempts at settlement. It was only within the narrow bands between the two that life was able to comfortably exist, and that created problems with the new complications.
Of far greater concern to Othokent, however, were certain personal matters.
With him cut off from Toril he was also by extension separated from the feywylds, and the knowledge he had spent nearly two hundred and seventy years accumulating. Much of it could not be replaced or replicated. And while he and his people were far better off than many of the other settlements on Mortuous Mundi as they had gone there with the express intent of building an independent society, those present did not encompass entire skillsets or their cultural history. Food, water, basic metalworking were easy enough to come by, but medical specialties? More advanced crafting techniques? Magic, the kind that took years if not decades of study and which Othokent himself was incapable of, nevermind the other far shorter lived members of his kind? Those things could not simply be remade, and left to evolve and emerge naturally would take decades if not several generations. And while time did not always pass as one might expect on the other side, he still had his deal to uphold to the fey, all the more important now as culture on Mortuous Mundi would now have to evolve independently if it were to survive.
Leaving a small handful of individuals he had taken on as apprentices and students since arriving on the world, Othokent would once again leave this new home to find something else that was needed - this time a way back to the Feywylds and the knowledge he had left there. Unfortunately he'd be working both against the clock and the world itself. Mortuous Mundi remained largely unmapped, and while Othokent was likely among the few mortals alive who understood the Fey and their methods nearly as well as they themselves did that merely provided a starting point - knowing what to look for in the most basic sense. Fairy paths, forts, and other landmarks were relatively easy to locate on Toril, and easy to use as he'd been among the individuals given permission to do so. And while, in theory, the same sorts of portals to the Wylds should exist on Mortuous Mundi as the fey had long told tales of other worlds even before the one Othokent now called home had been discovered... what looked reasonable on paper did not always translate into practical means so easily. Oddly enough, however, locating such places came relatively easily - many of the dubbed "green" zones seemed to be prime candidates for such transit points, although Othokent was at a loss trying to explain other locations that seemed to lack any of the usual distinguishing features. The difficult part came in trying to open such locations without fey permission.
Identifying one prime location to work with and eschewing all others in the "short" term, what followed would be the kind of endeavor that many would consider their life's work. Weeks would pass into months, months into years and years into decades. Despite being intimately familiar with the methods and lore involving the Fair Folk the fact remained that Othokent was effectively working from memory, a significant handicap even under the best of circumstances. Even as the rest of Mortuous Mundi's newly isolated civilizations began to either become something new or fall into chaos he perservered, however, and nearly forty years would pass before a breakthrough was finally made. Forcing the portal open did not come without consequences, however, as the green zone involved would be forever changed by the relatively violent act - seeing no immediate repercussions, however, Othokent would continue on through and into the feywylds. Far from his usual haunts within the realm, it would take another several months for him to locate familiar ground within the ever changing space. Thankfully the ever fluid nature of time within the wylds meant that his not so brief absence had not been missed as he had worried, and access to the library of knowledge he had helped create still unrestricted - taking the time to copy what he could, what he deemed potentially important, what he could carry, Othokent would again take his leave and travel back to the portal to Mortuous Mundi.
Othokent's return to the prime material plane would not be uneventful. Having made numerous such trips to the fey realm before and having come to long understand that time did not always pass on both sides equitably, the fact that the place he had left before was changed did not surprise him. The marked increase in lethal and exotic wildlife, however, did, and had it not been for his past experiences and proficiency with stealth that change may well have likely been his end. Returning to his people would confirm that nearly a decade had passed since the year he had set into the feywilds, however, and that things had not quite remained stagnated. Contact had finally been established with numerous tribes and cities around the planet to a certain extent, and like his own people the elves, dwarves and dragonborn populations remained in a precarious balance, having not fallen into disarray but maintaining the status quo by a thread. The others, however, had not been so lucky, and while some had culturally evolved into something new they still remained trapped in the new dark age. Humanity, a race once so well looked upon for their civilized achievements, had all but collapsed and scattered to the wind, surviving but only barely. Determined not to allow his own people to suffer the same fate and recognizing the importance of strengthening what foundation the Rak'ta had, Othokent would both suggest to his peoples' leaders that they open dialogue with the dragonborn - the only other civilization to share draconic as a common language - and to share much of the knowledge that he had brought back from the fey repository. Pushing the point home, he would go so far as to volunteer his own services either as a courier or escort should one be needed.
The next several centuries would unfold much more uneventfully. Despite remaining trapped on Mortuous Mundi Othokent would do as he had always done, adapting to the unfortunately circumstances with time. While he had renewed access to the feywilds Othokent remained unable to travel back to Toril despite having theorized it should be possible, and indeed proven true as the fey themselves seemed to have little issue doing as much - enough to confirm that little had changed and that it was indeed still there. Mortuous Mundi would likewise enter a state of relative balance and steady growth, the lizardfolk and dragonborn populations beginning to finally expand outward and colonize new areas of the world much as the elves and dwarves were beginning to do. With none of the aforementioned civilizations in danger of immediate collapse Othokent would slowly begin to fall into the background, merely keeping busy for its own sake. Travel would once again become his mainstay as he continued to collect and curate, seeking little beyond self improvement as he had done so long ago back on Toril. Unlike before, however, Othokent would exercise additional precautions, among which would include taking on apprentices to travel with him instead of merely studying the works he collected in his trips. Much of the reasoning for this came down to the fact that unlike Toril, Mortuous Mundi was still changing. Ever since his forcible opening of the initial portal to the wylds the green zones - all of them, not merely the one - had been steadily growing in lethality with ever more aggressive and exotic denizens, many of which even Othokent himself had never seen before. While extremely skilled and self capable, the fact remained that the rate at which the green zones were changing was outpacing his self confidence - and having an extra gun to back you up only got you so far.
