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Phoenix Bay Setting Compendium

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  • #16
    Re: Phoenix Bay Setting Compendium

    Reserve Member: Arcanis

    David Alexander Maxwell was a master of mystic arts. He grew up in Phoenix Bay in the 1920's with magic keeping him youthful throughout the decades. In the 1940's, he was engaged with a long back and forth battle with the dark sorceress Amalia Syris. Amalia used black magic and was always looking to steal souls to fuel powerful rituals.

    For most of his career, David remained behind the scenes, fighting dark forces. His relationship with Amalia evolved as well. Her methods softened, and the two even teamed up twice in the 60's to battle Tyrannus, the dimensional conqueror looking to add Earth's dimension to his empire.

    In the late 70's Tyrannus made another attempt, this time taking control of the Justice Foundation. Maxwell entered each of their minds and freed them from Tyrannus. Together, the Justice Foundation and Maxwell fought Tyrannus and forced him to flee the Earth dimension. The Foundation offered to make him a member, but he refused.

    During the 80's, the Foundation faced several mystic challenges, including one zombie invasion. Maxwell was seen very publically working with the team by reporters, and when questioned, Rex Mundi called him Arcanis and said he was a reserve member.

    By the 90's, Amalia was more of a friend than an enemy to David, but he refused any kind of relationship with her as long as she continued to use black magic. Frustrated by constant refusals, she used magic to seduce him after he was weakened dealing with a vampire lord. Nine months later, Jason Maxwell was born.

    While David was officially raising him, Amalia insisted on being a part of young Jason's life. David no longer trusted Amalia and would have nothing to do with her personally, but he always knew she would take care of their son. When Jason began to exhibit his magical abilities in his pre-teens, Amalia was often called to babysit when David needed to take on some mission.

    When the Armada arrived, David and Amalia teamed up to fight against the invasion. However, some time during the battle, the couple were transformed to magical stone statues. Jason found their statues in the rubble and has been working to remove the spell that is trapping them and find out who did this.
    Last edited by kenseido; 03-24-2018, 12:28 AM.
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    • #17
      Re: Phoenix Bay Setting Compendium

      "Between the years when the dying stars drank Sitnalta and rise of the son of Khana, there was an age undreamed of, when shining kingdoms laid spread across the galaxy. Hither came...

      Kron The Invincible

      ... Destined to wear the jeweled crown of Oziri upon a troubled brow. It is I, his chronicler, who knows well his saga. Now, let me tell you of the days of high adventure..."

      one of the more colorful figures in the superheroic history of Phoenix Bay, as far as the public knew, Kron The Invincible was a blue skinned alien superman and barbarian, who like some cosmic professional wrester, regularly came to Earth in order to fight against it's champions, sometimes alongside them, but mostly to have his idea of "a good time". he first appeared in 1975, battling the Centurion in Freedom City, before eventually making his way westward to Phoenix Bay in 1977.

      But, there was more to the story.

      the story of Kron began with his people, the Vorlick, a physically powerful race whose strength and stamina were great, but primitive development made them ideal slave labor once conquered, their own homeworld long since rendered uninhabitable by planetary-scale mining. The Vorlick themselves were scattered they were sold off to various empires. today, no one would know if the original vorlick people had lived at all.

      centuries later, Kron was born to one such Vorlick work camp, engineered by their masters to survive in all but the deadliest environments. as soon as he was strong enough, he was put to work in the mines, watching his people live and die in misery, laboring endlessly for uncaring masters. his was a tale of sorrow

      But nevertheless, he persisted. Persisted while everyone he ever knew worked and perished, his strength and stamina seemingly without limit. And so his masters, fearing that this mutant Vorlick would lead an uprising, sold him off to the Gladiator Pits. At this time, Kron knew nothing of combat, but he proved a fast learner when motivated by his survival. He did not care anymore. Life and death - the same. Only that the crowd would be there to greet him with howls of lust and fury. He began to realize his sense of worth. He mattered. In time, his victories could not easily be counted. He was taken to the Throneworlds, a great prize, where the war masters would teach him the deepest secrets, including the technique of flight. Language and writing were also made available, the poetry of Kitai, the philosophy of Sung; and he also came to know the pleasures of women, when he was bred to the finest stock.

      But as Kron's ability grew, so too did the demands of his masters. In time, they would send him to the planet Earth, home to unmatched heroes such as the Centurion, who gave Kron his first defeat, but refused to slay the Vorlick warrior. Kron was puzzled by this human concept of mercy, but more, here on Earth he at last had a worthy challenge, rivals he could face again and again. And here, so far from the Throneworlds, left to survive in the relatively primitive wilds the natives called the United States until he was brought back, While Kron did not realize it, not even knowing the word, he gained his first taste of freedom.

