Skip to content
DnsLister Forum

Where domain hunters compare notes

Totem

Name: Noah Mercer

True Name: [Bridge Between Worlds]

Rank: Sovereign (Supreme)

Class: Beast

Spirit Cores: [1/1]

Totem Fragments: [10,000/10,000]

Aspect: [Keeper of Ten Thousand Spirits]

Aspect Rank: Sacred

Aspect Description:

The world has never been silent.

Stone remembers the hands that shaped it. Rivers remember every shore they touched. Weapons remember blood, homes remember laughter, and graves remember the names buried beneath them.

An you are the individual that learned to listen.

The dead find shelter in your presence, while one foot stands among the living the other walks beside the dead.

You belong completely to neither.

You are the crossing that allows both worlds to meet.

Attributes:

[Empowered by the Spirits]: Spirits that willingly support you strengthen your body, mind, soul and spirit according to their number and quality. (Spirit Essence channelled through willing spirits becomes considerably more potent)

[Occult]: Your existence possesses a natural affinity with occult phenomena and hidden spiritual forces are easier for you to interact with and understand.

[Adaptable Soul]: Your soul is extraordinarily malleable.

[Mind Blaze of Divinity]: A divine flame burns within your mind.

[Heart God’s Lineage](Aquired): You inherited the lineage of the Heart God.

[Benediction of Mystery](Aquired): You bear a blessing of the Shadow God.

[Bifrost Eye](Aquired): Your eyes perceives beyoung the limit placed on them, and the spiritual.

[Procession of Seven](Aquired):################################################

Aspect Abilities:

Innate Ability: [Spirit Creation]: You can create sentient spirits anchored to concepts, objects, places, phenomena or other sources of identity. (Created spirits possess independent personalities and thought but are completely loyal to you)

Dormant Upgrade: You can invest Spirit Essence into your spirits to strengthen their abilities, bodies and connection to their concept.

Awakened Upgrade: Spirits can inhabit objects, places and prepared vessels.

Ascended Upgrade: Worship, offerings, stories, emotions and attention related to their concept can nourish them**.**

Transcendent Upgrade: Mature spirits can manifest physical bodies, generate their own Spirit Essence and establish lesser spirits, shrines and spiritual servants beneath themselves.

Supreme Upgrade: Only seven created spirits can possess the same Rank as you simultaneously. Supreme spirits can develop lesser Domains associated with their concept, which become part of your greater Domain.

Dormant Ability: [Totem Creation]: You can personally create supernatural Totems from natural or supernatural materials. (Their effects are determined by their symbolism, materials, craftsmanship, history and your intent.)

Awakened Upgrade: Advanced Totems can possess several compatible effects and selectively recognize who receives those effects.

Ascended Upgrade: You can incorporate Spirits, Nightmare Creature materials and Memories into Totems. Memories retain their enchantments while gaining compatible Totemic properties.

Transcendent Upgrade: Buildings, monuments, vehicles, fortifications and other massive structures can become Totems. Powerful Spirits can permanently inhabit them.

Supreme Upgrade: Every established Totem can become an anchor and conduit of your Domain. Citadels and Citadel Components can be transformed into enormous Totems connected to the rest of your spiritual network.

Awakened Ability: [Soul Paradise]: Any soul or Spirit you accept can enter the space, where they can rest, dream and gradually recover from spiritual damage.

([Mind Blaze of Divinity]: permeates the Garden, gradually purifying corruption, curses and spiritual contamination from those inside and around)

Ascended Upgrade: You can reconstruct damaged souls from surviving fragments and replant them into compatible living vessels, restoring them to life.

Transcendent Upgrade: Souls within the Garden naturally release harmless excess spiritual energy. This accumulates as Ancestral Essence.

Supreme Upgrade: Your Authority surrounds the Soul Garden, protecting it from invasion, possession and spiritual interference. Deceased members not part of your Domain can be guided into the Garden through your Totems.

Ascended Ability: [Spirit Communion]: You can bind the soul or Spirit of the deceased or spiritual being to a Spirit Seat within yourself.

(A seated Spirit grants you several passive traits associated with its nature and one signature supernatural ability)

(At Supreme Rank, you possess 7 Spirit Seat)

Transcendent Upgrade: Compatible Spirits can combine their properties and abilities.

