Amora

Fair as the Sea, Dreadful as the Storm

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The Enchantress (CVnU Bio)

"A man will sell his loyalty for gold, but he'll sell his soul for beauty and love."

Name: Amora

Alias: Enchantress, Beauty Incarnate, Mistress of Magic, Sorceress Supreme, Goddess of Beauty

Gender: Female

Age: Immortal

Place of Birth: Asgard

Species: Aesir (i.e. Asgardian god)

Residence: Asgard or Earth; Currently Ellesméra

Height: 6'3"

Weight: 450 lbs

Hair: Blonde

Eyes: Green

Occupation: Goddess, sorceress - Formerly: Queen of Asgard, Queen of Elysia

Affiliation: Asgardian Gods

Identity: Secret on Earth, public in Asgard (with pardoned criminal records)

Marital Status: Single

History

Beauty is Born

Amora was born sometime during the end of Asgard’s first era, making her the youngest of the oldest Asgardians. She was raised by two of Asgard’s most illustrious nobles, and spent her childhood alongside other young gods such as Thor and Sif. Despite effortlessly displaying the manners and grace expected of an Asgardian noble, Amora’s tendencies for mischievous and often cruelty were apparent even as a child. Having an inborn affinity for magic, she often cast harmful spells on her fellow young gods, and was always eager to cause trouble and distress for others. Her favorite target was Sif, who consistently managed to gain Thor’s affections much to Amora’s endless annoyance. This habit of wickedness brought Amora a reputation of distrust before she had even reached adulthood, however, she quickly learned of ways to manipulate the opinions of those around her.

Even in childhood, Amora’s striking beauty was apparent. But as she grew into a young adult, this natural allure became one of her greatest tools for manipulation. She would often seduce palace guards to ignore her mischievous activities, or enthrall a member of the Imperial Guard to act as her personal sword in harming whomever she pleased. Her frequent acts of seduction and undeniable ethereal beauty made her the favorite of men throughout Asgard, but a distrusted enemy among most of the city’s jealous goddesses.

Sorceresses Supreme

Along with her seduction prowess, Amora took a large interest in refining her vast innate mystic abilities. From her earliest years of childhood, Amora took up, with little effort, the spells and skills of sorcery far beyond her years. Her raw ability to manipulate the mystic energies of Asgard proved an invaluable match to her instinctive ability to understand and learn even the most arcane of mystic practices.

With a superior knowledge of basic sorcery mastered in her childhood, Amora sought a tutor to further her mystic training in her young adulthood. Only interested in being taught by the best the Nine Realms had to offer, Amora began her training under Karnilla, the Queen of Norn and arguably the greatest sorceress on Asgard. Karnilla showed Amora many ways to better harness and manipulate her innate mystic power, as well as frequently tutoring her on spells usually learned by sorcerers far more experienced than Amora. Amora effortlessly absorbed every piece of information given to her with an endless hunger for not only mystic knowledge, but power. This craving to use magic to control or hurt others caused Karnilla to begin to question the dangers of teaching such a powerful and cruel young sorceresses, and she eventually dismissed Amora from her tutelage. However by then Amora had already amassed a knowledge of the mystic arts far surpassing those of even the most experienced sorceress. But she was still intent on learning more.

After being denied any more tutoring from Karnilla, Amora spent centuries seducing countless mystic throughout the Nine Realms in order to attain their arcane knowledge. These acquisitions, paired with her previous knowledge and innate power and skill, proved Amora to be one of Asgards greatest sorceress before she had even reached adulthood.

Today, millenniums of knowledge and experience later, Amora is regarded as not only one of the greatest (many argue the best) sorceresses on Asgard, but in all the Nine Realms.

Asgard's New Queen

Amid the siege of the Midgard monarch Otto von Doom, Amora the Enchantress was noticeably absent from those fighting to protect Asgard. Unknown to her fellow Asgardians, the sorceress had left the City of the Gods to travel to Vanaheim, home of the Vanir (an older, sorcerous branch of the Asgardian). Here she acquired one of the reality-altering Cosmic Cubes.