      Back home, Kron's defeat cost him glory, but his life was spared for the novelty of fighting these heroes, a contest that for years he engaged in regularly, savouring his journeys to Earth. It all came to a seeming end, when one day, Kron's masters came not only for him, but to make slaves of his greatest rivals, the Justice Foundation. To Kron's amazement, they were horrified at what their old enemy's life was truly like, and vowed on the spot to free not only themselves, as so many new arrivals had before them, but Kron and every other slave whose chains they came upon.

      And so Kron's greatest battle began, fighting from the lowest dungeons to the highest spaceport towers, as he and his fellow slaves tore down the decadent city about the ears of the spoiled masters, the air filled with exultant cries of rebellion and freedom. by the day's end, Kron had found new purpose, leader of a rag tag fleet of refugees. Gladiators, miners, servants, pets and concubines, all who had followed him and thrown off the yoke of slavery.

      So, did Kron return the wayward Justice Foundation to their home on Earth. And having no further concern, he and his companions sought adventure in the galaxy. Many wars and feuds did Kron fight. Honor and fear were heaped upon his name. He would return to the slave pits of his birth, freeing this remnant of the Vorlick, and in time, the fleet would come to the world of Oziri, where Kron would become king by his own hand.

      But that, is another story...
      Last edited by Kreuzritter; 07-29-2017, 07:22 PM.


      • #18
        Re: Phoenix Bay Setting Compendium

        The Justice Guild of America

        Let Justice Prevail!

        The immediate precursors of the Justice Foundation, the Justice Guild of America were minor heroes in King's Junction who first united in 1955 during Dr. Zero's attack on the city, and chose to stay united to take up the torch of eternal vigilance tossed by the Victory Bridge in their disbanding. For 14 long years they served their city, before Mayhem Monday, when the team suffered terrible losses saving Phoenix Bay from the Anarchy Command in 1969, and in turn passing the torch to the Justice Foundation. from their first team-up to the last day, the Guild's roster was:

        Black Siren: the private life of Black Siren was a mystery, only that she donned her black mask and got her start driving the pimps and drug dens out of King's Junction, before being convinced to join the Justice Guild. however, several Phoenix Bay historians theorize that Black Siren was in fact not one woman, but several, an all-woman gang posing as a singular vigilante, most of whom perished during Mayhem Monday, forcing the survivors to re-invent themselves as the charitable Black Sirens Girls Club. regardless of her origins, Black Siren remains a feminist/LGBTQ icon in Phoenix Bay to this very day.

        Catman: born to one of Phoenix Bay's old money families, Evan East was motivated both by the example of the victory brigade and the poverty of King's Junction. crippled during Mayhem Monday, Evan was succeeded as Catman by his son, who in turn passed the legacy to his own son. Sadly, the third Catman was not only also forced to retire due to injuries sustained in the line of duty, but to reveal his secret identity in the process of taking his injuries. today, Evan East III fights crime not with his fists, but through countless charitable and civic works.

        Green Guardsman: a journalist, Scott Mason got his start as a correspondent in Marrakech during the Algierian War's first year. When Mason was forced to return home, he'd also somehow brought back a strange green ring. not just any ring, in fact, but the fabled ring of Aladdin, the djinn within recognizing Scott as its new master, the emerald light of its magic directed by his very will. Green Guardsman perished in 2000, and his ring vanished from its memorial shrine in the Justice Foundation headquarters later that year. Since then, numerous people claim to have come into the ring's possession, only to produce fakes and replicas, or to suddenly and mysteriously lose the ring.

        Streak: Julian Robinson was a police officer who gained the power of super-speed during Doctor Zero's infamous attack on the city, but took to heroism like a duck to water, and served as the Justice Guild's field leader and chairman. Well-meaning but a traditional conservative, he was however prone to giving unwitting backhanded compliments to minority heroes ("You're a credit to your race"). Sadly, he gave his life to save Phoenix Bay on Mayhem Monday, using his speed to take Anarchy Command's doomsday device safely out to sea when it was detonated. for this reason, the Phoenix Bay Police Department hosts an annual charity marathon in his honor.