Eventually he was going to have to change as well.
The following two and a half centuries would be the first relative blank period that Othokent would experience since finding himself stranded on Mortuous Mundi, although it would be time well used. Even as the other races began to finally recover from their respective dark ages the Ranger would continue his work mapping and surveying the world, not merely the hazards found throughout it but the growing life that was beginning to repopulate its surface. Life that would give rise to leylines and other natural phenomena that his kind had long drawn their magic from, alongside the druids and certain paladins - and although there were anomalies that Othokent could not account for in those natural rivers of power that work would prove invaluable over time. That was not all he did, either, as the lizardman would begin taking on many of the individuals he'd meet in his travels - as well as key individuals within his mapping efforts - on as apprentices of sorts. While some of this was done in exchange for lessons of his own from far more accomplished mages, much of it was meant both to increase their odds of survival within an increasingly hostile environment and to hopefully dispense those teachings among those they in turn would meet over the years. His weaponcraft, however, was a different matter entirely - while guns and other firearms had become quite common even before leaving Toril, the advent of Mortuous Mundi's dark ages had changed that. Gunsmiths had become a thing of an era past, and while Othokent would occasionally trust accomplished students of his own with a pistol for personal defense he was in no hurry to reintroduce a fractured population to such weapons.
Having been based out of several cities and using the growing network of leylines and increasing number of mapped fey portals to travel over large distances much as he had back on Toril, Othokent had initially thought little of Niraun - a port city like many he'd seen in his life, and while conveniently positioned nothing particularly worthy of note unless one was a merchant. It was rare that things surprised Othokent by this point in his increasingly long life, but watching events spiral out of control following the assassination of its lord a little over 1,400 years since his arrival on Toril definitely qualified. Othokent had never been blind to the possibility of such violence. He had been quite careful in his selection of students and their "graduation" gifts for that very reason, but by that same token Mortuous Mundi had taken so long to rebuild that the ranger had believed it would be a while yet until the world's first major instance of war.
Othokent recognized the Crusades for what they were. A historic event, and one that would never be forgotten as time marched onwards for Mortuous Mundi. Context, however, would be everything, and morality relative. The ranger's initial impressions of Zarus within the man's lifetime would not be a favorable one. His first actions on the geopolitical stage fueled by passion and anger, not by the calculating logic a ruler needed. While Othokent would not decry the act of killing as immoral under the proper circumstances - nor did he have the right to - what ultimately happened was a single man would kill hundreds if not thousands over a personal grudge. Assassins had their place, and while his father may have been killed by them there were plenty of professionals willing to return the favor in kind provided the proper incentive, able to cut away a perceived cancer with scalpel like precision rather than amputating the entire limb in a fit of anger.
It was an impression not at all helped by what brought an end to the war - a collection of individuals executed for doing what they believed to be right for their homes and families, actions of dubious morality taken in the name of peace and ending a conflict they likely hadn't asked for but been forced to fight regardless. More to the point they should have been considered prisoners of war, held trial before being sentenced, and once again the thought of assassins was brought to Othokent's mind if only for the briefest moment.
The following decades would be tense ones for Othokent, although the public consciousness would seem to settle and move on from the conflict as cities were rebuilt under the newly founded Empire. It was the very name of the new government that troubled the ranger the most, however. "Empire". He'd known his fair share of them during his four centuries on Toril, and while they were powerful city states often able to protect their people... such protection often came at a cost, and their ability to provide for their citizens often came at the expense of others. More concerningly they had a habit of expanding, "appropriating" and annexing neighboring territories in the name of whatever god, religion, person or other self aggrandizing ideal it was they preached to try and justify the need for the violent acts. The Zaran Empire hardly seemed different despite its young age, and their growing fanaticism surrounding their leader was something that Othokent knew would spell trouble down the road.
It wasn't until nearly fifty years into the Imperial calendar that Othokent considered his fears and suspicions confirmed as growing political tension between the Zarans and the neighboring Davish began to result in certain ideas being whispered within certain public settings - while only mere rumors and conspiracy theories, such things had a tendency to take on a life of their own, and it was easy for such events to spiral out of control as they had with the Crusades. While the ranger had largely kept his distance from his people he was not without influence among them, and he would finally begin to use it. Ideas would be passed along and strings pulled, with his peoples' leaders and those of the dragonborn finally moving to approach the Zaran Empire directly, seeking a nonaggression pact and noninterference treaty.
It was unlikely to matter in the short term, and for that reason Othokent doubted it would be rejected as the reptile races were located on a completely different continent from the Empire... and that's what he was hoping for. Zarus, while not an individual Othokent particularly liked, had been shown to be at least reasonable, apparently tempered with age. But the next ruler? The current emperor would not live forever barring a deal such as the one Othokent himself had made, and when he did die there was no guarantee that the next ruler - or the one after them, or the one after that, however long it took them to work their way across their continent and start eyeing the others - would be as reasonable. And while there was no guarantee that a simple piece of paper and an agreement made decades or centuries prior would stop such an individual... there was also their fanatical devotion to Zarus. If any agreement would be honored it would be one signed by him, which meant it had to be acted on then... not when they potentially became a concern later.
