Essence of theOrbs of Gorm
byZagreusHades
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AI summary
A Gormiti Essence whose Human option remakes your body and makes you someone fate has chosen to help keep the world in balance, with luck bending in your favour. Orb, requiring Lord, grants a mystic orb tied to a Gormiti tribe that generates the energy to transform you into that tribe's Gormiti form, while Amulet of Nature, requiring True Lord, connects you to your element intimately enough to use its powers in human form. Gormiti lets you design your own Gormiti and pick a tribe, each naturally bonded to an element: Sea, blue and orange with limited water power and survival at any depth, evolving into Ice, adapted to freezing temperatures after Gorm's flash freeze; Earth, brown and yellow with limited power over stone and survival in harsh mountain terrain, evolving into Diamond, whose pressure-forged armour reflects energy; and Air, pink and white with limited wind power and flight at high altitude, evolving into Fossil after exposure to the harmful energies that struck Gorm.
Generated précis — the sections below are the author's original text.
Effects
4Human: You may remake your body. You are an individual chosen by fate to aid in maintaining the balance of the world or generally liked by fate/luck with this providing benefits to you such as; getting away with leaving things at odd times or pushing off things to a latter time, others generally overlooking your excuses no matter how bad and your "flaky" nature, heightened physical attributes above the average individual, general luck that will see things ending in your favor (including helping allies), events transpiring to provide you a lesson or give you the information needed to overcome a threat/obstacle, and should you be a hero/champion or similar you will receive dream visions warning you of dangers and threats to yourself and the things you want/need to protect.
Orb (Requires Lord): You may gain a mystic orb connected to you and a Gormiti Tribe, the orb will generate energy that will allow you to transform into a Gormiti form of the tribe its connected to. The orbs energy is limited and will run drain with the use of abilities when fully depleted the transformation will end and the orb will require thirty minutes to fully recharge. The orb can draw similar energies/essences (similar to the tribe its connected to) into itself and return then to their original owners.
Amulet of Nature (Requires True Lord): You have undergone a change within yourself connecting you to your element in a far more intimate way as you can now utilize powers related to your element in human form (Water: Aquatic Life will follow and help you, Hydrokinesis, Cryokinesis including creating ice cream with condiments. Earth: Geokinesis. Air: Avians will follow and help you, Aerokinesis. Forest: Chlorokinesis, etc.) though your abilities will start weak with practice you may gain as much power and control over them as you do in Gormiti form, you have also gained the power to transform into your gormiti form by coming into contact with your element and wishing it so resulting in a energy bubble manifesting and transforming you. You have also gained an amulet on your gormiti form that allows you to travel between worlds and pocket dimensions friendly to you, it can also release a powerful vortex attack made up of your element that can combine with similar attacks into a stronger unified attack, and you can breathe in water no matter your tribe.
Gormiti: You may be a Gromiti and design a Gormiti form including choosing a single "Tribe" be apart of. All Gormiti are naturally connected to an element of nature (dependent on their tribe) that they draw power from (if the element is weakened the Gormiti will be to), capable of limited manipulation of their tribes element, possess a unique ability (see the future, hypnosis, invisibility, lightning blasts, shrink others, etc.), and a limited form of shapeshifting usually resulting in a limb change (hand to hammer/drill/claw/whip).
Tribe:
Sea: Sea Gormiti possess; a blue and orange coloring, limited power over water, the capabilities to survive in all water at any depth without issue. Sea Gormiti generally have a vast amount of appearance with most resembling humanoid aquatic and amphibious life or human beings with fins/tentacles/scales. Sea Gormiti are naturally more well rounded in terms of their abilities and are great at cooperating with others.
Ice (Requires Final Evolution): Sea Gormiti evolved into Ice Gormiti do to the oceans of Gorm experiencing a flash freeze Ice Age resulting in them; becoming adapted to freezing temperatures, capable of manipulating ice and freezing temperatures/winds, and developing forms better fit for arctic environments.
Earth: Earth Gormiti possess; a brown and yellow coloring, limited power over the earth/stone, the capabilities to survive in harsh mountainous/rocky/canyon environments without issue. Earth Gormiti generally have appearances resembling beings made of rock and stone with some resembling humanoid terrain species like moles, boars, rams, etc. or human beings made of rock and stone with a few possessing ore/crystal additions. Earth Gormiti are naturally physically stronger and more resilient compared to the other tribes but generally slower in terms of speed, earth Gormiti are also heavier than the other tribes but fully capable of swimming, they are also the most sure footed and steady tribe.