        Tom Turbine: Tom Turbine seemed to embody the attitudes of Phoenix Bay, a hard-working polymath whose genius took him from rags to riches in a meteoric rise, culminating in his renovation of the King's Junction power plant. never one to rest on his laurels, Tom developed a miniaturized version of the reactor, one small enough to be worn as an oversized belt, giving him herculean strength and limited flight. Sadly, Tom was ruined when a combination of Mayhem Monday and being outed as a homosexual caused a nervous breakdown, forcing him into retirement and obscurity. Decades later, however, Tom emerged from this exile when he was personally consulted during the construction of the Feynman-Yamaguchi Reactor. Tom lived just long enough to see the reactor brought online before passing away due to cancer. his manor/laboratory has been converted into the King's Junction Museum of Science
        Last edited by Kreuzritter; 08-29-2017, 08:24 AM.


        • #19
          Re: Phoenix Bay Setting Compendium

          1961-1974: The Sixties
          Anarchia Imperia!

          The year is 1961. In the steamy Vietnam jungle, a black helicopter twenty years more advanced than its time disgorges men in black who wear shades and suits even in the dark, sweltering heat. The troops assembled before them wear no uniform in violation of the laws of war. Instead they wear bomb collars, drug harnesses, a barcode tattoo on every bicep. The men in black bark orders: they are to withdraw. S.P.E.C.T.R.U.M. will no longer serve its masters in the U.S.government.

          A young woman hears the order and knows it is time. In the confusion of the evacuation she slips away, staggering through the muck, dogged by swarms of mosquitoes every step of the way, fighting off the withdrawal symptoms of the highly addictive drugs S.P.E.C.T.R.U.M. uses to control its supers. She has seen the brutality of the nation-state firsthand and learned well the lesson that might makes right. She is the future General Havoc, founder and leader of the Anarchy Command.

          Crisis off the Cuban Coast

          The decade began with a rejuvenated superhero community backed by AEGIS on one hand, and on the other, an explosion in super-powered activity that saw some of the most famed and feared villains of all time. It started in late 1961, when Dr. Moreau -- according to the ape himself, that Dr. Moreau -- held the United States hostage with a modified rabies virus that threatened to turn the entire nation into ravenous, beast-like creatures. A combined response from a dozen super teams -- the Vanguard, S.T.A.R., the Freedom League and the Justicars among them -- defeated Dr. Moreau's genengineered minions, the Manimals and Femmebeasts, by distributing over 6 million doses of Daedalus's antidote.

          It was only the first of many challenges the heroes would face, as in Oct 1962, Soviet nuclear missiles were found on Cuba and the Cuban Missile Crisis began. President Kennedy, reluctant to escalate the situation, contacted AEGIS and through them requested a team of 12 flying heroes from Phoenix Bay and Freedom City to intervene. He believed that civilian supers would be less provocative than a military force. Unbeknownst to them, a squad of the most prominent Soviet heroes, the Supreme Defenders of the Most Glorious Motherland (a ridiculous name universally shortened to 'Supreme' by all parties), had also been sent to the scene. Both groups met shortly after midnight on Oct 27 near Cuba. A confused night battle that followed and many from both sides were woulded and scattered across the Cuban shores.

          Looking for survivors, one of the U.S. supers by the codename of Firebolt, discovered the severely injured Soviet veteran, Siberian Tiger, along the shore. Touched by his plight, she used her powers to help cauterize the wounds he sustained during his fall. She was discovered doing so by the leader of the Soviet team, Red Star, who was shocked to discover his brother and teammate's life being saved by his country's sworn enemies. He declared a unilateral ceasefire, which allowed both teams to regroup and talk. Meeting face to face without all the machinations of propaganda and politics, both sides spoke, and despite intractable ideological differences, they understood the crisis was escalating out of hand.

          Speaking to the leaders of their respective countries, the superheroes convinced Kennedy and Khrushchev to help defuse tensions, calling off a spy plane flight over Cuba and turning back the Soviet ship. However, the heroes also did something that neither government anticipated. Through Cuban radio, both super teams issued a joint declaration that they would intervene to prevent any use of nuclear weapons, and any action that might reasonably provoke such a use. They sent a clear message that they would not tolerate nuclear war, a message that resonated around the world and was cheered by citizens of every nationality. International pressure made it impossible for either government to do anything that might be seen as an escalation, and the crisis was resolved.

          The missile crisis forever changed the role of the superhero. Superheroes started to see themselves as more than merely protectors of law and order, but as embodiments of the values they upheld, guardians of virtue who would step in to curb the excesses of governments and individuals alike. Superheroes fought not just criminals but the battles of the Civil Rights movement, as costumed crimefighters clashed with supers sponsored by segregationist forces, stood watch over demonstrations, or even marched in protest themselves.

          "We've Lost Contact with Koltsovo"

          The action at Cuba sent tremors across the Communist world and the Soviets were deeply embarrassed by their own super team going off script and Red Flag's defection to S.P.E.C.T.R.U.M. several years earlier. Whispers spread that the Guardians of the Revolution would never dare such insubordination in the days of Stalin. Nikita Khrushchev was deposed soon after the incident and replaced by a hardline Soviet leadership determined to muster all the superhuman resources of the USSR to its cause.

