Alright looks go to me balance and lore wise. For an artifact, I suggest an ether gauntlet that she can wear. The gauntlet is of a gilded ornament design, and at her own will she can use her stored ether to fuel it for a maximum carry limit of 2 tons. A full charge can last for 30 minute for that strength, or it can be released all at once for a concussive blast of blue energy. A full charge of the gauntlet however requires 1/4th's of her augmented body's reserve.
Edit: Her job will be a mercenary. Aside from utilizing her stealth her array of equipment may give her different tasks rather then being a pure assassin.
Admiral of the Sunken Aslorian Navy, Admiral of the Haunted Waters, Char, Jaws
General description
Race
Alpha Beastmen
Age
His age is more of a story, than a number.
Size
Azal stands eleven foot tall and eight inches, with extremely broad shoulders, his weight is a bit more of an estimation than anything as it changes a bit depending on the situation, but it is guaranteed that he carries quite the weight in muscle. His tail length is roughly six feet, and as this accounts as a major part of him in the water his total form length roughly reaches thirteen feet long when swimming.
Gender
Male
Sexuality
Heterosexual
Religion
Azal's religion is one kept as a close secret to himself, and is never spoken with open lips.
Job
Admiral of the renegade Aslorian Naval Army
Personality
Azal is by no means nice, he serves a belief that all beings should be blunt and honest of their thoughts and feelings. He speaks without restraint.. most of the time. However even for a sharken Beastmen he has a snake's tongue. He speaks in ways that can curl and attract the minds of others, gifted with a personality that bolsters honesty and boldness, as well as charisma and intelligence. If ever you met a man with a shark smile, Azal would show you the true meaning. Azal isn't one for loyalties without proof they serve to be held, as is the case with the former Aslorian Nation and Azal. That loyalty was betrayed and it quickly cost the Aslorian Nation.
Biography
Azal was born to an Aslorian Family of Sharken Beastmen. It was a simple life at first, he grew up with the other coastal living aquatic beastmen, growing up under the teaching of his family to be a Fisherman. However that life slowly became more and more distant as he began to grow an obsession with sailing and ships. This led a young Azal to pursue a life that would lead him to the sea and all it held.
He eventually grew to the age where he signed on with the Aslorian Navy, after long years working the docks and getting as close to ship-work as possible, where he could begin proper training. Though he was led a sheltered life for his earliest years and always seem to forget that a Navy was militant forces. When the time was upon him for combat training.. he grew almost skiddish and disgusted. But he desired nothing more than to sail and to serve on a ship, and while there were merchant ships, they were less kind to taking on a juvenile beastmen. So it was decided that he would have to brace himself for all of the Navy's training and as it could be said, Azal found himself a growing, combat improving, recruit of the Aslorian Navy.
Times and Hardships passed over the years and eventually Azal stood at the gates of the Naval Academy of Asloria. It was here that he stared at the greatest thing he personally had ever seen... his first ship, and it was His. He had successfully graduated the Aslorian Naval Academy to such a degree that he was one of the lucky few to receive the honor of becoming a full-fledged Captain to their own ship. Azal's ship was a rather old vessel, but a trusted one, dubbed the "Old Sea Crone" by the Dock workers. It seemed that every time the Old Crone came into the docks, she was mangled and beaten, battered and bruised, and she nagged the Dock Workers for days about her problems. Nevertheless they tended to the Old Crone and treated her marvelously, ensuring that every time she went back out to sea she was looking better than ever and stronger than before. This seemed more like a pity gift to some, but to Azal he loved it, as the Old Crone was a cherished memory and idol of his affection.
Many more years passed, decades even, as Azal became a great leader for the Aslorian Navy. However as it would happen, just a few years after his promotion to Admiral of the Navy, he and the entire fleet were betrayed. It had been revealed that for decades the Navy's missions were great sources of unwilling piracy and national obstruction of peace. The Navy of Asloria was sentenced to trial as a body of renegade militant figures. The trial was hosted without the Navy's knowing, and a "Mission" was set to cast them into a trap. They were instructed to travel to a pre-determined sea of death and destruction. The Fleet was led by Azal and it was there that the ocean tried to claim the navy, but Azal and his underlings made proof of their training an skill by surviving the course and the waters. The supposed "success" and the lack of finding the false target, which was said to have been a spy ship, led the Fleet back to mainland. Asloria could not accept their return, officially revealing their betrayal by announcing that the Navy could no longer dock at Asloria and were exiled for crimes against the Nation.