Diamond (Requires Final Evolution): Earth Gormiti evolved into Diamond Gormiti do to the extreme pressure that Gorm was exposed to resulting in them; adapting greater armor capable of reflecting energy based attacks, capable of surviving in more inhospitable environments, and capable of manipulating gems and the diamonds that coat their body.
Air: Air Gormiti possess; a pink and white coloring, limited power over wind, the capabilities to fly and survive at high altitudes without issue. Air Gormiti generally have a vast amount of appearance with most resembling humanoid avians and flying insects or human beings with wings/talons/feathers. Air Gormiti are naturally faster than the other tribes but also tend to by physically weaker than the other tribes and far better at keeping their emotions in check maintaining cool heads.
Fossil (Requires Final Evolution): Air Gormiti evolved into Fossil Gormiti do to the closeness of their citizens to the radiation of the harmful energies that struck Gorm resulting in them; gaining skeletal forms and features, faster speed and flight, and the ability to survive at greater altitudes including outside of a atmosphere while still being capable of movement under their own power.
Forest: Forest Gormiti possess; a green and brown coloring, limited power over the plant life, the capabilities to regenerate their bodies and commune with the natural world through a vine mind, and survive in jungles/swamps environments without issue. Forest Gormiti generally have appearances resembling beings made of wood and plants with some resembling humanoid plants or humanoids with hair of vines and patches of bark along their body. Forest Gormiti are naturally more flexible in situations and in terms of their power, as well as them possessing fast regeneration allowing them to detach/fire part of their body like weapons and are possess a great amount of confidence and bravery.
Burning Forest (Requires Final Evolution): Forest Gormiti evolved into Burning Forest Gormiti do to the meteors that struck Gorm and caused flames to overwhelm the forests resulting in them; gaining forms more reminiscent of charred wood/brambles, fire manipulation, and the capability to survive in hot burning environments.
Volcano: Volcano Gormiti possess; a red and black coloring, limited power over the lava, the capabilities to create fissures that lead to lava vents, and survive in extreme heats and volcanic environments including moving throw magma/lava without issue. Volcano Gormiti exist as two Tribes Magma and Lava that are generally indistinguishable from one another with the tribes generally possessing the most varied appearances of all tribes with some resembling beings made of fire and molten rock, appearing as humanoid spiders/clams/salamanders/volcanos, or humanoids with volcanic aspects. Volcano Gormiti generally possess more unique abilities than the other tribes (you may create/take one or two more unique abilities). Volcano Gormiti can be doused loosing access to a number of their abilities, as are generally regarded as the Evil Tribe.
Metal (Requires Final Evolution): Volcano Gormiti evolved into Metal Gormiti do to the meteors that struck Gorm melting down and encasing the volcano Gormiti resulting in them; gaining forms coated in metal, stronger lava manipulation and enhanced abilities, and the capability to survive in greater heats/lava/volcanic environments.
Light (Requires Supreme Gormiti): Light Gormiti possess; a white and gold coloring, power over the light, the capabilities to fly/teleport/create forcefields, and survive in any environments without issue. Light Gormiti generally have appearances resembling armored beings with some resembling angelic creatures, beings made of pure light, or glowing humanoids. Light Gormiti are naturally superior in power to the other Tribes only being matched by the combined power of the five basic tribes or the Dark tribe, Light Gormiti are beings of hope and justice that exist and will be reborn as long as light and good exists.
Sun (Requires Final Evolution): Light Gormiti evolved into Sun Gormiti do to absorbing solar energies resulting in them; gaining forms more armored and brighter, manipulation of light and solar energy, and far greater power and celestial abilities.
Dark (Requires Supreme Gormiti): Dark Gormiti possess; a black and purple/red coloring, power over darkness, the capabilities to fly/teleport/create forcefields, and survive in any environments without issue. Dark Gormiti generally have appearances resembling humanoid nocturnal animals (bats, beetles, etc), beings made of pure darkness, or shadowy humanoids. Dark Gormiti are naturally superior in power to the other Tribes only being matched by the combined power of the five basic tribes or the Light tribe, Dark Gormiti are beings of evil and corruption that exist and will be reborn as long as darkness and evil exists.
Moon (Requires Final Evolution): Dark Gormiti evolved into Moon Gormiti do to absorbing lunar energies resulting in them; gaining forms with lunar rocks/aesthetic and glow in the dark aspects, manipulation of darkness and lunar energy, and far greater power and celestial abilities.