Returning from her disappearance not to Asgard, but Midgard, Amora's first matter of business was to attain an audience with none other than Von Doom, the man who had attacked and embarrassed her people. Traveling, alongside Valdar, to Von Doom's castle in his home country of Elysia, Enchantress used her silver tongue to strike a deal with the powerful monarch. Guaranteeing him the Cube in exchange for temporary control of the Elysian throne, Amora promised Von Doom the Cube would be his as soon as she had successfully attained the High Seat of Asgard. With this agreement, Von Doom stepped down from the throne, allowing Amora to have all of the Elysian forces in her control.

In the face of the All-Father's death, Asgard was desperate for another ruler to gather the broken pieces of their realm. This allowed Enchantress to quickly and easily take her place on the High Seat, which began a new era of prosperity for the City of the Gods. Under her cunning and strict leadership, all aspects of Asgard begin flourishing as it hadn't for centuries. Gold began flowing in overabundance as the economy saw every citizen lived comfortably and happily, while drastic changes in the Imperial Guard reinstated Asgard as the strongest city in all the Nine Realms. The City of the Gods had regained all the glory it had been built on, all at the hands of the Amora the Enchantress. But, despite the prosperity of Asgard's inhabitants, Enchantress remained primarily concerned with her own power-hungry agenda and the day Von Doom would return to reclaim the Elysian throne.

A Game of Thrones

Otto von Doom's inevitable return to reclaim that which Amora had taken him through faulty promises brought another war to Asgard's gates. The Elysian Emperor traveled to the highest of the Nine Realms backed by his most valiant warriors and most imposing weapons, threatening to take back not only what Amora had stolen from him, but whatever else he desired as well. A full-scale battle between the Enchantress and the Von Doom ensued, in which Amora tipped the fight's scale in her favor by augmenting her supreme sorcery with the power of the Cosmic Cube. However, fearing how the massive amounts of energies could damage the very strings of reality, Thor Odinson intervened to keep the Cosmic Cube out of Amora and Von Doom's battle. As their battle continued to seemingly no end, the safety of the universe itself seemed to be once against put at risk by the sheer power being exchanged between the goddess and the emperor. Realizing there would be no prize to be won in a destroyed universe, the feuding rulers put both of their hubris aside to come to a mutually beneficial compromise. Amora returned the Elysian Throne to its rightful ruler, as well as giving Von Doom the Cosmic Cube, as had been promised. However these conditions were granted only on the agreement that Amora would be left to rule Asgard, without Von Doom ever stepping hostile foot on her realm or using the power of the Cube to challenge her again.

While this arrangement kept the Enchantress safe from the forces of Von Doom, it did not protect her from the distrust of her people. Her paranoia of being overthrown only grew by each passing day, her behavior growing less irrational as she had guards expelled from her service for no justifiable reason or had citizens banished at even the suspicion of treason. The people of Asgard became reminded of the cunning, merciless Enchantress they had learned to distrust and fear throughout the centuries, and, quickly, support for Odin's rightful heir, his son Thor, to replace the goddess became unavoidable. Amora knew even if she tried to fight to keep her throne, the forces opposing her would eventually become more than the sorceress could overcome.

Amid this tumultuous period during her reign, the Enchantress began a passionate affair with the lifelong subject of her affections: Thor. They met frequently under the noses of both the Asgardian people as well as Thor's wife, Sif. Thor's desire to protect his new lover only furthered him to encourage her to abdicate her throne, and allow him to become King before the Asgardians forced her to. Seeing no better alternative to her incoming overthrow, Amora agreed to allow Thor to claim his destined place atop the High Seat. This allowed Enchantress to return to traveling the Nine Realms, Valdar by her side, in search of power and pleasure.

Powers & Abilities

Sorcery

A Comprehensive List of Enchantress' Magic Abilities

Amora has the near-ageless, superhuman physique of a typical Asgardian goddess, though she seldom relies on her physical prowess. Amora prefers to use sorcery and seduction. Few can resist her beauty, particularly when she augments it with her magic; a single kiss is often enough to make a man her slave.

