Age: Fifty-Seven ~ "Doesn't look a day over twenty."
Race: Zaldean
Zaldeans were born a cursed people. Short lifespans, the constant loss of life essence, a faith system based on giving back to the world with their ultimate demise, and very little interaction with other races in the cosmos due to their isolation. They had little difference to your standard human other than these traits, perhaps even sharing ancestors far-far back in time. It was a miracle that the Grand Apothecaries came to be, an order of brilliant scientists who strayed from their own culture’s social norms to find ways to extend their small lifespans. Life on Zaldea would seem abundant before they would find their first breakthroughs, millions of different species; Murhales, were in particular the grandest spectacle that a few advanced species came to see without the Zaldeans even knowing. Massive eighty-foot fall mammals with beautiful golden shimmering horns, they looked very similar to a deer with a long tail that trailed behind them. But an even more unique aspect to the Murhales is that their bodies were abundant with life essence. Not only them, but many of the larger species that tread Zaldea held great wells of this energy within their being.
A few more decades would pass with Zaldeans worship of Eya, their god of life and death. But the Grand Apothecaries would assist a young, brilliant Sal’im in coming to find her own research. Their own goals aligned, and the small girl was a perfect figurehead for their cause. The earliest days of this rebellion would be simple rallies of angry Zaldeans doomsaying at their temples shouting their disbelief in such a cruel god. The lack of outcome turned their anger into violence however, riots would begin at the places of Zaldean fate causing turmoil among their people. A split between those who wanted things to remain and those who wanted change. Ke'ra Sal'im was the spearhead in this endeavor, while the Grand Apothecaries worked behind the scenes of their society turning brothers against one another and eventually a full-on civil war would be incited. Those whom retained their faith in their deity, and those who wished to leave behind the wasteful beliefs to find a cure for their doomed existence.
Contrary to Ke'ra and by connection the Sal'im Bloodline's beliefs, it was not actually the determination of the people who supported their push for knowledge that ended the war. It was much less graceful, the Grand Apothecaries had brewed up a biomagical weapon The Crimson, a red vapor that was a frankenstein creation of a necrotic pathogen that was native to the planet but thought completely eradicated. Thousands of dead Zaldeans soaked the planet enriching the soil with their life essence, and sewing the seeds for future generations to live greater-longer lives. Ke'ra Sal'im would become the sole political leader for the people, the Grand Apothecaries saw her as a young blossoming intelligence who would not allow morality to halt her search for knowledge- they wanted that. The society that lived in the past was torn down to rebuild anew, temples and the small humbles homes that they once lived peacefully within replaced with castles, labs, farms, and cities. Contrary to what people will say, all Zaldeans are currently quite happy with their society and culture- they live in a technological, alchemical, masterpiece that holds an immortal Victorian-Era aesthetic. They've learned from their loss and plan to wait for the races whom don't agree with their teachings to eventually weigh onto their side in time, and when they do- oh the things they will learn.
Occupation: Royalty
Training List: ⍣ ; Political Representive ⍣ ; Swordsmanship ⍣ ; Linguist ⍣ ; Magic Scholar ⍣ ; Alchemic Knowledge ⍣ ; Surgeon ⍣ ; Master of Persuasion
Powers:Essence is the life force that runs through all things in Zaldea, the fauna and flora and even the intelligent beings. Throughout the planet's time being inhabited, the Zaldeans have researched the essence and it is in the royal bloodline that the research came to fruition. The first Sal'im to receive the Blood Binding was Highlord Ke'ra, the grand apothecaries sacrificed hundreds of living creatures to successfully channel enough Life Essence to imbue into the heart of Ke'ra. And with her first heartbeat after the binding she could feel the essence within her, and even within those around her. As lifeblood pumped through her veins, she slowly felt the substance waning away as her lifespan shortened every day. She could see her lifespan, and the lone queen did what any ruler whom feared mortality would- sought immortality. Right? First she learned to control the essence within her self, this allowed the Highlord to perform miracles such as levitation and healing minor injuries upon herself. She would teach those below her of the gift, and trained a small group of strong-willed the art, though not as adept as her. Though soon, with her own practice and research she would learn to steal the essence from other living creatures by draining their blood and drinking it. As she extracted more and more from multiple creatures, she began to look younger, her body biologically rewinding to sustain the amount of essence accumulating within her body. The Zaldeans ever since have been looked down upon with universal dismay as the culture ever since then has sunken into new lows, dabbling in biological experimentation, and forbidden alchemy.
Hemomancy: As a member of the Sal'im lineage, Al'at has complete manipulation over essence within blood giving them control of the life essence in, or outside of his body. This can be utilized in a multitude of ways, simple construction of objects made of blood in a hardened form, contamination of a life form, or even just standard lose control over blood in its liquid state. To sustain Sal'im and allow him to utilize his Hemomancy, he carries around several closed phials of Zaldean blood due to the living things that roam his planet being rich with life essence for the reaping. The use of this is however not limited to those six phials, though when using the small amount he carries on hand- he is able to utilize this form of magic to a greater extent.
Arcanascript: The practice of imbuing scripture with trace essence to create scrolls is not a difficult process. However the Zaldeans have derived a different art of this altogether, siphoning the life essence from many a creatures to form an inkwell of glowing red that is used for the pen work on these scrolls. The Zaldeans say this traps the souls of those sacrificed to make this ink within the scroll until it used, though it really does not. Scrolls that are written upon with this ink are imbued with large amounts of life essence and hold great healing properties, though the primary use that Al'at receives from these scrolls is to imbue pools with life motes- in return giving him a surplus of blood that he can control.
Life Alchemy: Frowned upon by most races, the Zaldeans hold no restraint in using the lives of others to further advance their magical knowledge. Young Zaldean Royalty in particular are taught biological alchemy early on in their life. They are taught how to reconstruct one living thing into another, how to reanimate small creatures bodies, and even twist the structure of others. This can be utilized when corpses are nearby and the Zaldeans are outnumbered, reanimating the wasted flesh into creations of marvel and horror to fight for the frail species.
Motivation:Al'at is driven by knowledge, he is not an inventor or engineer who seeks to design the greatest of machines or creations albeit. Instead the man seeks to find the cure for death itself. The Sal'im Royal Family slaves away the greatest of minds on Zaldea to seek this answer, to find absolute immortality for their people and to share this knowledge with the world. Some might say that they have already found it, that they harvest the lives of others to extend their lifespans could do so infinitely. It is not so, Ke'ra died one-hundred years ago while in her child-like body. While they are able to maintain the Life Essence needed to extend their lives, it is taxing on the soul within the body to adjust to such great intakes of life essence at length. The Zaldeans call this the Soul Sickness, as the person seems to be fine in every physical sense but their spirit eventually fades into oblivion leaving the shell behind. Not only this, but Zaldea is in constant need of creatures and cannot sustain those of the planet anymore without reaping them to extinction.
Personality:As a member of the Sal'im Royal Bloodline, it is in their heritage to treat all people as equals and no life as less significant to their own. With this raising, Al'at has grown to be incredibly polite and understanding of most beings regardless of their standing or beliefs. He is one to never interrupt those when speaking, helping whenever he is able to help, and offering knowledge when he has it to give. However this does not make Sal'im a good person, and his moral standing is as questionable as his people's reputation would have you believe. He does not feel restraint when something must be sacrificed for a return greater in his eyes, when it comes to knowledge in particular it holds much greater weight than life and will without a doubt set a blade in the back of another if that knowledge is deemed worth. He is also manipulative to a degree, leading those around him towards his own goals if they are able to be swayed even if he knows that his endgame does not quite match up with their own. All in all, Al'at is incredibly easy to get along with- though must be kept under close surveillance or he may end up dissecting a shipmate of a race he's never seen before.