While keen to leave the matter to the leaders and their diplomats as Othokent had long favored keeping a distance lest they become dependent on him, even as an adviser, the peace talks were too important, and as they began to draw towards a conclusion he would finally begin attending some of them in an advisory role. Never the center of attention, however, or even one to speak himself outside of private discussions with reptilian diplomats when he felt it necessary. When it was all over he fully intended to disappear into the world again, continuing to do what he had been for centuries by that point, acting through intermediaries and passing his knowledge on through others as it would have been were he dead and if he happened to die - Mortuos had continued to grow more lethal and still was, and he could not risk his life's work being undone by his own meddling and intent to help should the worst come to pass and his direct influence removed. Nearly four years would pass before agreements were finally reached, but they were - his people would, in theory, be protected for the foreseeable future, and with that Othokent would vanish again, ending his very short lived political presence. And, as predicted, Zarus would die a very short ten years after that.
Othokent had not, however, been banking on the man becoming a deity.
In hindsight he frankly should have. It was hardly the first occurrence. Dave had ascended not even two hundred years into his time on Mortuos, and following that two other individuals that Othokent had personally known and aided within their mortal lifetimes had done the same. Clerics were powered by belief, not explicitly by their gods, but by that same token gods were given power and form by their followers. And while it was possible for a god to continue existing for lack of that, albeit in a greatly weakened and near death state... the opposite was also true, with the non-divine capable of ascending through the belief of the masses. It was not common knowledge nor should it have been - people forgot so easily, and knowledge rarely passed between generations, at least not as reliably as most would think - but Othokent had lived long enough to notice the pattern and pick apart the system's (for lack of a better word) inner workings if only through theory alone. While Othokent himself wasn't a believer nor had he even particularly liked the man during his life, news of the Zaran clerics and their revelation was easy enough to confirm with the ranger's knowledge of deities and their function.
It was a curveball, and one that Othokent was frankly ill equipped to handle. The previous deities had been elevated based on ideals - knowledge, ingenuity, honor - but with Zarus it had been pure fanaticism and nationalism. And judging by his brief conversation with the new deity after days spent trying to reach him it wasn't something Zarus had been prepared for, either. Ultimately, though, there was nothing to be done about it. In the grand scheme of things it changed little beyond the existence of yet another person that Othokent would be forced to coexist with, at least in a sense, and while the ranger wasn't keen to forgive many of the actions that the man had taken as a mortal that did not preclude his ability to share a civil conversation with the newly anointed deity.
The Empire, however, would be another matter entirely. As he had initially feared the Zarans would indeed go to war with the Davish, albeit nearly two hundred years later. What surprised Othokent once again, though, would be the eruption of a separate conflict within the dragonborn controlled nation as territories seceded to form multiple city states, many of them openly hostile towards one another. Unlike the Crusades, the eruption of conflict so close to home all but necessitated Othokent's personal involvement - albeit something he would be careful to moderate. Helping those displaced by the conflict was very different from actively defending civilian settlements and potentially taking sides, and he could not be everywhere at once. As conflict spread and the war fronts shifted he, too, needed to stay on the move, and while Othokent had garnered enough respect among the reptilian populace his reputation was only known among their leadership. Outside of the dragonborn city states the only things that would keep him alive would be a a sense of caution, his own common sense and the skills he'd honed over his lifetime. Twenty years into the conflicts among the dragonborn the civil war would finally begin to ebb, even as the violence between the Empire and Davish intensified - and already hip deep aiding in relief efforts along with his other students of that era, Othokent would travel to the Empire's continent for the first time in nearly a century.
That desire to aide those displaced by the conflict would eventually undo centuries' of work, however, as Othokent found himself taking on another student from one of the war torn cities he'd visited. Originally on the younger side but displaying both intellect and a similar desire to assist others, the ranger would effectively take on a ward as he traveled from city to city and front to front - hardly the first time he had done so in his very, very long life, but it would be the last for a significant period of time. Eventually becoming one of the many apprentices that Othokent had trained, an amicable relationship would turn sour as the young man would be the first to break the vow the lizardfolk would make all of his students swear upon graduation another forty years after that initial meeting, approaching the Zaran Empire and assisting them in the development of their own firearms, believing that doing so would bring a quick and merciful end to the conflict while helping his own friends and family in the process. While it was in many ways the same decision that the Warlord's men had made back during the initial Zaran Crusades centuries before, it destroyed the trust that Othokent had held in the man and cast into question that he held in many of his other students as well. Moreover, it cast into doubt his own ability to choose prospective students able to uphold his teachings.
While the dispute wasn't a bloody one, it would become ugly as Othokent tracked his student down and removed the weapon he had given the man by force before destroying it - not enough to prevent the Zarans from further advancing their own iterations of the technology, but a matter of principle. And following that Othokent would effectively go into exile, not trusting in his ability to remain objective as the war continued on for another eight years, made all the more bloody by his unintentional interference as Zaran weapons technology advanced at a dizzying pace.