Enchantress is one of, if not the, most powerful mystics in Asgard or all the Nine Realms, capable of energy blasts, protective shields, illusions, levitation, teleportation, conjuring, interdimensional travel, transmutation, time-disruption, etc. She is also an apt telepath, being able to control the minds of others, read their minds, project her astral form and can actually use her telepathy to span galaxies in instants. As her sorceress powers stem largely from Asgardian sources, her magic is strongest within the realm of Asgard and gradually diminishes the longer she remains outside of Asgard, though her powers never fade completely.

Amokinesis

As the Goddess of Love, she has absolute control and divine authority over the emotions of love and desire. She is able to arouse love and passion in others, and to entrance any mortal or god she desires with control over love, lust, beauty and other things related to them.

Beauty and Omnipotent Allure

As the Goddess of Beauty, Amora can change her appearance at will, depending on the perception of beauty of the person she is in the presence of.

Physiology

Amora possesses the conventional attributes of an Asgardian woman ("goddess"). Her physical abilities include; superhuman strength as she is able to lift roughly 25 tons, along with enhanced speed, durability, agility, reflexes, and stamina. Amora's physiology also grants her an extremely long life span, as well as a regenerative healing factor. While she cannot regrow organs or limbs, she is immune to all known Earthly diseases and infections.

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Matters of War (A Prelude)

“Oh, quit your pacing. It’s undignified.”

“Thou should be more concerned about such matters, Amora.”

“And why is that? What concerns should I have about a handful of mortal worms thinking they can threaten the City of Gods?”

Asgard’s King inhaled deeply, taking his seat at the head of the table before pinching the bridge of his nose in frustration as the men and women gathered about him waited quietly for his next response to the flippant Enchantress.

The Asgardian Council consisted, traditionally, of twelve, mirroring that of Olympus’, of the realm’s most prestigious nobles and warriors. This number tended to fluctuate throughout history, with additional or fewer members taking seats depending on the discussion or crisis at hand. However the two gods presently at odds had remained permanent fixtures at the table.

“Amora, it was your own malicious and selfish actions that have put the entire realm at risk—once again. I would suggest thou show a little more gravity when discussing the invasion of our home,” he scolded her, his blue eyes darkening to a stormy grey.

The Enchantress merely rolled her own mesmerizing blue irises before folding her arms over her chest with a dismissive scoff.

“Thou’s faith in mortal power is unbecoming on one who rules over gods,” she commented scathingly. “Odin would have never—”

“ENOUGH,” Thor stood to bellow, the thunderclouds gathering in his baleful eyes and the electricity sparking around his clenched fist enough to silence the petulant Amora—as well as frighten the rest of the gods and goddesses witnessing the altercation.

With Amora’s sharp tongue pacified, Thor took a deep breath to calm his own riled temper before settling back into his seat at the head of the Council’s table. The Thunderer remained silent for several moments, contemplating the best course of action for his realm amid threats of war from Midgard.

The Enchantress watched him with silent disapproval, her haughty outlook unable to understand his desire to avoid conflict with mortals. From what Kane Liafador had told her during his surprise visit to Asgard, the Hellfire Club may have gathered the most skilled warriors on Midgard—a White Queen with psychic powers capable of disarming a god, and the pestering Ziccarra whose strength and battle prowess Amora had experienced firsthand—however Enchantress remained unmoved in her belief that her and her fellow Asgardians would swat down these mortal flies as their divine right. She believed that those mortals gifted with supernatural abilities had unrightfully come to believe themselves gods, and defeating them in this inevitable war would come as an act of providence.

“From what Amora has informed me, we don’t have much time before Ziccarra Liafador and the rest of this Hellfire Club’s forces are upon us. We must prepare,” the God of Thunder began again, opening the discussion to input from the Council.