Flaws: ⍣ ; Cannot fly to save his life. ⍣ ; Nobleman Disposition ⍣ ; Zero Morals ⍣ ; Non-athletic ⍣ ; Prideful ⍣ ; Difficulty with Connection ⍣ ; Blood Withdrawal
Bio:
The Rise of the Sal'im
Zaldea is a dying world, doomed to be picked dry by the vultures whom were born upon it. Those said vultures, are the Sal'im. Their family dates far-far back to when the Zaldean people were once religious, they were monotheistic and worshipped Eya the mother of life and death. It was in their blood, their culture, to both covet and fear death as an inevitability. Their soul would return to Eya and their body would become the soil for more life to grow from. But it was a young, intuitive, Ke'ra who would stray from these teaching and change the norm of their society. She turned to the sciences that other races tried to introduce to their religious people, seeking the root of what pressed their people into such a bleak belief system. She would find that these 'motes' would remain in their dead, and when their deceased were carried out to the wilds to be absorbed by nature- the trees and nearby life would absorb these motes into themselves. It was a cycle, with reason, but it was no god thought the young Ke'ra. She sought to educate the brighter minds, those whom had lost, who sought answers, and she gave it to them- there was no higher power which took those from us early, there was something that we would lose and give back to Zaldea itself. But what if it could be harnessed, grown, cultured, reproduced? It was this thinking that led to revolution. Once led by a religious Cardinal, the young Ke'ra rallied enough followers to assassinate their former religious leader and claim the power for herself as the first young Highlord.
Al'at is Born
Ke'ra has passed one-hundred years ago and a new Highlord now reigns of Zaldea. Na'tos Sal'im is the great grandson of her majesty, and he was selected due to the knowledge he accumulated in his time working under the grand apothecaries. His achievements were most notably, the Life Vats that stored abundant sums of Life Essence within them and could sustain a Zaldean for several months, and the other being his own son Al'at. The new Highlord held the young child high during his heralding speech, boasting that his son would be the next Ke'ra and would drive their society towards their ultimate goal of immortality. Al'at underwent multiple types of experimentation in his infancy, performing the Blood Binding mere moments before he was born to accelerate these processes. Multiple IVs ran through his newborn body rich with crimson essence, and as a side-effect of this early supplement of the substance stunted the child's aging. At thirty years of age, Al'at remained physically a teenager- though he still donned a labcoat and spent his long hours within the research facilities of the Grand Apothecaries to offer himself and his mind towards their greater goal. Years would pass, and as the Highlord's son who was christened to find immortality for his entire people- that weight would fall upon Al'at and his shoulders would not bear it.
The Son Sets Off
Unable to find any sort of breakthrough that his father wished he would, Al'at would seek to leave Zaldea in search of their answer being somewhere else in the cosmos. They had been visited by alien species before, though none have seen eye-to-eye with the new Zaldean ways and their search for knowledge. It was hard to find a way off the planet through legal means, so with the family's accumulated wealth he sought out an illegal method to do so. A slaver ship would sometimes travel to their homeworld in search of those with Soul Sickness we could no longer care for, these people with no ability or will would be sold off for high sums of currency and with those funds we would invest back into our research. The young Zaldean approached the criminals with a heavy silken bag filled to the brim with coins and asked to simply stowaway until they reached their next location. He wasn't worried about the three alien individuals so much as he was that they would actually take him somewhere that wouldn't know of his lineage, he could dispose of them if they made any attempts on his life with ease. But they held true to their word, likely to ensure that they would keep trading ties with the family.
Extra Info:Al'at will begin to deteriorate if he does not consume Life Essence for more than five days. On day six hemomancy will begin to act on its own, attempting to accumulate as much possible to sustain the man. This typically looks like streams of crimson gathering around his arms and legs to secure them. Day seven he will begin to develop dark rings around his eyes and become disoriented, this will cause him to question friend from enemy as his mind starts to slip away. This is not Soul Sickness, but instead withdrawal symptoms due to being exposed to the magic substance throughout his life since an early age.
He does still require food and water, and is nearly biologically identical to a human.
Name: Bo'Lok "Blink" Ni'Kriist Age: 19 (22 in human years) Race: Su'Kiin Culture:
Nehlaat'Su
The Su'Kiin are people that live in the sky, even more so than other races. Their homeworld, Nehlaat'Su, was literally consistant of air with a few floating rocks, which were less than 50 in total spread over the whole 'planet'. Because of these big obstacles between the pieces of land, the Su'Kiin have many sub-races, but they all share the same ancestors and basic DNA build. The discovery of this led to the idea that there used to be one big rock which many called Us'Su, which has been shattered for some reason. Although there are many Su'Kiin that still debate the original cause of the shattering, the main idea is a meteorite that split the rock up into pieces.
The rocks themselves were full of minerals, which made them advance in technology quickly. This led to the invention of motorized aircraft pretty quickly, although the planet's unique gravity might have helped a bit with the testing. It didn't take long for the Su'Kiin to make the next step either, and they made floating cities to have more ground to live on. This all added to Nehlaat'Su revolving around air transport and other air-based activities.
Su's Appearance
However, the minerals were dying out and there was not enough land for the growing population of Su'Kiin to live on. That was when their God, Su, came and suddenly added terrain from other worlds around Nehlaat'Su, or rather: She took Nehlaat'Su and put it straight in Elysia. The Su'Kiin were mostly surprised, but most of them were happy with this solution.
Afterwards, the Su'Kiin started to mostly worship Su, Goddess of the Skies. From what people say, she is the embodiment of freedom: She goes wherever she wants, when she wants, doing what she wants. However, almost as if seperated from the other Gods, she usually doesn't interact at all with other Gods or their people.
She is carefree and jolly. If there are thunderstorms or tornados in the skies, she usually doesn't bother to deal with them, either letting the spirit who created them do their job or sometimes creating them herself just for fun. It is not known what she will do when she is angry, but legends say she will darken the skies all over, creating a force of nature no one has ever experienced.
Su'Kiin in Elysia
Although not very familiar with the broad amount of different races and new terrains, the Su'Kiin now make for one of Elysia's finest shipcraftsmen, pilots and crews. Many of the Su'Kiin started exploring the depths of their new skies, others became sky pirates, not able to mix with well the new races, but most of them became reliable crewmen on freighters, and the handfull who stayed on land are known to make the most reliable airships Elysia's citizens can build you.
Occupation/Concept: Fighter pilot, mainly for escort mission and small package or personal transports (and the occasional smuggling). Training: Flying, maintaining his own ships, quick on his feet and even quicker drawing his gun. Powers: Blink - By concentrating, Bo'Lok is able to project two portals near him which he can enter through and teleport between. C'mon hold it together - Any aircraft Bo'Lok is flying will be able to endure damage that should have normally put it out of order. Dashing Rogue - Bo'Lok inspires people without even trying. He is able to inspire onlookers which allows him to get away with alot. Lucky Shot? I don't think so - Shots fired by Bo'Lok or his aircraft will automaticly home in towards the intended target. That ship is garbage... garbage will do - Bo'Lok can instinctively fly any small aircraft, no mather his experience with the aircraft's controls. (If the aircraft needs a key to start, the key is still required unless worked around another way.) Equipment: Universal translator implant, Su'Kiin PDA, Extreme-Air-Pressure (EAP) pistol, G-force absorbing suit. Airship:
Motivation: Bo'Lok is a adrenaline-fueled freeroamer. As long as he gets a kick out of it, he does it. His goal in life is to live it to the fullest. Personality: Bo'Lok is a person who likes to do exciting things. If it raises his bloodpressure, it is something he likes. Because of this he can become a bit risky at times, but this only fuels his hunger for adrenaline even more. When he is not in the sky, he is an easy going person, although maybe a bit hyperactive (which isn't that unusual for a Su'Kiin). If you can look past that, you have a dependable friend on your side. Flaws: Bo'Lok, like explained in his personality, can become risky at times in his search for adrenaline. Besides that, he can't stand doing nothing for too long, so in theory you could torture him by just locking him up in a room for half an hour with nothing to do. And if that wasn't enough, when pumped with adrenaline he sometimes forgets what his original objective was. Bio: Born the son of an aircraftsman and a testpilot, Bo'Lok grew up in a loving family where everyone had their head in the clouds. His father would make the new ships, his mother would test them, and he would sometimes go on a ride with them. Because of this, he learned to fly from a very young age, even for a Su'Kiin, and showed talent from the beginning.
When he was 12, his father made a new prototype engine. He pushed onto his wife to test it out for him, which resulted in a malfunction and Bo'Lok losing his mother. His father blamed himself for not only pushing her into testing it out, but also for making the faulty engine. He sunk into depression, not making any new aircraft, and although this didn't hurt Bo'Lok, it didn't help him much either.
It didn't take long afterwards for Bo'Lok to leave the house and go his own way. At first he thought he was running from his father's depression by doing so, later it was his late mother's memory he was trying to avoid, but one day, when he had one his roughest days yet, he tried to fly himself into a rock. It was then he realised that he didn't do this to run away from his parents, but to be closer to them. Every time he flew, he was with his parents in his hearth, in the ships his father made, flying through the skies his mother flown through.