Azal was the leading figurehead. He was the Admiral, the Commander, the Voice of Reason for the now exiled Navy of Asloria. He chose to lead them, and he led them to a life of freedom. The Navy of Asloria, was now the Renegade Navy of Aslorian Pirates. It was this title and this path in life that led Azal to eventually come to the grips of Lancelot's regime.
Traits and Equipment
Azal is an Alpha Beastmen, of which means he is superior to this kin naturally. His base racial standard is that he has proven himself greater than his normal folk. He is the premier of his people, without outside intervention. As well as his nature is that of a Shark. An Alpha Beastmen possess a higher evolutionary equivalent of their normal kin, this for Azal means quite a great deal. He bears extremely superior strength, senses, dexterity, speed, and even intelligence.
Master of the Seas
Azal is an Admiral, but more-so a man of the Seas. He seems to be able to command the waters themselves with his talent at sailing. His calls to his crew are effortless and even the most dangerous of weathers and oceans are traversable by Azal and his Fleet.Part of this comes what could be considered a second strength all it's own. Azal has the charisma of a Deity, if some were to be believed, as his silver tongue licks the lips of all who speak to him. He can inspire people to willingly rush to their death, and his words will carry them to safety every time.
Swordsmen of the Waves
Azal's time among the Navy, among the exiles, among those less reputable than your every-day folk, have forged him into a fighter. He bears a stance and a power with a blade unlike many others, and his weapon of choice only accents that more, as he wields a sharpened, blades, Anchor as his weapon.
Jaws Motherfucker, do you have them?
Azal is a Beastmen, but more so an Alpha Beastmen. This presents him with a fair few advantages to the normal folk of his kind. For example Azal boasts a higher strength, an increased natural defense to physical attacks, a higher natural regeneration, and a greater speed. Additionally as an Alpha Sharken Beastmen his speed and power within the water are unmatched by any and all of his kind and of other races.
Naval Weaponry Expert
Azal is a Pistoleer, a marskmen really, with the flintlock weaponry of this time, as well as a well-versed Naval cannon operator. He can wield and has mastered all forms of weaponry used by naval forces. Pistols, Rifles, Blunderbusses, Cannons, Hornet's Nests, and even Harpoon Guns.
Cold Resistance
Azal, due to his nature, has quite the resistance to cold. Between his racial acclimation to cold waters, and his long term diving practice in the deepest of oceans, he has become accustom to cold conditions and suffers no real threat from it any longer.
Pressure Resistance
Once more, due to his time in the oceans and his practice at diving, combined with his physical resistances, Azal no longer suffers from the heavy pressure of the deep ocean. This also bolsters his blunt resistance, as well.
Betrayal Scars
Azal has a weakness to those who trust, for he has suffered a betrayal on a scale few can imagine. This puts him at a disadvantage to the concept of loyalty and trust nowadays. He is a man of disgust to the concept in most forms, taking only the boldest nature of loyalty for face value in the hopes of gains.
Sharken Hunger/Lust
Azal is no different than any other being, all have primal urges and desires. Azal's come with some weight due to his nature however, as a Shark smells blood it grows berserk. For Azal this relates in many forms, his anger, his bloodlust, his base lust. It is all amplified for his beastmen nature. It isn't uncontrollable, but it is impactful when it takes over.
Extreme Heat
Azal cannot last very long in extreme heat, this isn't due to needing water, but over-heating and drying out is terrible for him and those like him. It's effects are worse on his species than it is on others, but equal to that of other aquatic/amphibious species.
Lack of care
Azal often finds it hard to care for others, or to care for other's opinions. In general Azal finds it hard to care for much other than blunt honesty. If it isn't a fact, and it isn't a proven thing, he doesn't much care for it. Opinions to him are just words, any form of lie is betrayal, and any detest towards Azal is just expected.