The gentle, velvety voice of Freya was the first to speak—her only acknowledgement from Amora being that of a nasty glare toward the youthful goddess. Freya, known as the goddess of beauty as well as fertility and gold, had never failed to thoroughly annoy the Enchantress, who proved the superiority of her own beauty every opportunity she had. Amora’s eyebrows remained furrowed in distaste as the goddess at the other end of the table spoke.

“Perhaps we could bargain with these mortals? Offer them gold and treasures from our realm in exchange for peace,” she suggested with the charming delicacy of a child. “And promise them Amora will be properly punished for her behavior,” she added, with a venom that sharply contrasted her demeanor only moments before, as well as an unpleasant expression of her own toward the Enchantress.

In response Amora merely behaved with a condescending indifference toward Freya, acting as though she had never spoken while silently deciding she would later curse the goddess into violently vomiting every time she kissed a man for the next century.

However the rest of the Council seemed pleased with this suggestion. The majority of them had grown tired with Amora’s antics alongside Valdar—her mischievous and often cruel actions more often than not resulting in consequences for the entire realm. She had been the personal enemy of nearly every god and goddess in attendance, her vindictive and malicious history continuously forgiven by Odin’s, and now Thor’s, personal affinity for the Enchantress. She had been required to pay fines, service the realm, and even spend extended periods of time of Midgard as punishment for her behavior, however, no severe penance had ever been paid by the Mistress of Magic. Now the Council, as well as the rest of Asgard’s inhabitants, had finally experienced enough conflict as a result of the troublesome Enchantress. Especially the goddesses infuriated by Amora’s incessant seduction of Asgard’s men.

“I agree with Freya. Why should we go to war for yet another one of Amora’s games gone awry?” Hogun echoed, the lethal warrior’s stoic disposition making him less easily beguiled by Amora’s glamour.

Biting back the instinct to remind Hogun that her games going awry was all the fun of playing, Enchantress nervously realize that, slowly but surely, the remainder of the Council was beginning to see the benefit of allowing her to face the full force of Ziccarra’s vengeance. Amora had always behaved with the security that, even when angered with her, the bond of immortality would compel her fellow Asgardians to clean up her messes—and she didn’t plan on giving that up now.

Suddenly standing to her full height, which was statuesque compared to even the tallest mortal woman, Amora secured the attention of the entire Council before speaking. Her voice, dripping from full lips softer than even the most delicate of rose petals, could have bewitched the fabled Greek sirens themselves with its arresting allure.

“Do thou hear yourselves? Making arrangements to appease the desires of mortals? We are gods,” she spoke with terrifying oral finesse, her arresting beauty amalgamated with a compelling silver tongue managing to instantly disarm the aggressions of the Council while carefully reshaping their opinions in her favor. “We have lived above each of the eight realms for millenniums. Asgard has sat in its rightful place above the realms of Elves and Dwarves long before the first mortal man took his first step. And how will we call ourselves gods when we allow this infantile race to command us? For too long we have allowed Midgard a peaceful existence despite their numerous attempts to undermine our divine sovereignty. I say no more,” she paused effectively, every pair of eyes, even, begrudgingly, Freya’s, transfixed in awe and respect on the Enchantress, who had cast a silent spell throughout the room to enhance her own allure and pacify the Council’s distaste toward her. Even Thor, who had said nothing since the Council began its discussion, listened with a quiet contemplativeness as she gave her speech.

“I say let Ziccarra come. Let her bring her husband, and her White Queen, and their entire damn Hellfire Club. Let them meet us at the walls of our Golden City, where all of Asgard and its army will be waiting. And we will let them know what it truly means to be immortal, by bringing an end to the mortality of any who dare act again Asgard or any of its people. Let them come. Let them break their skulls on these stone walls and bring us our prize.”

With one final cool gaze across the table, Amora lowered herself back into her seat while several moments of silence settled over the Council. Finally Thor’s voice, deep and powerful like that of rolling thunder, broke through.