          The Soviets placed heavy emphasis on military super-soldier programs, believing that genetically engineered soldiers and clones could be more easily controlled than citizens, and thus was born the great naukograds, or Science Cities. In these gigantic arcologies, hidden behind the Urals in darkest Siberia, Soviet scientists bankrupted their morals to fund ever more ambitious projects and produce all manner of terrifying weapons. Chief among them was the Science City of Koltsovo, built to headquarter the Soviet biowarfare center, the State Research Center of Virology and Biotechnology VECTOR.

          In 1963, Soviet prodigy and geneticist Dr. Nikolai Ivanovich Konstantinov was sent to Koltsovo to serve under VECTOR. Young, ambitious, abrasive, a rebel against orthodoxy, he was just the kind of scientist that his masters hated as much as they needed him for his groundbreaking research. His peers feared and resented his accomplishments which outshone them all. But Konstantinov himself knew how quickly one could rise and fall in the Union, how easily the powerful could be deposed and 'disappeared', and made preparations for that eventuality.

          Shortly before 1974, when construction of the Koltsovo arcology was complete, Konstantinov got into an argument with VECTOR's senior leadership over credit for a major research project. Konstantinov later claimed that VECTOR's Director of Research threatened to 'erase him from history' if he did not withdraw his demands for greater acknowledgement. Interpreting the threat as being in earnest, he pretended to back down and concede, and the moment he was out of the room, launched his rebellion.

          Konstantinov's gene-engineered creations were matched by only Dr. Moreau, and he had pushed the boundaries of biological science further than the Soviets imagined. Terrible diseases wracked his foes while monstrous, vat-grown creatures smashed open Soviet tanks and overran KGB troops. His psychic shock troops took control of VECTOR's super-soldier battalions and with them, he seized control of Koltsovo arcology's central systems and released a deadly airborne, antibiotic-resistant plague. Then he went from room to room in the great arcology, offering a choice: loyalty in exchange for the cure, or a fate worse than death for refusal. A little too late, the Soviets learned that leaving powerful weapons -- weapons their nation depended on -- in the control of ambitious and amoral men. Despite fierce resistance, the Soviets lost control of Koltsovo within 24 hours.

          While the Kremlin debated the use of nuclear weapons, Konstantinov offered his former masters a deal from the vast concrete arcology they built for him. They would permit VECTOR's Science City to remain independent and supply the city. In exchange, he would keep news of this debacle secret from the world, and make for them the weapons and super-soldiers they needed so badly -- at a cost. Any attempt to destroy the city, and he would launch missiles laden with deadly and highly infectious plagues. The Soviet leadership reluctantly agreed, although the military maintains a 10-mile long cordon of troops armed with biohazard gear around the arcology till this day. As for the men and women who opposed him, the scientists and soldiers who remained loyal to their government, none ever left the city. Rumors claim that they live on among the ranks of VECTOR's creations, serving Konstantinov as hideously mutated monstrosities.

          Shambala Opens its Gates

          Across the world, Communist governments, fearing rebellion by super-powered humans, intensified their repression of such citizens, leading many to flee their native countries for the West. The most extreme purges occurred in China, where During Mao Zedong's disastrous Great Leap Forward, the Wulin (Chinese secret world of martial clans) had resisted industrialization and provided aid to starving civilians. They won the hearts and minds of millions and threatened the Communist Party's dominance. Mao, needing to deflect attention from his failed policies, declared the entire Wulin to be "counter-revolutionary traitors" and ordered them wiped out.

          The Wulin resisted, but they were no match for the massive People's Liberation Army. Shaolin Monastery was razed to the ground and Huashan was smothered in smoke and ash from its hundred burning temples. Back in Phoenix Bay, the Justicars' powerful telepath, Dreamgirl, was contacted by Chinese mystics and convinced the rest of her team to launch a covert intervention. But the People's Liberation Army had deployed the Eastern Wind, China's national superteam. While the Justicars were individually experienced, powerful heroes, the Eastern Wind had its pick of China's superhumans and vast military support. Just as it seemed like the Justicars and their Chinese allies would be overwhelmed, a miracle happened. The exhausted, battered men and women fighting high in the mountain passes were blinded by light. The raging blizzards subsided and they saw high above them the walls and roofs of a great city, glazed tiles gleaming under the sun and shining with its golden glow. It was the mythical city of Shambala.