He realised something else back then: He wanted to live. Making a quick turn, he barely stopped himself from crashing into the rock. He wanted to live, he wanted to fly through the skies he was raised in. The one where his true parents live on. It was then that the Goddess of the Skies herself, Su, revealed herself to him. She gifted him with the power of an Exalted. Now a gifted pilot, he shoots through the sky like lightning, helping out people for a bit of coin. Even though it sometimes seems like he has a deathwish, as long as he is in the sky, he feels alive.
Extra Info: As a side project, Bo'Lok is trying to perfect his father's last prototype, the one that cost his mother her life. Although he doesn't know as much about aircraft engineering as his father, he and some of his father's old friends try their best at making it function properly. Also, all made-up names come from Dovahzul, so you could say Bo'Lok is a bit Dragon Blooded.
(Kado: The Right Answer) "Why hello there, could you tell me what exactly are you? I don't think I've seen the likes of you before."
Name: Altari Somnus
Age: 358 years old
Gender Male
Race: Astoriel
Culture:
The Astoriel, or commonly known by human society as “Space Elves” are handsome/beautiful humanoids without the elf-like culture of tree-hugging, crystal guarding, or any of that fantasy nonsense, no. Instead, they believe that magic and science can accomplish more than what one could do in a lifetime. They have collaborated with the Fae’Rin and the other races that share the same ideal culture for their people.
The Astoriel were also one of the first civilizations to exist in Elysia. Counting is one of the eldest in its generations. The Space Elves themselves have a well-established sector and are under one faction known as the Astoriel Enclave. Their enclave follows a neutral path. If ever they wish to expand their Empire, they’d have to take planets which aren’t taken by an existing colony or a growing tribe. Their magitech isn’t like the Fae’Rin’s since it had a more futuristic hint to its designs. Their views on the Exalted are rather positive, seeing them as the chosen of the One, and, despite their moral alignments, welcome them to their planets as significant figures. (Unless of course they decide to be a jackass and end up conquering one of them, then it’s a completely different story.) Despite their long history; the Enclave is actually a small Empire in Elysia but have a stalwart defensive line.
There is one Divine Entity that the Astoriel worship, and they call it “The One”. They believe that it is the universe itself, it is Elysia itself and that they are living in its ever-growing mind. People of this faith tend to be appreciative of nature as they build their cities across as well as becoming one with them.
Any Exalted that follows the belief of “Oneness” are invited to join the Circle of Armigers, they do not discriminate so long as they have the belief. The members of the group are all Exalted, which means that they probably have a handful at most or more. The magic they teach isn’t unlike other magics taught throughout Elysia but it is a form of controlling air and gravity to their will and the weapons they use are energy melee weapons. People that have fully understood and have went through the training were known as the Sageblades whose sole purpose in life is to keep the equilibrium of Elysia.
The Sageblades’ Circle of Armigers were formed sixty or so years after the demon, Oblivion, eradicated the Fae’Rin gods and sent Elysia on a universally wide witch hunt. The members of the group started with two Exalted that believes that everything that happened is the will of the One and it is a reminder that they must continue keeping equilibrium, if one is too strong there must be another to challenge it so peace will remain in the future. But even they know that history repeats itself like a cycle.
Racial Features: Other than them having knife-ears. The Astoriel have inhumanly longer hair with a different variety of colors except brown and black. Their eyes don’t seem to have brown and black either and they range from the Red down to Purple on the color wheel. Astoriel tend to be taller than the average human. (6’4 average).
Appearance Altari is a six foot three tall space elf with ears that look as sharp as a medieval sword. He has unusually fair skin for a man and is lithe enough to able to run and execute acrobatic moves without tiring himself out on a whim. He has red eyes and long silver hair that's braided both in front and behind him that stops at his waist. Altari seems to wearing a white cloak over a form-fitting chrome-plated bodysuit equipped with a waistbelt that holds his PDA, revolver and beam katana hilt on every hooked side. As for footwear, he seems to be wearing sandals underneath.
Occupation/Concept Sageblade - Demon Hunter
Training:
Armiger Sageblade Training
Athletics
Acrobatics
Energy Weapons
Multilingual Education (Ancient Texts and Symbols)
Piloting
Airship Maintenance
Powers:
Air Blast - A burst of air that can push a group of people or objects when thrusted with palms open.
Air Vacuum - The sudden pulling of one person or object as if the air is being suctioned towards one location
Concentrated Constriction - Pocketing the air towards someone from several directions, similar to choking someone.
Chain Lightning - Shoots a long stream of lightning that can be conducted toward a line of people or metal object, can be casted with two hands.
Mind Invader - A power that can wipe a person’s mind and replace it with something else. This is only effective on Non-Exalted people.
Drain - A power that can be seen as similar to the unknown demon magics. The drain ability is self-explanatory it drains any being weaker than he to reinvigorate himself.
Equipment:
Universal Translator Implant (Implanted)
Enclave-brand PDA
Red crystal infused beam katana
Fae’Rin Mana Revolver (Holy Weapon)
Astoriel Magitech Suit (Further improved with Demon Remains)
Standard First Aid Kit
Holo-Ledger
Airship:
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Motivation: Altari Somnus’s motivation is to completely understand the magic that the demons have been using in their time on Elysia, wreaking havoc wherever they go. Altari believes that the only way to truly defeat them is to understand what they are trying to do, there is little to no information on demonic magic and weapons and it is his sole duty (and interest) to study the demons’ ways in hopes that he could one day publicize it to the Elysian public and put a stop to the threat once and for all.
Such a dream is impossible for someone with a short lifespan. Space Elves can take as long as they want.
Personality: Altari Somnus is a curious sort. For an Astoriel to live three hundred and fifty eight years to protect the balance as a Sageblade, it’s weird not to be curious about his particular assignment. Upon meeting new people or sentient beings that could talk with their mouths or telepathically, Altari disregards all manner and form of respect and get into the interrogative stance of asking what they do for a living, what they are, what they believe and how they’re feeling as of the moment. He records them on his Holo-Ledger and then proceeds to tell them based on his opinion, most of them very blunt and offensive, however he makes up for it in the form of apologies.
Altari is curious but he isn’t stupid. If he sees a dangerous bunch he’ll know when to steer clear or to engage them, depending on his combat readiness or the people he’s bringing with him when approaching a hostile being, he’s bound to make the right call most of the time. This especially applies if he’s hunting demons with a party.
Flaws:
Blunt. Very Blunt.
Dense
Sensitive Ears when grabbed
Tends to get sidetracked to something more interesting
Has zero attention for the time of day
Closet Sadist
Tends to haggle
Bio: Altari Somnus was born into an Enclave world bordering between a Confederate and an Ascendant one. Thus, their planet always seems to be a mediator between the three factions. Altari’s family came from a long line of Sageblade culture, it’s always in their blood. One or two of the family members tend to become Exalted and follow the One’s will to bring balance to Elysia and a rarity if three. Altari was Exalted upon birth and was invited to the Circle of Armigers as soon as he was able to walk.
The training and magic practice he was taught at the Circle were far from the word: “easy”. Sageblade training is just like any other training brought in by military expertise and for one as young as him it was tiring and pressurizing, yet Altari knows that the One chose him to be Exalted, why else would he had been given such a great gift at birth? It is rare to be Exalted among the populace in the Astoriel colonies, with this mind, he learns to be steadfast and endures what to come. Upon completion of his training, he became the youngest Sageblade at eighty years old and was known throughout the colonies as “Young Squire” in the Circle of Armigers.
One night, he had received a message from the One. A responsible tasked assigned to him by the great entity himself, feeling honored, he became a self-employed Demon Hunter, travelling from world to world from the rumors and sightings of demons about. Of course every single encounter was not the best day for him, for he had to conduct strategies that only he could do against a demon’s unpredictable moveset. There is a silver lining to this, with every demon he killed while barely standing, his title as the Demon Hunter was spread as influence across Elysia that some of the systems had decided to open up branches for that very profession. While it is a job where death has a high rate of catching up to you, it does pay well. Altari first heard about its official occupation on a moon diner near his home world. He thought that if someone like him had made the occupation popular by risking his neck to kill a bunch of demons threatening small towns, villages and cities. Then he could probably share information about demons that no one had thought to publicize.