“My father had tried, as long as he lived, to treat Midgard with the same civility we would show our own kind. I have tried to do the same. However these mortals’ aggressions, first with Von Doom and now those who call themselves the Hellfire Club, have acted against us and our realm too many times. We must show them, so that they will never again forget, that Asgard is the City of the Gods. And gods do not bow to men.”

Whispers and nods of approval filtered along the table, the entire Council seemingly having forgotten about punishing Amora for her actions and, instead, inspired by the idea of reestablishing the superiority of Asgard over any and all other realms; especially Midgard.

“We shall gather our forces, and, when they come, strike them down with our greatest warriors. This shall be the last time Midgard thinks itself worthy of war with Asgard,” Thor concluded, a buzz of excitement beginning to gather among the Council, which would spread throughout the entire city in time, at the promise of a victorious war.

Amora had remained silent since finishing her speech—the corners of her heavenly lips subtly curling upward in a satisfied smirk. In truth, she knew not who would die in the war to come. Both mortal and Asgardian blood would be shed, that much she was sure of. However, these details mattered little to the Enchantress. She had once again lured others into battle, to their death, to rectify the aftermath of her own personal indiscretions—whether they knew it or not. Countless would die, while she would remained unscathed. Proud of her own deceptive prowess, the smirk painted on the goddess’ irreproachable visage widened in glee.

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Enchantress' Magic

A comprehensive look at Enchantress’ vast mystic abilities and knowledge. While not possessing the infinite energy of a cosmic being, Amora is capable of near-limitless magical manipulation due to being an Asgardian goddess imbued with an innate connection to mystic arts and energies. Her spells require differing amounts of energy, ranging from being effortless to cast to costing her extreme exhaustion in order to execute.

Offensive

Elemental Manipulation - Allows Amora to manipulate, shape and create the basic elements of nature. This extends beyond the conventional elements (water, earth, fire, air) and allows her to manipulate more abstruse elements such as light, weather, gravity, magnetism and many others.

Magic Attacks - Amora can release/use magic attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc., from huge rays of pure energy that can knock over or even obliterate dozens of targets, or slightly singe them. These magic attacks can manifest themselves in various forms, including bullets, beams, bolts, waves, etc.

Magic Combat - Amora is able to infuse magic with physical attacks, using magical energies to blast away and hex opponents and strengthen attacks.

She can use any type of magic to give herself an edge in physical combat, like utilizing impulses to hit opponents with a heavy attack, elemental to execute elemental-based combat, or enhance her self-physical strength. She can enhanced her speed and strength, transform body parts into weapons, and alter her size.

Power Absorption - Amora can steal powers from others. Usually this is temporary and the victim naturally regain their lost power, how if her expelled magic is powerful enough some victims may lose their powers permanently.

Defensive

Force-Field Generation - Amora is able to create a shield, wall or a field to protect herself, with varying appearances and materials. The fields can be formed from energy, elements, shaped from the environment or formed by manipulating smaller items to form greater whole.

These force-fields are nigh impenetrable, but can be removed by extreme amounts of energy draining or weight. She is also able to throw shields away from herself, catch things with them, and mold them into various shapes.

Healing - Despite her naturally-regenerative physiology as an Asgardian goddess, Amora is also capable of restoring biotic organisms to her optimal health, curing broken or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. She is also able to heal others.

Magical Energy Absorption - Amora can absorb magical energy, power and other forms of magic to increase her physical and/or supernatural abilities. She can forcibly drain the magic of other entities and possibly entire dimensions with enough power.

Shapeshifting - Amora can shapeshift her form, transforming and reshaping down to her genetic and cellular structure. She can impersonate others or enhance her body in combat, either by turning into animals, monsters or making her body stronger.

Miscellaneous Abilities

Animation/Reanimation (Necromancy) - Amora can give a life to inanimate objects/substances, animating them to act/move on their own accord or at her will. She is also able to animate corpses or dead beings, which, in most cases, are mindless bodies. However even when she does create sentient or semi-sentient undead, these corpses are not resurrected forms of their previously-living selves.