Supreme Upgrade: You can use the soul/spirit of the living,

Transcendent Ability: [Great Oversoul]: Your body becomes a living Totem that his innately a spiritual being, made of spiritual matter, masks, carvings, animal characteristics, elemental features, and symbols that represent the Spirits involved in the transformation. Each Spirit contributes its physical attributes, spiritual qualities, and abilities, and compatible Spirits support and enhance one another. Oversoul grows more potent and challenging to manage as the quantity and power of Spirits involved increase.

Supreme Upgrade: All seven Spirit Seats and smaller Domain Spirits can be synchronised at the same time by your Great Oversoul. During combat, you can alter your spiritual configurations without restarting the transformation.

Supreme Ability: [Awakening of the World]: If an object, location, building, or phenomenon has enough history, symbolism, significance, or uniqueness, you can awaken its dormant spiritual identity.

(You can use Spirit Essence, prepared containers, or Totems to give awakened spirits corporeal embodiment.)

Domain: [Ten Thousand Crossings]: Your Domain exists through Spirits, souls, Totems and people spiritually connected to you.

(Every vessel generates Spirit Essence and carries a portion of your Authority. The stronger the Spirit, Totem or spiritual connection, the greater its contribution)

Domain Benefits:

[Spirit Sight]: Members can perceive Spirits, souls and basic spiritual phenomena.

[Spirit strengthening]: People part of your domain have a strengethen spirits and a personal totem.

[Spirit Circulation]: Recovery increases near allied Spirits, Totems and major Domain anchors.

[Spiritual Protection]: Members gain increased resistance to possession, soul attacks, corruption and hostile spiritual influence.

[Spirit Communion]: Members who are compatible can interact with and channel totem powers and spirits, and if they are compatible enough, they can combine.

[Guardian Pact]: Spirits can choose Domain members as partners, granting them abilities and protection based on the Spirit.

[Totem Network]: Totems can transmit messages, Spirit Essence, spiritual perception and certain supernatural effects between connected anchors.

[Ancestral Shelter]: Recognized members can have their souls guided into your Soul Garden after death.

[Sovereign Protection]: Hostile beings are suppressed inside areas of your Domain.

Domain Sovereign: You can manifest your presence, Will and Spirit Essence through any sufficiently powerful Domain vessel.,

You can perceive through allied Spirits and major Totems, communicate through them regardless of distance and temporarily empower them with your Authority.

Spirits possessing territories or lesser Domains of their own contribute those territories to [Ten Thousand Crossings].

Domain Recruitment: Spirits, Souls, Humans and Places: Shrines, settlements, structures and Citadels can become part of the Domain by being transformed into Totems.

Will: [Manifestation]

Flaw: [Beloved of the Restless Dead]: Your existence is an irresistible beacon to malevolent spirits of the dead. (Some are simply compelled to approach you. Others become obsessed with you and gradually grow stronger the longer their fixation lasts)

Aspect Legacy: [Seven Roads of the First Shaman]

1st Stage: [Shaman Magic] — Claimed
You inherited Shamanic Sorcery: invocation, exorcism, spirit contracts, possession, offerings, curses, charms, funerary rites, sympathetic magic and spiritual healing.

2nd Stage: [Elemental Spirit Bond] — Claimed
Four soulbound spirits grow alongside you: Sylph: Wind**, Gnome:** Earth**, Undine:** Water**, Salamander:** Fire.

3rd Stage: [Formation Master] — Claimed
You have inherited knowledge over formations using Totem poles, carved stones, masks, bones, painted symbols, runes and Spirit anchors, alongside conventional formations.

4th Stage: [Animism] — Claimed
You can perceive and understand the dormant spiritual identity present within objects, places, natural phenomena and other things with sufficient meaning or history.

5th Stage: [Ancestral Communion] — Locked
6th Stage: [The World Between] — Locked
7th Stage: [First Ancestor] — Locked

Source Element: Spirits, Souls, Nature, Symbolism, Elements, Ancestry.

Authority: Spirits.

Lesser Authorities: Communion, Animism, Totems.

World Effect: The world around you gradually becomes spiritually active.

Dream Gate: Thousands of faces etched onto the massive Totem Gate. A bridge of pale spiritual light arises between the Dream Realm, Waking World and the spiritual realm as each carved eye is opened.