          Shambala's magical defenses rendered it unreachable by the outside world, an oasis of spiritual knowledge untainted by worldly concerns. But in these days threatened by nuclear fire, the High Elders decided that Shambala could no longer be merely an ancient and distant bastion of learning. The warrior-monks of Shambala repelled the Chinese assault, sheltered the heroes and heard from them their accounts of the world beyond. They came to a decision: not only would Shambala once again open its gates to the world, but a group of 108 mystics, gurus and wise ones would venture forth to spread their teachings and help bring peace to the world. Meeting with world leaders and visiting cities all over the globe, they brought about a huge surge of interest in Oriental religion and spirituality.

          The Dreamer in the Deep

          But the world would not listen. Its leaders rejected Shambala's calls for peace and disarmament, and the delegation achieved few of its goals. Indeed, seeking to change the world, the wise men and women were themselves changed. The leader of the expedition, a Nepalese man by the name of Rajesh Maharjan, was deeply shaken by a world so ridden by conflict, strife and inequality and fell into a deep depression. Abandoning his Buddhist faith, he began to believe that true enlightenment was forever beyond the reach of nearly all of humanity. He stared into the abyss, looking for answers, and something from deep within the abyss answered. An eldritch power from the space between worlds whispered into his mind the formulae for a mighty spell that would allow it to manifest. Once manifested upon this world, it would consume humanity utterly, not only destroying their bodies but obliterating the souls of billions. It was not nirvana, that ultimate state of bliss and liberation; but it was in Maharjan's eyes a kind of release from the eternal cycle of rebirth and suffering.

          Maharjan gave himself wholly over to his dark patron. Calling himself the Endbringer, he began preparations for his apocalyptic spell, gathering cultists and seeking out places of power. Adrian Eldritch discovered his work and confronted Maharjan, barely defeating the first attempted manifestation in 1965 in a series of running battles through the cities, villages and jungles of Southeast Asia. Alarmed by what he found in his battles, Adrian Eldritch began gathering powerful mystics to his side, an alliance of sorcerors and white mages that could counter Maharjan's dark god -- a power that he called the Dreamer in the Deep. He called his team the Star Circle, for the crown of stars had been an ancient symbol of harmony and unity.

          Following many skirmishes, their second major clash came three years later in 1968, when Maharjan's acolytes launched multiple simultaneous attacks all over Phoenix Bay, opening portals through which streamed creatures of inky black ooze. Numerous hero teams responded swiftly and decisively to the incursions, but that was precisely what Maharjan wanted. He predicted that the sacrifice of so many super-powered beings would empower his dark god enough to manifest in the world, and his servants had painstakingly turned all Phoenix Bay into a gigantic sacrificial circle, with miles of ritual markings drawn in the sewers and arcane symbols surreptitiously carved into 27 sites surrounding the city.

          This time, however, he had bitten off more than he could chew and his prey turned out to be much more than he could handle. Adventurer-archeologist Lady Skye was the first to recognize Maharjan's plan from her mansion at Glitter Falls and equipped heroes from her wealth of exotic charms and artifacts to protect them against his spells. The speedster twins Slipstream and Redline spearheaded the evacuation, while Atlas used his immense strength to barricade key areas and slow the tide of inky horrors. The Imagineer's hard light constructs, Hellgirl's infernal minions, and the PBPD clashed with Majahran's creatures of black ooze in the streets. The Star Circle, on high alert, arrived almost immediately and its mages began unravelling Majarhan's mighty spell. Science and magic joined forces as the super-genius Tom Turbine used his miniaturized reactor and electrified the city's lights in complex patterns, drawing a massive counterspell under the Star Circle's guidance. The heroine Warpshadow used her teleportals to help the Bombshells and the West Coast Wardens launch blitzkrieg attacks on Maharjan's ritual sites surrounding the city. Even Moreau's beast-people joined the battle, for there are few who have a taste for Maharjan's nihilism. And all the while, the Rocketeer, Patriot America, Star Strider, Witchgirl and Paladin on her flying steed duelled Maharjan over the downtown streets in one of the most spectacular super-battles ever.

          The arrival of Adrian Eldritch himself, the Freedom League and other hero teams from across the world were the last nail in the coffin. Stunned at their defeat, Maharjan and his acolytes were hauled off to prison. Despite the victory, Adrian Eldritch left Phoenix Bay with a nagging sense of unease. The increase in both the numbers and powers of superhumans, the re-emergence of ancient horrors, and now this terrible power from the outer dark that had seduced one of Shambala's wisest and gentlest minds haunted him. Even as citizens cheered their heroes in the streets, the Master Mage was leaving on a journey for answers that would take him years.

          (To be continued)