From that point on Othokent would remain in exile for nearly four hundred years, although his actual age would quickly lose relevancy between extended periods of time spent both on Mortuous and within the feywylds, both serving as an escape from the Empire and reminders of what he'd considered a personal failing. Aside from the fey the only individuals that Othokent would converse with during those centuries would be others like him - those bereft of time, deities of both the old Torillian pantheon who persisted on Mortuous and those of the new world that he had known personally, two of which he had considered close friends. Much of that time would be spent improving himself. Mentally, in the sense that it had been his mistakes and failures in judgement that had led to the proliferation of his weaponry, even if they were prone to discover it eventually with time. Physically, however, in the name of survival as the Green Zones had become his home when not in the feywylds, and magically as he was forced to utilize every skill simply to survive and improve them as the Zones continued to mutate and evolve. Hjallin, despite his focus on the mundane, proved particularly helpful in that endeavor, a like minded individual with a gift for deconstructing and understanding foreign systems... and Kereska, a deity that Othokent had never considered himself a follower of but was forced to converse with in trying to draw upon his own family's heritage.
Time had been something he'd needed, and in spite of the sheer lethality of Mortuous' untamed wilderness the isolation had treated Othokent quite kindly during those four hundred years before he redeveloped an interest - and willingness - in venturing back to settled territory. That, and the realization that something was very much wrong as Mortuous seemed to begin shaking itself apart. Finally taking his leave of the wilds with the intent of returning to civilization, Othokent would discover - unsurprisingly - that the world had moved on without him, albeit thrown into unprecedented chaos by recent events.
While it the connection between the world's long hidden natives and the recent volcanic activity could only be assumed, not proven, the combination of the natural disasters and the fall of the dwarven civilization to the subterranean conquerors had upset the balance of power across Mortuous and did not bode well for future events. The Zarans had at least managed to hold their own, but Othokent's primary concern were his own people - while they had been far from the attacked territories and thus managed to avoid conflict, there was no guarantee that matters would remain that way. It was a conclusion that they had evidently come to themselves, having advanced quite a ways since he had left the feuding tribes. Rather than remaining focused inwards the reformed Republic that had been built in his absence was instead preparing itself for what was likely inevitable, the first major attack on their civilization from an outside force since settling on the new world. For the first time in centuries left an outsider by his absence and assumed dead as all those within the Republic who'd have known of him long since passed on themselves, Othokent would once again resume his travels - albeit this time with a clear goal in mind, an intent for violence left dormant for nearly two thousand years renewed as he left for the conquered territories alone and leaving his people in the more than capable hands of their new generation of leaders.
Well aware that his ability to impact the world would be limited, Othokent would revert to skills he'd long since thought left on Toril and the party he'd once operated with long, long ago - when he had first acquired his immortality but had yet to fulfill his half of the contract. With the focus no longer on killing each other but instead on an outside threat, Othokent would spend the following decade and a half dedicating himself to the idea that he would be a massive thorn in the Tenebrites' collective side, teaching and training those he came across within elven and dwarven territories that still resisted, the intent being to foster the growing guerilla movement among those who remained free. Othokent himself, however, would still travel alone, devoting his more personal time and efforts to the assassination of Tenebrite commanders and high ranking officials whenever the opportunities presented themselves. The goal was not to win - Othokent was well aware that the most he could do through his efforts was make them bleed, but if it softened them for the Zarans and allowed him clear a path for those seeking to escape Tenebrite rule, so be it.
The following age would be a largely uneventful but far from enjoyable one for the ranger. While he had never been a proponent of the Empire, Othokent would see their "offer" to the Republic as little more than extortion, an ultimatum between servitude and extinction with orbital weapons solely under the Empire's control and able to be utilized against anyone, anywhere at a whim. Unity would begin gradually changing into a far less hospitable world as the earlier volcanic activity resulted in a growing ice age, the only unaffected places being thin strips of temperate climate at the equator and the very Green Zones that Othokent had exiled himself to for centuries previous, albeit properly identified and named as they sharply contrasted with the advancing ice. Between the growth of Zaran influence and their increasing religious fanaticism the ranger was once more beginning to consider a self imposed exile to escape it... only for the world, all worlds, to suddenly _shift_ as half the population suddenly vanished with no apparent cause, Othokent among those who remained. As distressing as that was, far more distressing was the second such shift five years later that preceded the return of the Vanished as planar travel shut down, curtailing the ranger's plans as he suddenly found the portals leading into the feywylds to no longer function. Worse, magic as a whole was weakened, and while Othokent still maintained a connection to life around him and the usage of those spells... his access to the Weave seemed to suddenly vanish alongside his most potent spellcasting abilities.
The following centuries would be weary and bleak ones for the lizard as Unity further descended into an ever deepening ice age with more volcanic activity as time marched on, the Empire itself facing small but otherwise futile resistance from insurgents as it expanded into the stars. The Tenebrites would surface once again nearly a thousand years after the previous war, but Othokent would not partake in the conflict a second time between his growing resentment for the world, the Empire and their slowly tightening grip on everything within their domain, and for the most part he would simply remain on the fringes of society, earning his living with whatever work or opportunities came his way. All until a single, rather momentous announcement across the Imperial Realm would drag him out of that rut - the results of a curious little operation called "Voyager"...
Other Information || Anything you feel is important to your character that has not been covered thus far.
the verse-specific details Abilities ||
Boon of Immortality: Obtained through his pact through an archdevil millennia ago, Othokent does not age. He is immune to any effect that would age him, and he can't die from old age.