Custom: You may design a all new type of Gormiti possess; a basic color pallet, an element to be connected to and have the power to manipulate, and an environment that they are best suited to survive in without issue. You may choose the generally appearance possesses by members of the tribe and traits that they excel in. If taken with "Supreme Gormiti", the tribe will be equal to the Light or Dark Tribe.
Evolved (Requires Final Evolution): You may design an evolution to your "Custom" tribe including; form changes, enhanced element manipulation, and greater abilities/survival abilities that would make them stronger.
Lord: You may be a lord of your tribe providing you with the respect of your people and placing you in charge of ruling and maintaining the wellbeing of your kind, you may be a kind and just ruler or a tyrant who uses your citizens as fodder either way your people will respect you and follow you.
True Lord: You aren't simply a lord of your tribe you are a Lord of Nature, granting you; strength far greater than other Gormiti, capable of manipulating your element to far greater length like moving lakes for a Sea Gormiti, you also possess more abilities connected to your tribe (Sea would possess prehensile tentacle hair, water ball projectiles, water blast, hydrokinesis, hand to crab claw, with potential for growth and evolution). You are also pivotal to maintaining the balance of Gorm and keeping evil at bay with you sensing issues that are affecting it (especially in regards to your own tribe).
Guardian: You may be an ancient guardian, beast-like Gormiti that represent the collective nature and knowledge of all members of their tribe. The guardians are aware of every secret and lore possessed by their tribe and gold great power allowing them to expand their tribes territory if they wanted to, they can also sense one another and if they are in trouble, and create/provide other gormiti with new abilities. You may also travel/teleport through your element including creating it for the sole purpose of traveling. If taken with "True Lord", you may instead gain a loyal ancient guardian as the lords and guardians possess a deep connection that links them as true allies in times of need.
Supreme Of: You may gain a stone statue that the guardian can enter boosting their power to match the combined strength of two guardians and granting them an enhanced form and power.
Supreme Gormiti: You may be a Supreme, Gormiti that are naturally stronger and more powerful than the other tribes even being able to overwhelming an army of grunts or a Lord and a handful of their best soldier. Supreme Gormiti also possess the abilities to; evolve others granting them greater strength and power and altering their forms, sense important events that are transpiring and the status/issues allies are dealing with, create power ups (armor, relics, spells, etc.), and a gift of foresight that can provide hints to solving problems/issues/threats.
Ancient: You may be an ancient Gormiti possessing great power and knowledge that would allow you to create rituals, relics, spells, etc. you could even hide locations within pocket dimensions only accessible through spells and create sacred sites saturated in magical energy or devices that would allow for the travel between realms with the right components. You may use this power for good or evil corrupting artifacts or purifying and aiding others.
Curse of the Elements: You have known and the power to invoke a powerful and dangerous curse in Gorm. This curse effects the Lord of a tribe and all their people inflicting a change in their behavior that weakens them (Water becomes uncooperative and self serving, Earth becomes clumsy and generally unlucky, Air becomes quick to anger and violence with even their own power turning against them, Forest loose their fighting spirit growing scared and cowardly), each version of this curse also possess its own unique cure different for each tribe (Water requires a rare pearl hidden in the deepest parts of the ocean, Earth requires a chameleon stone, Air requires a feather from the ancient guardian, Forest requires sap from an ancient tree surrounded by a moat). If you utilize this curse outside of gorm it will target the leader and all who follow that leader disrupting their greatest strength but in turn a cure will be selected usually something ancient and connected in some way to the group or its leader.
Fusion/Hybrid: You may be a fusion of one or more tribes making you an outcast while also providing you with the abilities of the tribes you are a combination of.
Final Evolution: You have been exposed to an odd energy resulting in you undergoing an evolution changing your form and pushing your abilities to their extreme resulting in an adaption and shift in their nature. You are also better adapt to adapting to environmental changes no matter how quickly they occur.
Sage: You possess the knowledge and power to condense energies into orbs that will provide others who bond with the orb the power to transform into beings of that energy similar to "Orb", though you could adapt this to other species beings as long as they possess a general Type (Pokemon types, digimon families, kaijudo tribes, chaotic tribes, etc.). You can also create portal pools that allow travel between worlds/realms, create locations that are indestructible and untraceable by any but the chosen, a way to monitor and commune with other realms and other lost lore/knowledge like that of the Old Sage.
Glass (Requires Sea, Air, Earth, Forest, Volcano, Light, and Dark): You have become nature personified capable of utilizing and bending the elements to your will and possessing incredible power. You can sense all thing in nature and travel/become it, you are nature's conscious form and it bends easily for you and warms you of any danger. You are also regarded as a member of every tribe and possess all their abilities. You are all life and energy of Gorm.