Creation - Amora can create organic or inorganic matter from nothing, either as finished objects or unfinished elements. She can create energy, souls and life of any complexity, dimensions or realities, stars, etc. As long as it can be defined as an object, she has the power to make it reality.

Energy Constructs - Amora can use magic to turn energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence.

Flight - Power to fly or otherwise move through the air including levitating or gliding.

Magical Energy Manipulation - The basis for all Amora’s magic abilities, she can create, shape and manipulate magical energy for variety of effects and uses. Some of these uses include teleportation, telepathy, telekinesis, and many others.

Magic Aura - Amora can surround herself in matter and/or energy of any type of magic. This aura also possesses immensely strong magical properties that could work to her advantage depending on the type of magic she wields, allowing her to gain strength from the respective element of the aura.

She is also capable of increasing the strength of their aura via the magic of spells, charms, or even magical elements.

Magic Sensing - Amora can sense the presence and source of magical energies. She can inherently feel magical energy in her vicinity regardless of where it may be present.

Personal Domain - Amora can create a personal domain for herself; an area in which she has absolute power through magical means. This domain may be a physical area, or an entire pocket dimension. She possess omnipotence within her own domain.

Precognition - Amora has the ability to foresee possible futures and observe what may happen. As knowledge of the future invariably causes that future to change, visions of the future are subject to frequent shifting. While not being able to select futures, these visions may assist in possible courses of action.

Potion Creation - Amora can create potions--substances with magical properties such as enhancing physical and mental abilities, healing, granting powers, changing shape, or bewitching someone depending on the kind of potion that is made.

Some potions come in different forms of liquid, such as jelly, stew, brew, or even soup. They can also be made into solid form, often pills, powder, candy, and possibly drugs.

Reality Warping - Amora’s ability to create, change, destroy, or even alter reality, through magical means, just by thinking about it. While weaker spells are limited to what is already considered "real", stronger ones can make changes from nothing. Depending on the power of her spell, she may alter something as tangible as physics to something inconceivable like logic. This is an ability she rarely utilizes, due to the exhaustive amount of energy it requires.

Spell Casting - Another basic magical ability, Amora can cast spells, an action that allows her to magically alter reality to varying extents. It is traditionally a series of words that take effect when spoken, however Amora has long-mastered the ability to cast spells merely by thinking. They can also be cast with gestures or, for more powerful spells, a ritual of some sort.

With her apex mastery of spell casting, Amora is able to amplify her spells, create new ones, cause others' spells to fail or backfire, or negate preexisting spells.

Summoning - Amora can transport a person, creature, or object of choice by means of teleportation. She can summon nearly anything she desires, including powerful beings or "familiar spirits", but often requires a strong mystic connection to where these entities reside. She can call upon fairies, angels, demons, or animal spirits, etc.

The summoning can backfire, however, leading to any number of misfortunes, such as the summoned person, creature, or item attempting to cause harm to Amora if not properly controlled.

Telekinesis - Amora can manipulate objects with her mind. Telekinesis is the basis of many abilities that are based on "controlling/manipulating", and with enough energy may evolve to the point of allowing her to telekinetically control things at a subatomic level.

Telekinesis techniques range from levitation, pulling/pushing, blasts, and cutting, to skills such as combustion, bending the fabric of dimensional barriers for travel, matter manipulation, remote telekinesis, and ballistic telekinesis in which Amora causes any nearby objects to be moved around her at high speeds, explode, or to be propelled away from her at high speeds at her will.

Telepathy - One of Amora’s most powerful abilities accessed through her magic is telepathy. Her psionic powers allow her to perform several feats such as mental communication, mind reading, mind control, induce paralysis, possession, hypnosis, pain stimulation, illusion casting, astral projection, psychic surgery, and by collecting ambient psionic energy she can create powerful psionic lightning bolts or "psi-bolts", that can attack on a physical or mental level and are capable of rendering a person unconscious or even killing them. Amora’s telepathy is powerful enough to communicate and effect people all the way across the planet or even universe, with enough concentration.