Ancient Lizardfolk: While the Lizardfolk of Unity have finally begun to diverge from their more brutal ancestral roots, evolution is a slow thing - all the same, however, 5,000 years is not an insignificant amount of time and Othokent remains as a subtle reminder of what they had once been. The first and most immediate advantage this grants him is a toughened, scaly hide that offers a degree of protection comparable to many light armors, making more primitive bladed weapons a poor choice in combat and allowing Othokent a degree of light protection from more modern firearms - enough that glancing hits often cause little to no damage, deflected by heavy scales. Significantly stronger than an average human, Othokent likewise possesses potent natural weapons in both his heavily muscled tail and toothed maw, to a lesser degree the claws on his feet. Another often overlooked trait of his species is likewise the ability to hold their breath for extended periods of time - up to 15 minutes with activity - and a nictitating membrane that can protect his eyes from irritants and caustic environmental hazards.
Genius Level Intelligence: Othokent is not stupid. Far from it, in fact, and in many respects it is his defining characteristic. While in part helped along by the more logical half of his species, Othokent has always had a talent for understanding the world around him - picking apart systems and identifying what makes them work, in many ways improving upon those systems in the process. Details are important, and the ability to find connections between them can often lead to greater a greater understanding of the world in the process. Combined with the countless centuries spent gathering knowledge, Othokent's intelligence has granted him a formidable understanding of how the universe as a whole works and the rules that it follows, allowing the reptile to quickly assimilate and process new information.
Quickdraw/Limber: Nearly matching Othokent's intelligence is his practically legendary dexterity, allowing for practically inhuman feats of agility and hand-eye coordination. While this level of control and coordination had always been an inherent ability for the gunslinger the long centuries of survival and combat have elevated it to a nearly unmatched level among normal mortals, able to compete and even often surpass the likes of machines and augmented soldiers.
Draconic Bloodline: While not nearly as potent as that of his brother, Othokent's lineage cannot be ignored. While it had been largely irrelevant for the first several centuries of his life the reptile had always maintained at least a tenuous connection to the Weave - as it had been known on Toril - which allowed him a meager talent with spellcasting, something enhanced by his ability to cast ranger spells later on in life. With time, understanding and a great degree of effort this has allowed Othokent to expand upon this connection, approaching an affinity for magic far more comparable to modern sorcerers - in many ways surpassing them, his bloodline and ties to a more ancient magical affinity allowing his to regenerate his mana pool at a rate of 2 points per post. Moreover, in the few instances where he has encountered fullblooded dragons over his lifetime this shared kinship - however slight - has allowed him to talk his way out of situations that might otherwise have resulted in violence.
Draconic Resilience: While only a minor improvement over his natural Rak'ta physiology, his distant ancestry grants Othokent a slightly tougher body than other members of his race, ensuring he is able to often get up and keep on moving/fighting from blows or attacks that might otherwise have crippled or knocked him unconscious.
Draconic Presence: A hard learned ability that Othokent only acquired during his four hundred year exile spent conversing with select spellcasters far more powerful than him, Othokent has learned how to channel the dread presence of his Draconic Ancestor, inspiring fear and awe in those able to feel it nearby.
Alert/Feral Senses: Having established a connection with his environment and by extension the life within it, Othokent has all but mastered the basics of being a ranger and the source of their abilities. Almost impossible to surprise provided he is conscious, the lizard has gained preternatural senses that help him navigate spaces and fight without his eyesight through instinct alone. Provided that his concentration isn't broken by external factors such as blinding/deafening effects like flashbang grenades, this allows the ranger to not only fight in complete darkness but to remain aware of invisible or hidden enemies anywhere within sixty feet of him.
Primeval Awareness: Among the most basic uses of magic the ranger can learn to use by tapping into their connection with other life, Othokent can sense whether the following types of creatures are present within 1 mile of him: Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This ability doesn't reveal the creatures' location or number.
Skills ||
Escape the Horde/Evasion: Having long made a living by fighting either groups outnumbering him or far more powerful enemies, Othokent has always been a proponent of the idea that the best defense is simply to not get hit. Or, more importantly, surrounded. While very much a mortal in terms of his physical abilities this experience has made him an absolute nightmare to pin down in a fight, often able to avoid the worst of attacks through rapid repositioning.
Land's Stride: In keeping with the above skill, Othokent's time spent traveling in nearly every terrain imaginable has made him a master of moving through them. Short of magical interference the ranger is able to advance through near every terrain conceivable at a speed most would consider a dead sprint without hindrance or difficulty.
Vanish/Hide in Plain Sight: Having always favored his affinity for stealth, Othokent is particularly well versed at shaking off pursuit or even simply someone's aim mid fight - provided he can break line of sight the lizardman is often prone to simply vanish only to reappear elsewhere, often in a much better position than he was before. On a similar note the reptile is not at all adverse or unskilled in the use of improvised camouflage, able to greatly enhance his ability to remain hidden and evade detection on the fly provided there are materials nearby he can hide himself with.
Subtle Spells: A relatively rare ability among spellcasters as many elect to enhance the power or effectiveness of their magic instead, Othokent enjoys a significant tactical advantage in that he is able to freely cast spells without a verbal incantation, giving opponents no warning and often maintaining stealth where applicable.