Of course what sounded easy in his head became controversy in reality. Those who aren’t as open-minded as the Astoriel Faith of “Oneness” branded Altari’s studies as heretical, thus showing a significant decline in Demon Hunter branches the moment social media boomed all about it. Of course the profession wasn’t dead. Some people still seek the thrill and glory of killing a demon with their own hands. Perhaps one day when people aren’t so scared and hectic about it.
Extra Info: Altari Somnus keeps a body part of the demons he killed in his Airship, some of them trophies he won’t sell and most of them to be crushed and made into possible upgrades to his equipment.
Name: Katrina Makhno Age: 25 Gender: Female Race: Human
Appearance:
By iwantedtorunaway
Occupation/Concept: Survivalist/Rebel without Cause
Training:
Katrina’s primary training is as something of a guerrilla fighter. She is acutely familiar with small arms of all kinds and trained to use hit and run tactics to outmanoeuvre and wear down an enemy. Give her a gun and a cause, and she’ll tear down a castle, if only bit by bit. She knows enough about martial arts to put up a decent fight in regards to opponents within her own weight group, but is hardly a master, and would never choose to go in with her fists first.
Katrina has also been conditioned to live simply for the purposes of survival. While she doesn’t engage in this lifestyle if she doesn’t have to, her parents took a few years to teach her how to make do on the bare necessities, and how to scrounge for them if she doesn’t even have those. Ultimately, the use of this is dependent on circumstances, but the most enduring quality she picked up was the ability to be disciplined with food use and aware of her environment.
After having lived in solitary for some time, Katrina has become adept at jury rigging all the little pieces of technology and machinery she has to work long past their usual expiry dates. She is hardly a trained expert, but through a mix of trial and error and sheer necessity, she has learned how to get familiar with new gizmos and swiftly find what makes them tick.
Powers:
Chameleon: Katrina can blend in with the environment around her, making it a great deal harder to see her with conventional means. Katrina has to remain still in order to blend in.
Suppression: Katrina can stifle sound and noises around her, ranging from muffling the sound of her footsteps to silencing a weapon discharge, and even reducing the volume of a nagging acquaintance.
Pyromancy: Katrina has the ability to summon and command the primal force of fire, usually by means of ejecting it from her hands to envelop a target of her choosing.
Equipment:
Katrina’s weapon of choice is a Belash-Arms “Eviscerator”, an assault-rifle style gun loaded with armour-piercing rounds capable of tearing a whole in the defences of most conventional human militaries.
Katrina makes sure to carry multiple miniaturized explosive charges on hand for multiple purposes, such as blowing open locks, blowing open walls, or maybe just blowing something open for fun.
Katrina acquired a skin-tight bodysuit during her wandering, called the “Halyna-Guard”. It was designed to allow unrestricted movement while protecting the user beyond adequately.
She also possesses a filtration mask both for handling gas attacks and for surviving in hostile environments. The mask has a button to extend over her entire head or simply rest over her mouth.
Airship: The “Free-Loader” was originally nothing more than a fairly small freighter from the planet Hetmana. Upon being repurposed by both Katrina and her parents, it has become a highly modified personal ship, with the focus being upon speed and survivability. It is both a transport and home for Katrina.
Motivation: Katrina has become somewhat aimless of late. Initially, she just wanted to fight back against people who had wronged her, and after that, against those that had wronged others. However, after many experiences with insurrections and rebellions, Katrina has become highly cynical, and mostly goes along with these movements half out of a sheer bull-headed desire to do something good, even if she feels it might not work out, and simply because burning down regimes is something she has become accustomed to. She goes from conflict to conflict, each time swearing she wouldn’t do it again, only to hear something that pulls her heartstrings in the next one.
Personality: Underneath everything, Katrina is something of a dreamer and an idealist. Nobody would think so from the way she acts, but via a combination of her upbringing and her experiences as an adult, she has developed strong opinions on right and wrong and a low tolerance for what she sees as unjust. These ideals of hers have catapulted her time and again into conflicts that barely had anything to do with her, sometimes because she made a snap decision to help at the time, and other times because choosing not to act gnawed at her until she could take it no more. Once involved in something, she finds it hard to disengage from it, as she takes these causes into herself in an almost self-destructive fashion.
The reason why nobody would guess at her idealism is due to the pervasive cynicism built into her general demeanor. In spite of throwing herself into these situations at the drop of a hat, she always goes into them with a feeling that no matter what she does, it won’t necessarily work out for the better. As she tells it, it might be that a person she helps “turns out to be a jerk”, or helping a new group into power will see them “be just as much of a bunch of assholes as the last ones”, or even if nothing goes wrong, nothing will really change either. She doesn’t hesitate to let anyone know she doesn’t expect much of what she does, which frequently mystifies those that she gets involved with. She’ll also freely tell them she’s not sure why she’s actually there either.
Outside of her strange crusade, Katrina is perfectly sociable, if not terribly enthusiastic about anything. Shooting the shit is easy enough, though she doesn’t expect much from the people around her, and neither will she go to any great lengths to develop some form of bond. She’s not one for mincing words, and if she has something negative to say, she’ll say it, whether it’s clear someone won’t like it or not. Generally, she doesn’t go looking for fights to pick, but she admits to having very strong opinions on a few subjects. Usually she’s just looking to chill out between tasks, and if someone’s fun enough to be around, she’ll be A-okay with them.
She also enjoys blowing things up and setting them on fire. She’s not a psychopath, though. Honest.
Flaws:
Katrina’s bull-headed determination to get involved in conflicts could easily be her undoing, for as much as she harps on about how little she expects, she still ends up trying to do the right thing in the end, and could be roped into doing the wrong thing with the right sob story.
Katrina has no tact or delicacy when dealing with anyone, let alone someone who upsets her sensibilities. If you want someone to talk an enemy down or encourage an ally, don’t pick Katrina.
Bio: Katrina was born and raised on the very ship she calls home; the Free-Loader. Her parents, Vladiv and Katariah, were wanderers that went from place to place in search of something to do. They spent the majority of Katrina’s formative years teaching her all kinds of survival skills, such as weapon use, temperance with supplies, and general maintenance. Katrina wouldn’t understand the purpose of all this until later, but otherwise her parents were plentifully loving and protecting, and Katrina looks back on these years as the best of her life.
Katrina was a teenager when everything turned for the worst. It turned out that her parents had fled the authoritarian, ultra-nationalist regime on the planet of Hetmana years ago. They were nothing important, just average citizens that wanted out of the insanity, but the Hetmanian regime was just that vindictive towards those that left it. They captured the family as they strayed too close to their area of space, and brought them to the planet. Katrina’s parents were executed without any pomp or ceremony, and Katrina was to be taken to a re-education camp to turn her into a “productive citizen”. Katrina was fortunate enough to be sprung from captivity by a local resistance cell, led by a man named Sergei Limonov. Katrina jumped at the opportunity to fight back against the regime that had wronged her, and helped Sergei’s cell on their long battle. Katrina grew close to Sergei and others during this time, and after many struggles and wounds, the Hetmanian government collapsed, and Katrina retired as an average citizen on the world she had helped liberate.
But it was not to last. Soon enough, Katrina found out that Sergei had proved just as corrupt and brutal and overlord as those he had deposed, even reviving the re-education camps that she had almost been condemned to. Feeling beyond betrayed, Katrina picked up all the weapons she had used during Sergei’s rebellion and began to use them on the very people who had given them to her. She fought against so many people who had been her comrades just a year earlier. Once again, Katrina toppled the authoritarian regime of Hetmana, but it almost worse this time; no solid leader emerged like Sergei, and the planet collapsed into anarchy. Katrina fled the chaos aboard her parents old ship, swearing never to be involved in such a mess ever again.
Yet, Katrina found she couldn’t help herself when it came to these things. Perhaps it was her past grievances, or perhaps it was because she was used to getting into these conflicts, or maybe she had no idea why, but whatever was true, she kept jumping at the opportunity to throw herself into gunfights and armed insurrections. The first rebellion after Hetmana saw her helping out because she saw a young family perish on a station she was passing through. That one didn’t end as bad as Hetmana, but the victors ended up being ineffectual and mired in political agendas, and Katrina left them without a care. It was not always great upheavals she was involved in either; sometimes she just helped a stranger escape armed pursuers because they seemed innocent and vulnerable, only to discover some of them were as bad as those that chased them. Somewhere in the midst of all this conflict Katrina exalted. Katrina doesn’t remember where, as between all the wounds and chaos, she doesn’t remember exactly when or where she suddenly got faster, stronger, and capable of spewing fire. Nor does she care; the whimsical machinations of gods or the cosmos or whatever don’t matter to her. She’ll take the nice gifts, but she won’t care where, why, or who.