Emperor/Empress (Requires Ice, Diamond, Burning Forest, Metal, Fossil, Sun, and Moon): You have been exposed to an odd evolutionary energy as Gorm had and been changed with it just like the other tribes of Gorm, your powers have entered their extreme allowing you to utilize the old and new abilities of the denizens of Gorm. You are also capable of generating a similar energy to evolve others and their abilities to the extreme.
Mooks: You may generate and call from thin air an endless army of mooks and canon fodder, these soldiers are as strong as the average Gormiti citizen and pretty easily dispatched by warriors but what they lack in power they make up for with numbers. They will match your tribe, unless "Fusion/Hybrid" is taken than they will be members of the tribes you are a hybrid of.
Slumbering: You may gain an army of fifty soldier who have been in hibernation for a thousand years, storing up energy making them far stronger than normal warriors and even threats to lords of nature. They will match your tribe, unless "Fusion/Hybrid" is taken than they will be members of the tribes you are a hybrid of.
Henchmen: You may gain two completely loyal followers who would go to any lengths to support you and are complete competent in the tasks you set for them, they are as strong as the other warriors but can prove a threat to a single lord of nature. They will match your tribe, unless "Fusion/Hybrid" is taken than they will be members of the tribes you are a hybrid of.
Tribe (Requires Lord): You may gain your tribe from the citizens to the warriors and the tribes territory safely hidden away in a pocket dimension. They will be completely loyal to you. This will be of the same tribe as you unless taken with "Fusion/Hybrid", then you will gain a smaller tribe and territory made up of a mixed population of the tribes you are a fusion of.
Blue Pearl: You may gain a large pearl half the size of a full grown man, the pearl is capable of levitating and following you around. It can block attacks and transform into a spear like form anything struck by the spear will be petrified in any unbreakable stone form.
Black Salt Diamonds: You may gain a chest that generates Black salt diamonds, diamonds capable of amplifying the abilities of other and acting as powerful components to spells even removing the need for anything else. You are immune to the insanity causing effects of the diamonds and may gain a powdered version as well.
Oceanica: You may gain a copy of the Oceanica, a moving fortress of the sea tribe that possesses an unbreakable vault.
Coral: You may gain a piece of coral resembling a basin that will fill with water when held and allow its user to see all things occurring within the world the coral is in with nothing being able to hide from its sight.
Relic of Wisdom: You may gain a relic that grants any who holds it omniscience.
Refracting Rock: You may gain a gem that is capable of reflecting any attacks back to their source without issue.
Prism: You may gain a diamond prism that creates the opposite effect of any spell cast/present around it when its activated. Allowing it to break spells by pushing its opposing nature onto the spell dissipating it or creating the opposite effect of the spell as the intended effect.
Falcon Stone: You may gain a chest containing a falcon stone, falcon stones are extremely important to the air tribe as they possess the power to levitate buildings and islands creating the floating lands of the air tribe. The chest will create new stones as needed.
Dryadic Necklace: You may gain a golden necklace that possesses the power to rejuvenate all plant life no matter what is effecting them.
Temple Of: You may gain a pocket dimension contains an ornate temple with rooms that are dimensions into themselves, the temple can transport other to and from itself even beyond realms/worlds and possess a vast land that can create things to fit your need like a training ground. The temples aesthetic matches your tribes element and colors.
Codex: You may gain a large rock and crystal structure that holds all the spells for the darkest magics, and shadow spells.
Heart of Fear: You may gain a stone heart that when invested grants the individual greater size, skin stronger than iron, magic blood, and greatly enhanced their abilities.
Vessel: You may gain a chest that can absorb the powers of others unto itself and grant them to others allowing for the theft/switching of powers and abilities. You may end the theft/switch with a thought even choosing what ones are changed.
Volc Armor: You may gain a full set of armor and a glowing sword, the sword doesn't injure others but instead has the ability to switch parts of the armor with the parts the award strikes on the opponent gaining the powers and leaving the opponent with powerless armor instead of their limbs.
Lock Rocks: You may gain a chest of crystals that are grouped into threes, these crystals can generate an inescapable energy cage with only you being able to dismiss it or if all three gems are brought together above the caged individual. New crystals will generate as needed.
Primal Pad: You may gain a cave-like room containing a library of ancient knowledge and lore, a gem consul that allows for the activation of the rooms other abilities and scrying and communication between realms, a portal pool allowing for the travel between realms, and hidden relics.