Quickened Spells: In a similar vein, Othokent has spent a great deal of time honing his ability to cast his spells quickly as well, resulting in very fast and efficient magic usage.
Warcaster: Othokent is capable of casting spells with the use of only one hand or limb, leaving the other free to use a weapon or tool.
Sharpshooter: An incredibly skilled marksman having earned a reputation just within the short time he spent as an archdevil's hitman, Othokent rarely misses a mark and can often make shots most would consider impossible - through cover, threading bullets through the smallest windows of opportunity presented after waiting for that perfect shot. Moreover, this lethal skill allows Othokent to often employ ranged weaponry in unintended roles, the most egregious example being the use of oversized pistols and hand cannons at what most might consider rifle range or up close where a blade might often be far easier and more effective.
Gunsmith: In keeping with his craftsman origins, Othokent is particularly skilled when it comes to the repair, maintenance and invention/modification of new and existing firearms.
Geomancer: Between his long lived life, study of magic across the ages and intensive research into both the portals into the Feywylds and the peculiar distribution of Unity's energies Othokent has gained a unique insight into the nature of magic and how it interacts with the world. While few and far between, individuals with such an understanding are no longer limited by traditional classifications of magic, seeing no distinction between the arcane and divine. Such spellcasters can at will choose to leverage either their willpower, wisdom or intelligence to enhance and power their spells. More importantly, Geomancers are closely attuned to the flow of the world around them in much the same way that rangers and druids are, albeit with one important caveat - unlike the former they can detect and attune themselves to ley lines, the currents of power that nurture and nourish life on any habitable world. Geomancers can attune themselves to ley lines they've found, needing one hour for every two levels of the ley line found - doing so generates a number of benefits, allowing the spellcaster to draw upon the ley line to either empower their spells or replenish their own personal mana reserves. Once attuned to a ley line Othokent can choose to empower his spells up to +3 levels, at a rate of +1 level per a ley line's 2 (thus the +3 bonus would only apply to ley lines level 6 or higher). Additionally, for every ley line level Othokent recovers 2 mana points per leyline level post while within 1 kilometer, up to half his total points over the normal limit - this bonus is lost should he leave the kilometer range.
Ley Line Manipulation: While an incredibly difficult feat, Othokent can encourage the growth of new ley lines or empowering existing ones. Centering on the point where Othokent touches the ground, once a day he can channel his mana and the surrounding area's using Commune with Nature. Creating a new ley line requires a connection to an existing one, and Othokent must spend a minimum of four days forming the new ley line before it becomes self sustaining - on completion this generates a level 1 ley line. Empowering ley lines entails a similar process, requiring another seven days spent nurturing a ley line to increase its level by 1. Should the process be interrupted at any point (a day missed or neglected), progress will deteriorate by two days for every day missed.
Arcane Archer: Many who seek to perfect the use of the bow sometimes pursue the path of the arcane archer. Arcane archers are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful spells. Arrows fired by arcane archers fly at weird and uncanny angles to strike at foes around corners, and can pass through solid objects to hit enemies that cower behind such cover. At the height of their power, arcane archers can fell even the most powerful foes with a single, deadly shot. In addition to being able to apply a shock to projectile attacks for nearly negligable mana cost, Othokent has developed the ability to use his bullets or arrows as a spellcasting medium, deploying a casted spell at the place where his projectiles land and enabling him to use his weapon's range rather than a spell's inherent limitations.
Horizon Walker: Those whose wanderlust drives them to push the boundary of safe environments sometimes seek the calling of the horizon walker. Horizon walkers are masters of travel, always seeking to find the safe ways through inhospitable terrain. They are comfortable in places others speak of only in hushed whispers, and they can both venture forth onto untrod paths themselves and guide the less-traveled through such hazardous lands. Horizon walkers have the accuracy and resilience to face frontline combat. They also have the skills and abilities to make excellent scouts, often taking the role of the first member of a group into danger and the last one out. Of course, walkers shine when adventuring in areas that match their many favored terrains, but many of the tricks they pick up in specific regions have application in a wide range of situations, allowing a horizon walker to be more mobile and resourceful than typical combatants.
Favored Terrains: While traveling for an hour or more in your favored terrain, you gain the following benefits: -Difficult terrain doesn’t slow your group’s travel. -Your group can’t become lost except by magical means. -Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. -If you are traveling alone, you can move stealthily at a normal pace. -When you forage, you find twice as much food as you normally would. -While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Mastered Terrains: When within this terrain Othokent may grant a +2 bonus on Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him. Mastery of each terrain has additional benefits, outlined below; these benefits apply to Othokent at all times whether or not he is in the relevant terrain.
Forest: The horizon walker gains a +4 competence bonus on Stealth checks. Jungle: The horizon walker gains a +4 competence bonus on Escape Artist checks and increases his AC against grapple maneuvers by +4.
Terrain Dominance: Othokent learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain he treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. Each terrain dominance grants additional abilities, detailed below.
Jungle: The horizon walker gains charm monster as a spell-like ability a number of times per day equal to 3 + the character's Wisdom modifier (caster level equal to the character's level).