Katrina continues to travel Elysia with no real direction or purpose, just wandering with her ear to the ground, hoping that the next whistle of bullets leads her to something promising for a change.
Extra Info: Dragon Blooded yet not the least Draconic.
Culture: The Tekhsmis are a race of cyborgs believed to have been created by the god Apti, who wanted to gift the world with more technology. It is believed that Apti blesses each Tekhsmi child with their intelligence when they were born and give them each a specific role in society that they are supposed to carry out until their end. Because of this, the Tekhsmis have built a five-tiered caste system, each with a specific purpose to society. At the top of the caste system are a group of senators who rule over their society. The second caste system is a group of priests and priestess who presides over ceremonies and rituals to appease their god. The third caste are researchers whose drive is to invent and theorize how to better the world. The fourth caste are the engineers who take the ideas of the third caste and mass produce their ideas and the final caste is the group of skilled labours who create all the technology that the Tekhsmis use. Since it is believed that everyone has a certain role given to them by Apti, the Tekhsmis are very strict about knowing your place in society. Rules and rules and they were made for a reason. Those who break the rules are punished accordingly and shunned by society as it is understood that rulebreakers chose themselves over the benefit of their society. In addition, despite trading much of their tech to other races, they rarely talk to outsiders unless necessary. This is not because they want to stay out of conflict, rather they think other races are beneath them especially those who do not embrace technology like they do. Tekhsmis believe that one day, Apti will decide when to “upgrade” everyone to their standards and they can become rulers of a new age.
Racial features: At first glance, Tekhsmis look like normal human beings. However, upon further inspection, one will notice the blue circuitry right beneath their skin, following the patterns of the human nervous system. This circuitry allows them to collect and parse data almost instantaneously. It also allows them to communicate by touching one another and transferring data. Tekhsmis brain also allows them to store vast amounts of information. It helps them rule or invent or build but also, they can hold a mean grudge.
Occupation: Electronics and Weapons Merchant/Mechanic/Hacker/Anything anyone wants her to do so long as they name the right price.
Training: • Mechanical, Electrical and Computer Engineering • Forging weapons/Weapons Handling • Computer Programmer/Hacking • Martial Arts - Krav Maga Style
Powers: • Technomancy: Using her mind, Malkan has the ability to quickly create any technological item so long as she has the raw materials for them. She can also infuse essence into said items to reinforce them if she desires. Malkan can control other tech not created by her as well although the bigger the tech the more power it takes as they’re not “tuned to her frequency”. • Electromagnetic manipulation: Malkan can see different objects and beings in the world as electric fields. Because of this, she is able to manipulate these fields to form an attack such as an EM blast or a defensive shield. In addition, by putting herself in a trancelike state, she can extend her conscious into these fields and wreak havoc without leaving a trace.
Equipment: • Goggles/Glasses – Although she has perfect vision, Mal uses her goggles or glasses when the electric fields around her are too distracting or she wants to focus on the task at hand. • Cybernetic right arm – After the incident, Mal lost her right arm. Thus, she built herself a new one that helps her out. Like a swiss army knife, the arm houses many tools that Mal uses to build her tech. • Left gauntlet – Like her right arm, Mal’s left gauntlet also helps her build. It’s most notable purpose is to help her infuse essence into her tech. • Equipment belt – Mal equipment belt houses small orbs that can be quickly programmed into many things from flash grenades to small spy-bots • Boots – Mal’s boots ground her when she’s working to help her avoid electric shocks.
Airship: Malkan’s airship is named the Zdenko. The modest ship serves as her home, her lab and her weapons shop. After acquiring it from her previous owner, she upgraded the ship to have an interface that can be accessed by her by touching some part of the ship. Through that interface, Malkan can maintain and pilot the ship with a small android crew. Don’t be fooled by the wooden haul either; Mal reinforced the hull with heavy grade metal on the inside to protect it from damage if it were to be attacked. This ship is her baby. Malkan has a regular route she follows to sell her wares. When she is docked, Malkan will display her weapons out on the main deck. Otherwise, for customers picking up items while she’s on the move, the half upper deck will serve as a display room while the other half is her lab. The lower deck serves as her living quarters.
Motivation: Malkan was born to be an inventor and engineer. She likes taking tech and making it more efficient or creating new items that no one has ever thought about before. And if she can get money for her creations and free beta-testing, all the better.
Personality: To outsiders and new customers, Malkan keeps a cordial and professional disposition. She is very business-savvy and goes to great lengths to ensure customer satisfaction. However, for to her regulars, she’s prone to be more sarcastic and can often guess what they need before they even open their mouths. Being a cyborg, Malkan’s cybernetic components allow her to retain and parse data quickly, making her very sharp and intelligent. Unfortunately, because of this, Malkan is quick to judge based on her perceived intelligence level of a person. She is quick to dismiss a person if she deems them too simple to converse with her. In addition, Malkan is also very logical. The organic parts of her allow her to understand emotional thought to some extent, but she doesn’t understand why it drives as many people as it does.
Flaws: • Electricity – The circuitry in Mal’s own body can’t take high volumes of electricity or it’ll short out rendering herself simply human. She circumvents most shocks by modifying her boots to act as a ground. • Doesn’t know what to do when worlds don’t have a lick of tech. • Workaholic
Bio: Because intelligence is valued so much, young Tekhsmis are monitored very closely from the day they were born. The Tekhsmis have a centralized schooling system that all their children attend where the focus is engineering and math but also history and law. Upon completion, students take an aptitude test where they are placed in a caste. Then they are paired up with a mentor with the intent that they’ll replace said mentor upon their age of retirement.
Upon taking her aptitude test and scoring a decently high mark, Malkan was placed in the third caste of invents where she was paired with her mentor Tibor. Tibor was a renowned Tekhsmi who had created many inventions for his people. Star-struck, Malkan sought to learn as much as she could from Tibor, and Tibor, seeing the potential in his young student, took her under his wing. However, Tibor also had other plans. For years, Tibor wanted to see if he could capture a demon and harness its powers. Without telling her his true motivations, Tibor tasked Malkan to build a machine for the sake of “harnessing powers not familiar to the Tekhsmis”.
To this day, Malkan is not exactly sure what happens (although she assumes Tibor couldn’t control the demon as well as he thought he could). She remembers finishing her machine for Tibor and was working on another project when a loud explosion rocked the building she was in. Sensing that it was it was towards her mentor’s lab, Malkan ran over to check to find him battling a demon. She joined in, only to be quickly knocked out by one of its long tentacles.
When she came to, it was a week later. She was missing an arm and according to the doctors, the only reason why she survived was because she had exalted. Apparently, the demon had leveled a whole city before it could be disposed. It killed thousands of Tekhsmis, including Tibor. Enraged by the tragedy, the senators put her on trial as soon as she could walk again. Despite valuing the exalted for their rarity, the senators did not want to chance another fiasco like this. For her part in this event, Malkan was banished and erased from Tekhsmis history.
For years, Malkan wander the world aimlessly, unsure of what to do next while trying to figure out her own powers. She then fell into with a few pirates before she realised piracy wasn’t the life for her with all its constantly pillaging and stealing . One day, Malkan was given a ship. Slowly, she began making her wares and selling it to whomever she could. For commission work, Mal has set up her own network on her PDAs that she sells. People can request items through a form on the device and she’ll either approve or reject the commission. People can also request her more illegitimate items on these devices as well after cracking a few puzzles and encryptions, if they’re smart enough.
Extra Info: Malkan gets annoyed when asked if she sells Dragon Blooded; she does not have time to go dragon hunting.
Valkyrie Champion of Asgard / Odin's Valkyrie Guard
Appearance:
Sigrún is a tall female Valkyrie, standing at 6'1" and weighs in at roughly 69 Kg (152 lbs) without her armor. While she looks considerably delicate, with her slim figure, pale yet fair skin, luscious blonde hair and icy-blue eyes, she wields impressive strength and power that makes her a vicious warrior on the battlefield. In her gold and cobalt armor, Sigrún presents herself as a rather large stature that makes her a rather imposing figure in battle.