Power of Direction: You may gain one or more of the relics of the four directions and their power. North's relic is a saber capable of; encasing a whole planets population in crystal, restoring its wielder to full power, releasing powerful blasts of energy, and can be sealed locking it within an object until a specific individual (or member of a specific group) pulls it out it can also only be destroyed by you and those you allow absorbing all other attacks. West's relic is a belt that grants the power to rewind time and rewind an individual or group to a point in the past though usually only by a few minutes abusing this power can cause a negative effect on the environment confusing the seasons and resulting in nature constantly growing and dying in a constant cycle you are protected from the belts power being used on you. South's relic is a red pearl that greatly boosts the fire and heat based being and abilities while also heating up the dimension starting by effecting the oceans and water any worlds connected to the one it's effecting will experience extreme heatwaves. East's relic is a compass that has the power to release a shadow creature that can absorb light and change it into more dark energy growing stronger with the compass being its only weak point.
Armor of Light: You have been granted the might of light providing you a bracelet that grants access to the golden armor of light. The armor boosts the wearers power enhancing their abilities and providing access to new more powerful abilities, all while providing an enhanced resistance to corruption, dark forces, and the normal drain of power most Gormiti feel when to far from their elemental source (at least for a few minutes). The armor mainly provides gold plating on the hands, shoulder, upper chest, and calf/feet.
Crystal of Darkness: You have been exposed to the crystalization spell providing you with a crystal coating on parts of your body that you can manifest and dismiss. This coating boosts the effected power enhancing their abilities and providing access to new more powerful abilities, including providing enhanced access to corruption/Dark/shadow magic attacks that are not susceptible to the normal drain of power most Gormiti feel when to far from their elemental source. The coating mainly provides a obsidian like crystal coating on the hands, shoulder, upper chest, and calf/feet.
Guide: You may gain a guide who will teach you and inform you of issues when they come up, they are also pretty aware of lore and knowledge that can aid you and what they don't know they can inform you of a source that may. This can take the form of a immortal talking lizard (dinosaur) like Razzle, the form of nature personified like the Glass Empress, a powerful sorcerer like the Old Sage, or a powerful and ancient Gormiti like Supreme Luminos. Most of the time your guide will stay out of the conflict but may be willing to use proxy or provide you with some form of boost/aid if they can (unless you choose the dinosaur than there's not much they can do in terms of helping in a fight), aside from the dinosaur the other potential guides will provide help through riddles and indirect phrasing.
Cache of the Ancients: You may take/gain anything else from any Gormiti setting.
Gorm: You may gain Gorm, this can be the original version from any Gormiti universe or a copy, it will be kept safe in a pocket dimension and if imported it will be placed in its own dimension parallel with the planet you are on. The closeness to Gorm and the planet will cause magic/phenomenon leaks usually from Gorm to the planet, the leaks will possess some form of connection to the events/threats transpiring in Gorm attacks of the sea tribe would cause water anomalies like floating water, rising sea levels, etc. It is dangerous to bring things from Gorm as their nature may have an adverse effect on the planet or they may act differently with the planets nature such as a flower from Gorm growing into a large building lifting tower that could reach the ozone layer. You may always be able to sense what can and cannot enter and leave Gorm.
Heart of Life: Your connection to this setting has expanded beyond measure connecting you to all versions of it and turning you into a living embodiment/god of all Gormiti worlds and settings granting you access to every power, skill, item, species/race, planets, galaxies, knowledge, artifact, afterlives, etc. ever to exist in this setting (Fanfics, Canon, etc) while also granting you complete control over anything from any settings of this place. You can also grant things from this setting to others and take it back at anytime you desire. You can also freely travel to any variation of the setting and times in the setting while also hiding you nature.
Optionally, you may choose to receive any of the following people as your companions. You can pick as many as you want. The relationship between you and them is whatever you want it to be, and you can choose exactly how romantically and sexually experienced they are. This can be different for each of the characters but they will all be irrevocably loyal to you.
Anyone from any Gormiti setting.
Optionally, you may at any time choose to take a trip into the world of Gormiti, or a variation of it. This can be any alternate universe, like a fanfic or one made perfectly for yourself. You can either simply be dropped in or reincarnated into the body of an existing character or someone new.
- Categories
- magicutilitycombatsupernaturalsurvival
- Traits
- flightcompanionsshapeshiftingstealthdurabilitypocket dimensionspace manipulation
- Keywords
- leadershipcurseangelteleportationwealthcraftingdimensional travelportalsregenerationdivine magicillusionsimmortality