Training ||
Spellcaster: While most of Othokent's skills were earned through hard experience and self improvement - or often simply copying abilities he'd seen employed by others through simple intuition - spellcasting is the one ability that had never come easily to Othokent, and the most obvious case of him needing to learn from someone else. Over the centuries these teachers have taken many forms, ranging from party members, hired tutors and even his own students - on one occasion, a god from his peoples' ancient pantheon of draconic deities from the days of Toril. In all of these cases Othokent's training within the discipline has spanned well over three thousand years of practice and gradual self improvement, alongside a sharp kick to the teeth following the sudden weakening of magic a millennia prior.
Spells:
Othokent's Mana Pool: 45
Firebolt (Cantrip - 1): Othokent hurl a mote of fire at a creature or object within range. A flammable object hit by this spell ignites.
Shocking Grasp (Cantrip - 1): Lightning springs from your hand to deliver a shock to a creature you try to touch.
Mending (Cantrip - 1): This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.
Speak with Animals (Cantrip - 1): You gain the ability to comprehend and verbally communicate with any creature for the duration. The knowledge and awareness of many creatures is limited by their Intelligence, but at minimum, creatures can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you.
Feather Fall (2): A falling creature’s rate of descent slows a harmless speed until the spell ends. If the creature lands before the spell ends (within one minute), it takes no falling damage and can land on its feet, and the spell ends for that creature.
Cure Wounds (2): Laying his hands on either an ally or himself, Othokent is able to repair and mend minor wounds immediately, with larger ones taking significant time. This spell can be used to stabilize critically wounded individuals. Using it on himself tends to be far more physically taxing than using it on another person.
Detect Magic (2): What it says on the tin. Casting this spell allows Othokent to detect the location of nearby magic, with more powerful spells being detectable from further distances. While identifying magic often requires the user to have encountered it before, Othokent's extreme age and experience means there are very few instances where this is not the case.
Detect Poison and Disease (2): As with the above spell, it does exactly as described with the same limitations and conditions.
Fog Cloud: Othokent can create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for an hour, until Othokent's concentration is broken or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Animal Friendship (2): This spell lets Othokent convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. If he chooses Othokent can expend additional mana to increase the effectiveness of the spell, allowing him to target more intelligent creatures (increasing intelligence cutoff by +2 per level) and making the spell harder to resist.
Misty Step (2): Briefly surrounded by silvery mist, Othokent vanishes and reappears up to 30 feet to an unoccupied space within his line of sight.
Darkvision (2): Othokent touches a willing creature to grant it the ability to see in the dark. For the duration of eight hours that creature has darkvision out to a range of 60 feet.
Counterspell (3): Othokent attempts to interrupt a creature in the process of casting a spell that is within 60 feet of him and visible, disrupting their own magic with his own.
Lesser Restoration (3): Othokent touches a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Pass Without Trace (3): A veil of shadows and silence radiates from Othokent, masking him and his companions from detection for one hour or until his concentration breaks. For the duration, each creature affected by the spell can’t be tracked except by magical means provided they remain hidden/within a state of stealth. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Glyph of Warding (4): When you cast this spell, you inscribe a glyph either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered. The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell, and once a glyph is triggered the spell ends.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph: You can store a prepared spell of 3rd Level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate Effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.
At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Lightning Arrow (4): Similar in effect to the fairly powerful Lightning Bolt spell commonly used by Torillian sorcerers, Othokent has learned his own version of the spell using his weapon as the casting medium. When firing a physical projectile such as a bullet or arrow its speed is greatly increased and the round is enveloped in an electric arc, greatly enhancing the weapon's damage and giving the visual impression of the weapon firing a bolt of lightning.
Water Walk (4): This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration of one hour. If creature submerged in a liquid is targeted, the spell carries the target to the surface of the liquid at a rate of 10 feet per second.
Fabricate (5): You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects, and all castings of the spell typically requires several minutes (10 on average) to complete.
Storm Sphere (5): A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration, impeding movement and buffeting/bludgeoning those caught within its radius. Until the spell ends (within one minute), a bolt of lightning can leap from the center of the sphere toward one creature of Othokent's choosing within 60 feet of the center. Using additional mana to increase the strength of the spell both improves its duration and radius.
Locate Creature (5):Othokent can sense the direction to a known creature’s location, as long as that creature is within 1,000 feet of him. If the creature is moving, he knows the direction of its movement. The spell can locate a specific creature known to him, or the nearest creature of a specific kind (such as a human or a unicorn), so long as he has seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between him and the creature.
Commune With Nature (6): Othokent briefly becomes one with nature and gains knowledge of the surrounding territory. In the outdoors, the spell gives him knowledge of the land within 3 miles of his location. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. He can instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For example, Othokent could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Swift Quiver (6): Othokent's weapon becomes magical and does not run out of ammo during the spell's duration, up to one minute or until concentration is broken. Unlike older versions of the spell a millennia before, Othokent must have the physical ammunition his weapon is using on his person.
Greater Restoration (7): You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target’s attunement to a cursed magic item. Any reduction to one of the target’s ability scores. One effect reducing the target’s hit point maximum.
Retrocognition (7): An evolution of Othokent's Commune With Nature spell, this spell allows you to gain psychic impressions from past events that occurred in his current location. Retrocognition reveals impressions from events that occurred over the course of the last hour throughout the first minute of the duration, followed by impressions from the next hour back the next minute you concentrate, and so on. If a psychically traumatic or turbulent event happened during that time period, You must succeed at a concentration check (DC = 20, 30, or 40, depending on the severity of the psychic disturbance) or lose concentration on the spell.