Training List:
Incredible Swordsmanship & Lance-Work
Intense Athleticism
Divine Knowledge
Acknowledged Leadership
Impressive Cook
Powers:
Sigrún has been enhanced by Odin to become, what he's calls, a Valkyrie, blessing the young woman with an assortment of powers that grant her a number of special abilities:
Valkyrie Physique:As a valkyrie, Sigrún has enhanced strength that makes her a force to be reckoned with, durability that makes her capable of surviving hits that would kill most mortals, and most notably the fact that she can fly. Indeed, every valkyrie can reveal two great pairs of wings that allow them to fly at up to Mach 1 speeds or more, depending on the circumstance and/or the user.
Light Magic:Every Valkyrie Champion is given an elemental ability, in which they specialize in and are to wield responsibly. In Sigrún's case, she is bestowed the power of Asgard's light, claiming her as the Valkyrie of light. She can channel this power into her weapons, most notably to her lance as she can launch beams of light per every swing and jab, as well as supercharge her shield to make it nearly impervious to dark magic for short time. Of course, she can also utilize this energy through her hands as well as her entire body herself, as her melee punches and kicks can also be infused with it, however this magic is rendered unstable in such a form.
Equipment:
Vadgelmir: Sigrún's lance of light is enveloped in a seal of golden light, making it capable of discharging blasts of pure energy per swing and jab. It is said to be incorruptible by darkness and can determine a liar simply by touching the person in question with the tip.
Sverorden: Literally meaning “Sword of Order”, Sigrún's sword is notably used as a secondary weapon to when her lance becomes unusable or in close combat where lances would be unfit. Was created by Brokk and Sindri and presented to the Valkyrie via Odin himself.
Svalinn: Like all Valkyries, Sigrún wields a shield into battle for protection against incoming projectile weaponry.
Dagger: A short dagger to be used to cut plant-based material or carve out a monster. Can also be used as a weapon of last-resort.
Idunn apple: An enhanced golden apple provided by the goddess Iðunn (who is associated with apples and youth). By simply taking a bite out of one, one's regenerative abilities will increase significantly during battle and if eaten regularly is said to make the consumer eternally youthful. Every Valkyrie is required to take one, and only one, per battle or mission, as stated by Iðunn herself. This is simply to keep the natural growth of these apples in stable supply.
Airship:
N/A
Motivation:
Sigrún own purpose is to serve the "All Father" Odin and his interests for all the nine realms, especially Elysia as a whole. Whilst adhering to Odin's requests towards the realms beyond, she must also do everything she can to protect Asgard from invading forces and keep the peace from within. She is to keep order around her wherever she goes.
Personality:
Sigrún is a seasoned valkyrie who carries a great burden on her shoulders. As one of the nine valkyrie champions, specifically for Asgard in her case, she directly serves under "All Father" Odin with up most respect and dedication to his every word. She embodies the very ideals of a valkyrie warrior, a stern, valiant, and noble warrior who fights with honor and for the peace of her world wherever she is needed. While she definitely tries to keep this persona open at all times, considering her role as the leader of Odin's personal valkyrie legion, Sigrún often considers herself as the quintessential example of how a Valkyrie should act and behave. She'll be the first to oppose those who defy the "All Father" on her supervision and often bosses around both her forces and the other 8 Valkyrie Champions. In many cases, she claims her voice is akin to Odin's, although she retains her respect towards other Aesir god-figures, including Thor, his sons' Mangi and Modi, Baldur, and others.
Despite her arrogant nature towards her valkyrie kin and those who appose her, Sigrún does legitimately care for those around her, although it truly varies from person to person. She will do her best to save the innocent lying in the path of danger, but there are circumstances where she places her own missions above those she is required to protect. While she strives to improve upon this notion, her arrogance continues planting her just behind her mental potential. This she never admits to Odin, as she always keeps a straight face and hiding her true emotions away from him, fearing her reputation will be sunken if she did.
Flaws:
Technotard: Sigrún knows little to nothing about technology outside of her own culture - she wouldn't be able to utilize anything more advanced than a flip-phone properly.
Hard-Headed: Sigrún is known for being a rather hard-headed general which, while it has its perks, can make her initially unyielding to most alternative plans. If her vision of victory is misaligned with reality, it can certainly cost her in an embarrassing defeat.
Arrogant: Leading Odin's personal valkyrie legion, Sigrún considers herself as the most important and ideal example of a valkyrie. She keeps her faults away from her job and dares not mention them to Odin himself.
Humorless: Sigrún usually doesn't crack a joke around others. Even when she attempts to make one, it usually comes out as rather bland and humorless.
Bio:
The "Allfather", known only by the name of Odin, is a highly revered God who rules his portion of Elysia within his palace in the pocket realm of Asgard. Odin is an old god who's incredibly wise and is always grasping for knowledge wherever and by any means necessary. He identifies his own kind as the Norse and is also known to be one of the most primal compared to the rest. He sports a a vast military of cunning gods, goddesses, and strong mortal warriors in his ambition to expand Asgard and safeguard Elysia as a whole, having the honor in commanding certain names, with some including his own sons. These warriors include the likes of Thor, Baldur, Loki, Heimdall, Idun, Bragi, and others just to name a few. Odin's biggest threats come from a race known as the Jötnar (also known as simply "Giants") which, according to Odin, are 'large, bloodthirsty, ogres that must be purged from the nine realms to secure absolute peace and prosperity to the entire universe'. In addition in wielding a vast array of fierce warriors, he also is said to have control of the "Yggdrasil Tree", one that's said to bind the capital world of Asgard with several other pocket realms for which one can travel to. These other realms include Niflheim, Muspelheim, Jotunheim, Vanaheim, Alfheim, Svartalfheim, Helheim, and Midgard, which is synonymous with Elysia. This makes Odin a powerful god to behold, for he said to be the God of Wisdom, War and Death.
Amongst his most powerful units in his disposal, he created the valkyries. They are formidable female warriors, who wield impressive power and were able to fly via riding pegasi, with only a select few having wings strapped onto their backs. Those who have wings are known as Valkyrie Champions, the most elite in their class. Odin created the champions by watching the best female fighters fight on the battlefield in Elysia. To those he sees as worthy, he gives them the chance, or in some cases forces them, to join his ranks as elite warriors to serve him and his interests. In an attempt to assure their loyalty, Odin makes sure in wiping their memories clean of their old life, perhaps only leaving a sliver of memories as an act of mercy. Many believe that this is a rather cruel act, but Odin, being rather paranoid, assured the Pantheon that it was the only way to be sure they were loyal. He has nine of these Champions, each given a legion of pegasus knights and are stationed in one of the nine realms to protect or enforce (depending on the environment). He also gives them each a unique element to wield, depending on the realm they are stationed in.
Out of all the nine Valkyrie Champions, Sigrún, the Valkyrie of Light, is considered to be the most important, as she protects the realm of Asgard. In addition, her legion is stationed directly under Odin himself, making her feel even more as if she's Odin's private and most important guards. While little of her history is known prior to become a Valkyrie, its been said that she was a courageous and fearsome warrior for a well-known kingdom. Rumors speculate that she had been in love with Helgi, son of Sigmund, despite the fact that she was to marry the son of king Granmar of Södermanland. In protest against the marriage, Sigrún sought out Helgi and they gathered an army and laid waste to nearly everyone in Granmar's kingdom. After they got married, Sigrún son Dagr, the only family member who survived the battle, wanted to avenge his father's death by killing Helgi. He sacrificed his soul to Odin who, in return wanted the woman as a Valkyrie warrior alive, gave him a spear in which to kill the hero. Horrified, Sigrún cursed Dag, forcing him to flee into the woods and have him live on carrion. Helgi was buried later that night, in which Odin arrived shortly after to collect Sigrún and turned her into the Valkyrie Champion of Asgard and erasing the memories of her past. Many consider this tale/myth as a cruel work of Odin himself, but alas its only a tale and Odin refuses to reveal any of the past history regarding any valkyrie, good or bad.
No one may never know if this tale is really truthful or not...