Soul Core: Numerous little spirits circle your Spirit Core, which looks like a carved wooden heart wrapped in symbols of a miniature World Tree.

Soul Sea: Mountains, woods, rivers, shrines, Totem poles, and Spirit villages abound in this never-ending twilight wilderness. Gnome lies under the mountains, Sylph governs the skies, Salamander protects an immortal ancestral flame, whereas Undine lives in the rivers. In the middle is a massive World Tree. Beneath its roots, the Soul Garden is a safe haven for the souls you have saved.

Essence: [Spirit Essence]: Spirit Essence naturally engages with incorporeal creatures and souls.It works incredibly well for spiritual healing, possession, exorcism, stabilising souls, nurturing spirits, energising totems, and shamanic sorcery.

Talents: Staff Fighting, Spearmanship, Medicine, Spiritual, Ritual, Survival, Leadership, Strategy, History, Theology, Occultism, Formation, Crafting.

Natural Supremacy: Your Will repeatedly combined your soul and spirit until they became indistinguishable from one another, at which point you illuminated your realm.

Combat Philosophy: The essence of combat is communication.

Sorcery: Shamanic Sorcery-Highest Mastery, Runic Sorcery- High Mastery, Sorcery of Names -High Mastery.

(Your Aspect is sorcerous in essence, giving you exceptional affinity with sorcery)

Unique Nightmare Spell Mechanics:

[Guardian Spirit]: You can transform Echoes into Guardian Spirits. They retain their abilities while gaining personality and the ability to grow, while attached to spiritual anchors.

[Spirit Vessel]: The Spell helps transform Memories into vessels capable of safely housing Spirits.

[Totemic Memory]: Memories can be reconstructed into Totems while retaining compatible enchantments.

[Totem Component]: A sufficiently developed Totem attached to a Citadel can be recognized by the Spell as an additional Citadel Component.

Aspect Techniques:

[Petty God Principle]: You create a Spirit around an extremely narrow concept. The narrower the concept, the more concentrated and powerful the Spirit becomes within that specialty.

[Totem Guardian]: You place a preserved soul or soul fragment into a prepared Totem, creating a permanent physical guardian body.

[Sevenfold Oversoul]: You synchronize all seven Spirit Seats inside [Great Oversoul], combining compatible traits and powers into one transformation augment.

[Ancestral Procession]: You manifest willing inhabitants of the Soul Garden through prepared Totems, allowing large numbers of ancestral souls to temporarily walk beside the living and fight for them.(ancestral soul are soul bathed in ancestral essence)

[Living Citadel]: You combine [Totem Creation], [Awakening of the World], formations and Spirits to awaken an entire Citadel as a conscious Spirit.

[Spirit Incarnation]: You construct a physical body/totem from precious hight quality or Nightmare Creature materials and place a Spirit within it.

[Bifrost Crossing]: You establish a transient spiritual path between Totems using [Bifrost Eye], Totem anchors, Runic sorcery, and Sorcery of Names. Spirits are easily transported, but it takes more Essence to move living things.

Citadel: [Worldroot Sanctuary]

Classification: Great Citadel.

Des: A petrified World sapling serves as the center of this enormous shrine-city. The central tree is surrounded by thousands of shrines, Spirit houses, totem poles, and carved memorials.

(The entire Citadel has been transformed into a colossal Totem and possesses its own Guardian Spirit)

Citadel Components:

[Hall of Incarnation]: Spirits inside the Citadel can maintain stable physical forms with greatly reduced Essence expenditure.

[Ancestor Archive]: Stores memories, knowledge, techniques and histories of the dead. Living inhabitants can safely study them.

[Totem Forge]: Greatly improves the creation, modification and repair of Totems, Spirit Vessels and ritual artifacts.

[Spring of Repose]: Its water accelerates physical, mental, soul and spiritual recovery while purifying poisons, curses, spiritual contamination and moderate corruption.

[Gate of Returning Roads]: The Citadel’s Dream Gate can connect to prepared Major Totem anchor.

[Bell of the Unquiet]: Detects hostile Spirits, possession, soul disturbances, Corruption and major supernatural threats. Its ringing suppresses hostile entities throughout the Citadel.