Teleportation - Amora can use magic to teleport herself; i.e. the transfer of matter (beings/objects, including themselves) or energy from one point to another without traversing the physical space between them. This can be achieved by various means, including causing the atoms/molecules to travel at light-speed, warping space, or using quantum superposition, in which she teleports by replacing and restocking energy in a spatial behavior. However every method achieves the same end result.

While teleportation may seem like it is simply for travel, it can actually be a valuable ability, as it can be used offensively (and quite powerful, as a spatial attack), while offering superiority in terms of movement speed and distance coverage, as well as many other innovative uses.

Transmutation - Amora can transform, alter or transmute matter, energy, elements, objects, beings (animals, aliens, mythical beings, etc.), etc. into anything else, either completely or partially, permanently or temporarily.

Alternative Classification

Enchantment - One of Amora’s most powerful magic abilities is enchanting something or someone under her spell. She can achieve enchantment through various means of magic, including, most notably, her extraordinary beauty which allows her to enrapture others into a vulnerable state which makes them virtually helpless against her control. She can also charm/enchant objects through the use of spoken words or other occult items such as wands or certain talismans.

Illusion Casting - Amora can create and manipulate illusions, causing people to see, hear, touch, smell and/or taste things which do not actually exist, or cause them to perceive things differently from what they truly are. More powerful illusions (psychosomatic illusions) are so realistic they can cause physical effects (cuts, bruises, burns, etc) to appear on her target and affect surroundings as if they were real.

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Valdar the Godslayer

No Caption Provided

Name: Valdar

Aliases: Valdar the Godslayer, Godslayer, the Hybrid Son

Alignment: Ambiguous

Age: Immortal

Height: 7’2”

Weight: 1,100 lbs

Hair Color: Dark brown

Eye Color: Blue

Species: Aesir and Frost Giant hybrid

Birthplace: Asgard

Gender: Male

Occupation: Warrior

Relationship Status: In love with Amora the Enchantress

Identity: Secret on Earth, public in Asgard (with pardoned criminal records)

Affiliation: Enchantress, Asgardian Gods, (formerly) Imperial Guard

History

Trials of the Hybrid Son

Valdar was born on Asgard, but not within the protective walls of the City of the Gods. He was born the illegitimate son of a Frost Giant from Jotunheim and an Asgadrian goddess living in Skornheim. Skornheim has been described by Odin as the “deadly land beyond the pale of Asgard”, and has been used many times as the dangerous and often fatal trial grounds for the gods. It is here that Valdar was born, and where his mother died shortly after. This left Valdar to grow and survive alone in the unforgiving land of Skornheim.

Valdar grew quickly in both size and strength throughout his adolescence. The trials and dangers of Skornheim forced him to quickly learn every aspect of combat and survival - his life put at risk nearly every day of his life. The god’s strength and durability proved remarkable even in his youth, the young god often facing opponents many times his size and defeating them without effort. Throughout his years surviving in Skornheim, Valdar grew into a god of size and power unprecedented by Aesir standards.

Journey to the City of the Gods

Having grown nearly into adulthood, Valdar began learning of the existence of a Golden City somewhere on Asgard. He had seen the noble warriors of Asgard visiting the land of Skornheim many times in his childhood, watching most of them perish in its deadly trials, and heard stories of the glorious City of the Gods, but never knew where to find its gates. After meeting a traveling mercenary from Asgard and being informed on the city’s location, Valdar left Skornheim for the first time in hopes of living within the City of the Gods.

Valdar spent many years traveling through the wilds of Asgard, learning more about its lands and inhabitants than many do in their entire life. He gained valuable knowledge on the forests and valleys of the realm, as well as obscure fighting styles to add to his compilation. However as his travels garnered him more and more victories in combat, it also continued to reveal his merciless and violent disposition. Born with little intellect and vast amounts of strength, Valdar consistently showed an unsettling amount of joy in defeating his enemies, often by taking their lives. This habit started whispers throughout the wilds of Asgard, which turned into a reputation Valdar would carry with him for eternity - Godslayer.