Other Valkyrie Champions:
Olrun - "Valkyrie Of Wind" - Alfheim Kara - "Valkyrie Of Metal" - Svartalfheim Eir - "Valkyrie Of Earth" - Midgard Gunnr - "Valkyrie Of ???" - Jotunheim Geirdriful - "Valkyrie Of Water" - Vanaheim Hildr - "Valkyrie Of Ice" - Niflheim Gordul - "Valkyrie Of Fire" - Muspelheim Rota - "Valkyrie Of Darkness" - Helheim
Name: Karna Vex Cartellas Age: Thirty One Race: Ghelt Culture: The Ghelt tend to be very goal oriented. The ends justify the means, so long as the ends suit them. They have very limited control over essence on their own, so they often use devices and technology to do so for them. As a result, they are extraordinarily advanced in their technology. They also tend to have considerably more stamina than humans, although they aren't stronger or faster on average. Their home planet was destroyed by a devil recently, and all specimens of this species died or have become drifters. All this isn't to say they're hostile, however. They could swing either way.
Appearance
Occupation/Concept Karna, a beast refined is an expert hunter. An expert in raged combat, invasion and reasonable magic use. Trained in the use of pole arm, bow and rifle. A third partner to two compatriots of his own. Training: - Infiltration: Trained in espionage, assassination and information gathering. Karna is able to use technology and social science to infiltrate locations or organisations previously unavailable to him - Disguise: Karna must disguise himself as a human to conduct interactions on a daily basis, he’s become quite adept with this. This works in with his infiltration skills. - Tracking: Having trained in various locations from highly civilised techno cities to desert cities and forests, Karna is adept at hunting and tracking all those he is tasked with finding. - Long Range weaponry: Karna is highly adept at using long range weapons. Due to his higher than average eyesight and intellect Karna has trained himself to be able to consistently take shots of unrestricted range with various weapons including Longbow, Compound bow and Rifle. - Weapon and Armour maintenance: Battle comes and goes, with that in mind Karna is able to fix and maintain all damage dealt to his weapon and armour. His OCD means he is always keeping it at a high standard in working order. - Essense Use: Currently actively training these abilities. Karna has focused on three abilities which, if used correctly have devastating effect but also drain him considerably due to his poor essense control. Powers: Advanced eye sight Magic to Weapon infusion - Cascade: Firing one magical infused arrow into the air creates multiple arrows that rain down upon a vast landscape - Sever: Three imbued magical arrows fired at the same time at a higher acceleration meant to sever limbs - The North Star: A singular arrow infused with essence to which when fired will always find its desired mark, no matter the distance. - Scorpion Sting: Arrows coated with essence draining poisons. Advanced agility and stamina. Eidetic memory Infiltration skills Moderate hand to hand combatant
Equipment: Universal Translator Implant PDA Custom built multiple pulley longbow + Arrows Custom built long distance sniper rifle + Ammunition Custom hip holster for arrows Custom back holster for bow. Custom suit of armour Cloaking Module Advanced sensor technologies. Exoshield network
Airship: The hitsquad is in possession of an airship, but Zetsuko's character owns and maintains it
Motivation: Protect (((ZET))) as he studies the gods. In the process he hopes to learn something about why his species can't manipulate essence in quite the same way the others can.
Personality:Karna is a quiet, contemplative personality with wild desires that remain out of his grasp. Wealthy or not, He is driven by desire, driven by the need for more. He’s respectful when he speaks, however respect isn’t given unless earned. Viewing people as objects rather than people removes any emotional attachment to them, finding he works best in small groupings or singular. Everyone is in his sights at one point or another. For those who manage to get past his lone wolf persona they find an unbridled loyalty to protect and serve all he considers comrade and friend. Karna is also fascinated with the desire learn everything about the Gods that exist. Why they exist, what they do. Karna is a perfectionist, everything he does revolves around making sure nothing is out of place. Everything is clean, in pristine working order or carefully repaired to bring it to an accepted working order.
Flaws: -Lone Wolf Mentality -Greed -Audacious -Impious -Perfectionist -Known Stimulant user -Blunt
Bio: Karna was born to a family that didn’t give a damn about him. Downtrodden and poor, he took to spending time with groups during his youthful age that gave him a reputation as a scrapper. A sub-par brawler. In these days Karna was picked up by an uncle so far removed he didn’t believe he was family. This Uncle took him away from his family and begun training him as a houndsmen. A hunter for the royal guard.
Removed from population and dropped in hazardous zones with little on him except his armour, his weapons and some notes - “Survive”. Karna’s uncle had a unique way of testing ability and mental strength. He would lace Karna’s food and drink with strong hallucinogenic while also making him drink a vial of strong hallucinogenic liquid before he was dropped off. If he could survive and use his skills while also being imcompacited by hallucinations, then he would be valuable everywhere he went.
After ten years with the guard, Karna joined two comrades of his as a tactical team. Their first mission together was a failure, at least that is what he was told as he was knocked out and awoke in the med-bay of his ship. Now he works with his comrades to find out what they can about the gods and why his people were part of a genocide.
Extra Info: Pseudo-Vampire: We take the appearance of a Vampire but we never actually died. Physical Limits: We have significantly higher stamina than other species, but on average we're not stronger or faster. Magical Limits: We have a difficult time harnessing the essence all around us. Instead we use highly advanced technology.
Name: E.T.R.C #3418 Nickname: Ripley Age: 7 Tirtunian years (Approximately 40 human years) Gender: Equivalent to a male Race: Tirtunian
Culture: The Tirtunian culture is not one of eons-old traditions, art and celebrations, in fact, one could say they barely have a culture. The Tirtunians are more concerned about progressing their species instead of just living life, going out and having fun like most other races. This has brought them incredibly advanced technology without the use of magic, though they also use a touch of magic as well when old man science can’t do the job. Tirtunians spend their time looking for things to experiment on, things to discover, things to meddle in. They want to know everything about the universe and how it works.
Racial Features: -Flexible Bones: Tirtunians have bones made of a cartilage-like substance that allows them to fit in tight spaces without harm.
-Mucus Coating: A clear fluid covers the skin of Ripley, this slick glaze is helpful for escaping the grasp of predators and sliding into tight spaces easily.
Description:
(credit to Alex Milne) A vaguely humanoid robot, seven feet tall very bulky, painted a light grey in most areas with strange, aqua marine markings covering the chest, arms and legs. The head of the robot is attached to the front in a slouch. Tubes going into the back of the head and on the sides of the chin secure it in place. A tight seam flows down the chest and abdomen. A large visor seems to act as it’s eyes, glowing brightly blue. The joints and abdomen appear to have some kind of special armor “plating” that looks like it moves like flesh and muscle.
When out of the suit, Ripley appears as a bipedal, insectoid alien, somewhere around four feet and nine inches. His blue skin has a rubbery texture that seems to shine, like it was covered in a perfectly clear crystal. Large butterfly eyes protrude from his mannequin-like head. A slit runs down where it’s mouth would be. His knees appear to be bent backwards like a raptor, with feet vaguely resembling hooves or an elephant’s foot. His seemingly emasculated arms end in 6-fingered hands with blunt, rounded claws. A slender build reveal Ripley’s vertical rib cage.
Training: Engineering Use in Tirtunian technology Basic combat Use in T.R.C suits
Powers: -Electricity Manipulation: Ripley has the power to manipulate electricity in many ways. These ways include manipulating machinery by flowing the current into other parts of the machine. He can also channel the electricity into himself, allowing him to have a voltaic flow of electricity at his fingertips. Depending on how much he has in him he can release puny, taser-like sparks or blasts of miniature lightning.
-Tagging: Ripley can “tag” a creature by touching it, this means that a glowing outline, visible only to Ripley, surrounds the creature that is touched. Ripley can only tag four creatures before he begins to be mentally strained. Ripley can dispel this at any time.
-Telepathic Connection: Again, by touching a creature Ripley can cast a weird magical spell. This time, it allows Ripley to establish a telepathic connection with the creature, allowing him to talk with the creature as if he was right in front of it. Ripley can dispel this at any time. Only eight creatures can have a telepathic connection with Ripley before mental strain kicks in.
-Hovering: What’s that in the sky? It’s Ripley. He can hover for short periods of time either in or out of his suit. He seems to be able to hover for longer without the suit. This is useful for crossing short distances by getting a long, running jump and gliding over whatever needs gliding over.