Aliases:

Spirit King

The Last Shaman

The Haunted Sovereign

The Bridge Between Worlds

Keeper of the Crossing

Shepherd of the Departed

Lord of Ten Thousand Shrines

The Totem King

King of the Restless Dead

The Worldspeaker

Feats:

Survived the Forgotten Shore.

Survibed preserving thousands of souls during the Antarctica Campaign, because nigjmare creature where attracted to him due to the amount of souls.

Escaped a Great spiritual prison specifically designed to trap and consume souls.

Reconstructed a Saint from a surviving a single soul fragment.

Raised seven personal Spirits to the Supreme Rank.

Transformed a Great Citadel into a living Totem.

Defeated a Great Terror.

Protected all Domain members from Asterion’s spiritual influence.

Successfully manifested an army of deceased saints, master and awakened through [Ancestral Procession].

Entered the Fifth Nightmare.

Personality: INTP — Logician: Calm, wise, eccentric and scholarly.

Territory / Domain Members: Your Domain contains far more Spirits and dead souls than living humans. Its members include created Spirits, awakened Spirits, Guardian Spirits, Soul Garden inhabitants, Shamans, Spirit Contractors, Totem Keepers, worshippers and human settlements protected by your Totems. Many humans not part of your domain voluntarily carry funerary Totems that guide their souls toward the Soul Garden after death. Most of your major and minor Citadels contain Domain Totems capable of maintaining your influence while you are absent.

Top 4 Relevant Characters:

Sunny — Closest Friend
You met Sunny on the Forgotten Shore and survived alongside him.

You later fought together in Antarctica and are currently challenging the Fifth Nightmare together.

Jet — Close Friend
You became close during the Antarctica Campaign while preserving the souls of fallen soldiers.

Murphy: Demiurge — Close Friend / Collaborator
You met Murphy through Sunny and quickly became friends due to your scholarly and eccentric personalities.

Nephis — Friend / Fellow Sovereign
You have known Nephis since the Forgotten Shore and fought beside her across several stages of your life.

Lore:

Noah Mercer was born in the Eastern Quadrant to an ordinary family with no Legacy background.

His First Nightmare placed him inside an ancient settlement where the dead were preserved through ancestral Totems. A spiritual predator had begun consuming the ancestors one by one. Noah survived by learning to communicate with the dead, creating his first crude Totem and turning the remaining ancestors against the creature.

After becoming a Sleeper, Noah was sent to the Forgotten Shore. His ability to perceive lingering Spirits and spiritual danger helped him survive ruins that killed stronger Sleepers.

He later participated in the Antarctica Campaign. Constant exposure to battlefields and mass death caused [Soul Garden] to become one of his most important abilities. Noah began preserving the souls of soldiers and civilians who would otherwise have disappeared.

After becoming a Saint, he established shrines, Spirit communities and Totem networks across human territory. Many people voluntarily accepted his funerary rites, causing his Nascent Domain to grow among both the living and the dead.

During the conflicts surrounding Asterion, Noah forged his soul and Will together and achieved Natural Supremacy through the collective loyalty of his Spirits, Totems and Domain members.

Before entering the Fifth Nightmare, he distributed most of his Domain through Major Totems placed inside important Citadels.

He entered the Nightmare alongside Sunny, Nephis, Cassie and Mordret.

Current Situation:

Noah is currently inside the Fifth Nightmare.

His body, soul and spirit are gradually losing their distinction, causing him to undergo a transformation toward becoming a genuine Spirit.

Most of his Domain remains outside the Nightmare, maintained through Supreme Spirits, Major Totems and Citadels.

His current goal is to understand this transformation without losing his human identity.

Facts:

Your Flaw has made you one of humanity’s most experienced exorcists simply because hostile Spirits constantly find you.

Many Spirits originally attracted by your Flaw eventually become citizens of your Domain.

Haunted locations often become significantly less haunted after you visit because most of the ghosts follow you home.

You created the Spirit of Lost Keys as a joke. It eventually became powerful enough to locate missing objects across an entire Citadel.

Your Domain contains considerably more dead citizens than living ones.

Your oldest surviving Spirit is bound to a chipped cup you carried on the Forgotten Shore.

Despite your Flaw, hostile Spirits don’t frighten you anymore.

https://www.reddit.com/gallery/1wpa6hp

Source: r/ShadowSlave · by /u/Entire_Simple6976

Leave a Reply

Your email address will not be published. Required fields are marked *