gedra the swamp witch created by fivel
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Description

Gedra is the second Chimeran Homunculus made after Joline Dugan, the proof of concept. Jacob Project survivor #2. She was broken out along with Joline and another test subject when Jack Dugan raided the Barlowe Institute to get his daughter.

Gedra is a Manamancer. The power to fire bolts and create shields of pure magic, or mimic the effects but not the elements of one type of magic at a time, or cause magic to backfire. This also gives Gedra the ability to sense magic, magical artifacts, magical lifeforms, whether something was damaged by magic, and the locations of Eldritch artifacts in Mokar.

After escaping the lab with Joline, she was hidden on Ketnar where she matured into an adult very quickly thanks to her Homunculan physiology in the presence of magic. However the constant struggles over the years against Barlowe's forces trying to retrieve her made her decide that she needed to hide her identity until she was skilled enough to protect herself.

Using her talent to sense magic, she found and sold magic artifacts until she had enough money to change her appearance. This was done via cosmetic gene augs to change her scale colors, eye colors, hair colors, and hair type, along with SSC breast implants. She looked completely different, and this allowed her to safely sneak away from Barlowe's forces until she got over the border of Wormwood where none would dare tread.

Many years later, the world and Barlowe had completely forgotten about her and she was free to live in peace among the bog wretches, specters, and aimless swamp folk. She found an ancient and dilapidated plantation home, left behind by whatever wealthy duke/duchess claimed this land before the war against the Homunculan Empire centuries ago. Here, she could do her research in solitude.

As the years became decades, her talent for magic and ability to commune with spirits saw her become the legendary Witch of Wormwood, a figure whispered about in Centris, and worshiped as a goddess by the swamp folk. The swamp and jungle folk of Wormwood's micronations would come to her to either bring her artifacts to add to her collection, engage in ceremonies of worship, ask her to deal with various monsters, ghosts, or ne'er-do-wells from the outside lands.

After her assistance in aiding Joline deal with Barlowe for good, her existence as a Chimeran Manamancer made her someone that was a priority one target for Atlantis. To ensure her safety, as well as have an expert in the defense of magic, she was brought to Atlantis. Essentially a reward for all the hardship she had suffered for years.

She is the foremost authority in Ketnar in regards to ghosts, spirits, demons, and angels. Her massive multi-biome complex is home to several varieties of ghost, all whose energies swirl around her constantly.

Her magical prowess and authority were the deciding factors in her being trusted with the third Atlantean Vault Key that houses Atlantis's collection of powerful magical artifacts. Being the bearer of this key makes Gedra Atlantis's Captain of Society by default, despite her reclusive nature.
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Character belongs to Famwammer and is part of Fireball.

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