At caster level 13th and higher, you can choose to collect impressions from over the course of a longer interval of time than an hour, beginning at 1 week per minute of concentration. The amount of detail you receive diminishes, so this eventually makes it harder to distinguish impressions left by anything but the most major events.
Combat Strengths || Time and experience have made Othokent both extremely patient and an extremely experienced combatant, ensuring that there is very little he has not yet seen or learned to handle - at least within the confines of Toril and Unity, although adaptability has always been at the core of Othokent's mindset and many of those lessons will inevitably be altered or interpreted to apply to new and developing situations as he encounters them. This time has likewise given Othokent an extensive period to hone the skills he has learned to mastery, giving him a heavy advantage against others who might try to match against him with the same skillsets. Combat Weaknesses || Despite the number of spells learned and the painstaking effort put into improving his magical aptitude, Othokent remains keenly aware that he will be unlikely to compete with gifted mages dedicated to their craft - you can only push hard work for so far before inherent talent and ability either help or hinder. Moreover, Othokent is cautious to the extreme, and prone to overanalyzing situations or attempting to find alternative solutions where either none may exist or direct action may be most prudent. That caution and his aversion to what he might see as unnecessary violence against other sapient individuals will often result in Othokent actively avoiding involvement and instead seeking escape where possible, bar only the most extreme of scenarios - namely, the endangering of his students in the past, although that time was well over a millennia prior. Additional Details || Anything that was missed that you would like to note, do so here. Weapons ||
Blair: The culmination of all of Othokent's knowledge and millennia spent crafting firearms, Blair is one of a kind. Effectively a custom made revolver measuring in at 38 centimeters long and using 480 grain .520 caliber rounds, few civilized nations have need of such ridiculously oversized firearms - which makes sense as the gun was intended not just for civilized beings but the far more dangerous beasts and magical entities of Unity's wilderness. With various components crafted from mithral, the heavier bottom chambered frame from a mithral-adamantine alloy and the handle from darkwood, the weapon is surprisingly light and agile despite its enormous size yet tough enough to withstand significant amounts of punishment. Due to the barrel of the weapon being aligned with the bottommost bullet in Blair's six round cylinder it generates astonishingly little upward recoil in spite of its oversized rounds, instead transferring the majority of the force directly backwards. The weapon is not without flaws, however, although these are largely a result of the gun's sheer stopping power. While this grants the weapon a comparable effective range to many rifles, in the hands of inexperienced marksmen it is practically unusable because of its size and recoil, a handful of rounds fired can often leave the user's arm too numb to continue use.... assuming it doesn't break the wrist of human or human-like users. Consequently, the large bullet sizes the handgun is chambered for limit the amount of ammunition one can conventionally carry without resorting to magical/more technological alternatives. A glossy jet black in coloration, the weapon is typically Othokent's go to weapon in most situations as his incredible skill with firearms and generally stronger body offset most of the weapon's potential shortcomings. Finally, the gun's highly modular design allows for continuous upgrades over time as new ideas and improvements in technology occur, additionally allowing for a wide degree of versatility as weapon parts are swapped out to tailor to specific problems as well as field upgrades - examples being, for instance, different cylinders chambered for different types of ammunition along with tuning the weapon's balance by altering specific components of the frame.
The Bad News: Initially conceptualized during his time spent hunting other beings at the behest of his contract, tested and prototyped in various forms in the decades following the party going off in their own directions and finally built following the separation of Mortuous Mundi from Toril, the Bad News was intended to answer everything that his various pistols and hand cannons could not - to protect himself and those who mattered from threats before they ever got within a blade or arrow's range. Measuring in at nearly 1.5 meters long and hewn/wrought from the toughest woods and metals Othokent could find - the very mithral-adamantine alloy that would go on to inform Blair's creation - the Bad News is chambered for similarly .50 caliber, although stepped up to rifle sized cartridges for what most would consider to be an impressive degree of overkill. Over the centuries Othokent has tinkered with and modified the weapon, resulting in the addition of an optics rail, various recoil dampening mechanisms to allow for safer and more efficient use of the weapon, and expanded the magazine from an initial design allowance of three rounds to five, nearly double the original capacity. The barrel, likewise, has seen countless improvements and variations over the ages, with the current rendition of the weapon - finalized only a century and a half prior - boasting a not insignificant effective range of nearly three kilometers, provided the operator is able to make the shot with adequate magnification.
Immovable Rod: A curious metal rod acquired by Othokent during the final days spent fulfilling his contract, the item has saved his life on numerous occasions and been carefully held onto as a result. Should the button on the end of the three foot rod be pressed it will become locked in place, even in mid air, and capable of holding/anchoring up to 8,000 pounds of weight. As Othokent has long since attuned himself to the item and it to him the lizardman is the only one capable of operating it until that link is broken.
- Various small daggers and throwing knives.
Ship || Does your character have a personal vessel? Drop the details here. Current Story || On Unity, following the announcement of Operation Voyager's First Contact.
the roleplayer Pen Name || Spartan/Slate Age || Over 18 Other Characters || Vincent A291, Rau 'Vadamai Roleplay Sample || One is necessary, please have it be one that coincides with this character. Anything Else || any questions or comments you might have, either to the admin, or other people who wish to interact with your character