Deep Anchor
The Deep Anchor is a weapon hand-crafted by a master smith for Azal, using an ancient sunken Anchor from an unknown origin, this rather unique weapon has been sharpened and hardened to be wielded as a weapon. It serves as Azal's right handed key to the world. He can unlock any lock, bash any skull, negotiate any meeting, and hold any land with this Anchor. He has had a strengthened chain attached to the mooring and he has been known to lash out with the anchor like a mighty spear from time to time, or use it as an anchor hoist to board ships.(Anchor is in picture.)
Azal's Left Hand
Azal's Left hand is actually a hook, due to the loss of his actual left hand. The Hook is a forged heavily silver-over-steel alloy that grants both strength, and the power of Silver, to Azal as a powerful weapon. It has been a long time since Azal lost his left hand, and the hook is no longer a hinder to him. He has actually become a premier in the aspect of fighting with a hook hand.
The Renegade Navy of Asloria
The Betrayal of the Aslorian Nation has taken a toll on the Navy, they have spent an indecribable amount of time at sea, now their title as a Navy is merely a reminder to themselves and others. The Naval fleet is now comprised of seven hundred War-Barks. As well as two hundred massive commanding ships. The Admiral's Old Crone still stands as the largest of them all, bearing the necessity of six masts.
The Renegade Navy has also come into the collection of two major assets, of which are beings. The first is an abundance of Elementals, specifically Water Elementals called: Grim-Bound Waters. There is one Elemental for each Ship in the fleet, which serves as a power sources and navigator, controlling the ships under Azal's command without question. The second is a pod of Sea Monsters referred only to Aslorileviathans. There are currently fifty Aslorileviathans following the Renegade Naval Fleet, and as to why they are doing so is entirely unknown to most, even many of the fleet are unsure and often make rumors as to why.
Recap: 700 War-ships. 199 Massive Command Ships 1 Admiral Command 6-Mast Ship: The Old Crone 900 Grim-Bound Waters(Elementals) that serve as guidance and power Fifty massive Aslorileviathans
Writ of the Pirate's Seas
The Writ of the Pirate's Seas has one major use. It can, and will, grant the wielder the ability to steal any one object, once per day. However to do so, the wielder of the Writ must have clearly seen the object with good vision, or have been described the object in great detail. The wielder cannot enact this more than once every twenty-four hours, as well as the wielder cannot summon an object they have no clear idea of, so say a wielder of the Writ desires a weapon another has, but has never seen the weapon and has never been told of the objects features and appearance, then the Writ will simply not work. Should a wielder use the Writ more than once a day, the second and continual uses after the first will only grant lungs(and gills) full of oxygen-less water for several moments. This is a penalty for abusive greed, and a draw-back to a power that the creator of the artifact felt necessary.
Relationships
Azal has previous sold ships to Evelyn and Bartuc, as to how these ships were acquired by Azal was never discussed, and their relationship was purely business.
Other
(Theme songs or other noteworthy things and such go here.)
Welcome aboard Shark Cap'n! His role will be navy admiral, for the Knights of Evil he will have expected leadership and guidance through any mission directly related to the sea.
Didn't quite want to force an interaction with anybody when it looks like the scene is starting to end, so I left the post pretty open to either collab or move on from.
Alright so since posting seems to be a bit slow I will wait till sunday for the update post. Just to note, that update will timeskip to the next day giving players the option for more character interaction. On friday I will then timeskip to the day of the mission, introducing the objectives to the knights and ending it with them on their way.
I have noticed some have posted and mentioned something about lingering souls wandering the area. Just to be clear for future interactions, the castle grounds will be free of roaming souls starting the next IC day, as Par'Sath is now proceeding to spend the entire night guiding these lost spirits to the afterlife. Obviously, that doesn't include souls trapped within artifacts or on characters.
Oh, and feel free to interact with him if your character has a fancy of speaking with a Reaper. Just call out to him and he'll come to you.
Next update will be the next Sunday, which will immediately time skip to the day of the mission. In between now and then, players may post interactions and such from anytime IC time between after the first meeting to the night prior to the first mission.
Ok... so im stuck as to who i want to play. I have a few ideas and im torn between; A half demon who is possesed by himself (i will explain), A powerful bard turned lich, and a masochistic pschyco who gains strength and speed the more pain he endures.