Asgard and the Enchantress

Early in his adult, Valdar finally reached the City of Asgard. With no family and little money, Valdar’s only option in order to live within the city was to join the Imperial Guard. Here Valdar succeeded greatly, his vast and impressive knowledge on various forms of combat making him one of the Guard’s most elite soldiers. However, it was not long before Valdar’s cruelty began to show. He would often continue to attack his fellow soldiers after already defeating them during sparring sessions, or show unsettling desire for bloodshed during battles against Asgard’s enemies. This hunger for violence caught the attention of not only Valdar’s commanders within the Imperial Guard, but another Asgardian who shared his affinity for cruelty. Amora the Enchantress.

It is still debated throughout the City of Asgard just how Amora came to enchant Valdar. Many presume she cast a more powerful seduction spell than she ever had before, causing the Godslayer to never recover from its effects. Others believe the god merely fell in love with Enchantress, unable to resists her unequaled beauty and the affection she showered him in. However every story holds one fact true, that from the moment Valdar met Enchantress, he had followed her with unwavering loyalty and obedience.

Not long after partnering with Enchantress to assist her in her mischievous and often harmful plots, Valdar was dismissed from the Imperial Guard. This left Valdar with little honor to his name, only furthering his title of Godslayer as he continued to aide Enchantress in eliminating her enemies.

Valdar the Godslayer

Now, millenniums later, Valdar continues to use her unmatched size and strength and endless knowledge on combat and war to stand faithfully beside Enchantress. His pardoned criminal record allows him to live alongside his fellow Asgardians within the City of the Gods, while his reputation throughout the city varies from a fearsome warrior to a savage murderer. However none doubt his peerless skill in battle, and his innate ability to defeat any who stand in his way.

Powers and Abilities

Powers

Due do his half-giant physiology, Valdar is exceedingly strong even by Asgardian gods. He has shown strength ranked within Class 100 and can lift in excess of 100 tons at his peak strength. He has been known for being able to bring mountains to dust, as well as exchanging blows with the likes of Thor.

Valdar’s skin and muscle tissue are superhumanly dense. Due to his Frost Giant heritage, the Godslayer’s bone and flesh are also denser than an average Asgardian. He is able to resist ballistic impact from weapons such as machine guns, as well as resist extreme high and low temperatures. He is virtually inexhaustible, unable to tire from physical exertion, and immune to all Earthly disease and poison. Like all Asgardians, Valdar possess a regenerative healing factor.

Valdar also exhibits several other superhuman physical qualities, such as speed, sight, agility, hearing, etc. His visual acuity allows him to see from hundreds of feet what a human could only see from several, as well as being able to run at speeds in far excesses of even the finest human athlete.

Abilities

Valdar is one of the most masterful combatants found not only on Asgard but on any of the Nine Realms and beyond. Even without his superior strength, Valdar has displayed a peerless knowledge of various forms of fighting that are unique to Asgard as well as countless techniques found throughout the Nine Realms. He is also a master weapons expert, able to expertly utilize armaments such as axes, swords, bows, shields, clubs and hammers.

Weapons

Bloodaxe
Bloodaxe

Godslayer wields a double-bladed axe with a three foot handle and blades two feet wide. The axe is so massive, that it weighs approximately 280 lbs. With the axe he can cleave inter-dimensional passages that can transport himself and others to other realms or dimensions. He can also use the axe to open small rifts to other dimensions which permit inter-dimensional energy to pass through, such as blazing stellar fire or intense cold. The axe is also capable of destroying illusions created by magic.

The Bloodaxe’s enchantments were placed by Enchantress and it is similar to Mjolnir in power in capability. It is capable of granting its wielder tremendous capabilities, although its savage nature begins to corrupt the mind of virtually anyone who possesses it.

Valdar also carries a sword he named Skorn, which, like most Asgardian weapons, was crafted by the Dwarves and is virtually indestructible. Named from the harsh and dangerous land which he was born, Valdar often utilizes Skorn before the Bloodaxe in battle. Enchantress has promised to enchant Skorn, in time.

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