Equipment: -T.R.C Uplinker: Ripley, like all Tirtunians, had a small, round hole drilled into his upper back and a outlet for a plug fitted into it. This allows Ripley to operate his T.R.C suit. Simply plug in a viola, your mind takes care of the rest! -PDA and Universal Translator Implant, a must-have. -T.R.C Suit: Ripley can plug into the suit by simply inputting a code on the wrist’s keypad, climbing and squeezing into the suit’s tight fit, plugging in, and finally closing up the suit. Using his mind, he can move the suit like it is his body. (how he wishes it was)
The suit is made out of a incredibly strong alloy that protects well against corrosives and extreme pressures such as the vacuum of space. Insulation and shock absorbers protect from ludicrous temperatures and devastating shockwaves. The abdomen and joints are made of a Non-Newtonian gel that hardens on hard impacts with things like explosions and bullets, and goes back to it’s gel, muscle-like form that flows like living flesh. The left wrist has an arm computer built into it, which can do such things such as send messages back to his ship, open the suit up so he can get out, and putting the machine on autonomous mode, which enables an A.I that acts as a guard that patrols a set area and protects it using brute force.
Airship: (Credit to steam user Machinecult)
The S.S Lamprey, A simple scrap airship piloted by sky pirates that Ripley took over, according to Ripley the captain attacked first, whether this is true is unclear. He now acts as the new captain after the unexpected munity. The crew consists of people who were captured due to their impressive ship repairing/managing skills and people who you should probably check your pockets after you meet them. The likelihood of them killing you is very, very slim due to Ripley’s strict orders and retraining, so don’t worry too much. The ship has twenty crew members.
Motivation: To live life away from his oppressive society, meet new people, and discover new things.
Personality: As a researcher, his job required going to distant and far off worlds and contacting many different lifeforms of all types so the Tirtunians can satisfy their infinite curiosity. This called for the ability to be careful and interact with things very slowly to minimize the risk of things going wrong. This cautiousness stuck with him later in life. He keeps his emotions internal most of the time, calculating what to do in any given situation. He tries to go with the most peaceful option (most of the time) but won’t drag himself into other people’s problems unless he is asked to help, which he will usually agree to. If you meet him, don’t expect to get into a lengthy conversation with him, over time he will begin to trust you and will be around you more often. He is more moral than most of his species, having the ethics of any normal person. Ripley is a bit naive as well, such as not understanding certain metaphors, he is quite innocent for a Tirtunian, and even for a human.
However, Ripley can be cruel as well, like his crew for example, harsh punishments are dealt to those who are caught doing their old tricks from when they were still under the command of a bloodthirsty skypirate captain. Tales of the madness induced by hours and hours of waterboarding and chinese water torture fill the sleeping quarters during full moons. Another example; if you keep poking him with a wooden pole, he will soon grab that pole and break it over his knee. It is just natural for his species, but mostly he keeps it under control.
Flaws: -With the armor itself, the Non-Newtonian armor plating is resistant against fast, strong attacks but a simple stab with a knife or sword could penetrate it like it was a expired lump of Jelly. -Ripley is not good at repairing normal human things, he is likely to just short circuit them. -Ripley’s cruelty is sometimes way more than needed, I.E the pole example. -Ripley is naive as mentioned previously. -Human interaction may be a little difficult for him.
Bio: Born during a time when the Tirtunians were especially interested in Exalteds, Ripley lived the normal Tirtunian life of working as soon as he could walk on two feet. The Tirtunians were a brutal society in Ripley’s eyes, but he kept to himself, knowing what they do to those who started to get a rebellious attitude. Not a peep of his qualms was ever uttered from his vertical mouth.
Then one day while he was waking up, prepared for the long day of negotiating with hostile races, the Tirtunian Council was knocking on his door. Ripley had been chosen to participate in an experiment that would result in the perfection of the Tirtunian species: Finding out how someone becomes an Exalted.
The tests were reasonable at first, mundane things like seeing if it occurs when you do your job and it happens randomly. It was like there wasn’t even an experiment going on. Oh, how Ripley wish he was prepared for the tests that happened next.
The escalation of the tests was faster than a hawk, before he knew it he was killing innocent creatures and crippling them for life. The tests were quickly getting so nonsensical and random that it was clear the Council was just throwing ideas at the wall and still using the ones that didn’t stick. One moment he was seeing if insulting someone was the cause of being Exalted, the next he was seeing if it was beating random creatures to death with only his fists. Appalled, Ripley sought to escape his home planet as he was both sick and terrified of his race’s brutality and hunger for power.
The Tirtunian Council seemed to latch onto the idea that violence caused Exalteds, they were about to run a string of gruesome tests with Ripley, but there was a small problem: He was gone. Ripley was nowhere to be found, but a missing escape pod was an obvious clue as to what happened…
Crash landing on a backwater shithole of a planet, Ripley woke up with the worst headache of his life and a odd feeling, he couldn’t place one of his six fingers on what it was, but he swore it was something… something he was trying to find for a long time…
Walking around the place in his towering T.R.C Suit, Ripley could tell that sooner or later he would encounter some kind of thug of crook, it was inevitable. Ripley was confident in his ability to fight off even the strongest criminal in his suit, it was nearly impenetrable. Suddenly he heard a distant boom of an explosion, he couldn’t turn around fast enough before a large, black object grazed his helmet at an incredible speed on knocked him out, before he fainted he could see a cannonball lodged in the
hillside. Damn pirates…
His next waking moment was tied up with strong chains, in the deck of a airship that looked like it had sat in the bottom of the ocean for a couple decades, was fished out, and repaired with whatever scraps the sky pirates could get their hands on. It was night, looked like everyone was sound asleep. The chains held him down, for about a nanosecond. The CLINK of the breaking chains didn’t seem to alert any of the denizens onboard, good.
Making his way to the captain’s quarters, he made quick work of him. However Ripley may have been a wee bit too loud as the entire crew came rushing in to see their captain’s head splattered all over the walls, his body creating arcs of electricity and twitching, with the huge robot thing they captured standing over his body. Ripley took advantage of the crew’s horror to assume his position of the new captain. With a powerful, monotonous voice, he bellowed for anyone who opposed his role as the new captain to stand up. About ten people not only stood up, also shot and charged at Ripley. There were ten less crew members that day.
From that day forward, Ripley sailed around the world, to find purpose, to discover, to meet new civilizations and people, and sure as hell to never return to his home planet.
Extra Info: -He ain’t dragon blooded, that’s for sure -He chose his own nickname, for some reason he really likes the name Ripley.
Name: Kuonlos Van Ochens Age: Around 47 years old Gender Male Race: Ghelt Culture: The Ghelt tend to be very goal oriented. The ends justify the means, so long as the ends suit them. They have very limited control over essence on their own, so they often use devices and technology to do so for them. As a result, they are extraordinarily advanced in their technology. They also tend to have considerably more stamina than humans, although they aren't stronger or faster on average. Their home planet was destroyed by a devil recently, and all specimens of this species died or have become drifters. All this isn't to say they're hostile, however. They could swing either way. Racial Features:
Pseudo-Vampire: We take the appearance of a Vampire but we never actually died.
Physical Limits: We have significantly higher stamina than other species, but on average we're not stronger or faster.
Magical Limits: We have a difficult time harnessing the essence all around us. Instead we use highly advanced technology.
Appearance
Occupation/Concept Kuonlos is a techno-warrior mercenary who is part of a three man hitsquad. Within this squad he fills the role of an armoured warrior, and can provide buffs of protection to himself and his allies. Training:
Melee Weapons: He is unusually good at using melee weapons. Not just swords, but polearms, axes, blunt weapons, and any kind of handheld weapon you can name. He has a preference for his sword, Bacus Uchin.
Disguise: He must disguise himself as a human to do much interaction on a daily basis, so he's become quite good at this.
Ship Maintenance: He's definitely no engineer, but he can perform minor repairs.
Mounted Gunning: Kuonlos has picked this up recently, so he's still not great at it, but he can operate a ship's gun with a decent level of skill.
Weapon and Armour maintenance: During fights things get bloody, dirty, and sometimes nicked. He has to know how to clean and repair his equipment so it doesn't become a larger problem, like rust.
Intimidation: He is particularly large, wears a lot of armour, and carries two weapons with him wherever he goes. What about that could be intimidating? He tends to draw focus on the battlefield, because if you don't take him out, he will take you and your buddy out. In conversation he tends to cow those he talks to. If they're particularly susceptible to fear, he may even be able to deliver orders.
Powers:
Absorb: Kuonlos forms a magical ward that fully encircles him. This is used to absorb impact more so than damage, causing him to power through other attacks. He absorbs 17% of damage through this. (think poise in Dark Souls 1).
Decaying Touch: Kuonlos touches his opponent with a hand shrouded in evil souls drawn out of his sword. This applies necrosis to the affected area, and curses the target with the same enchantment that his sword does. (details under equipment)
Unholy Strength: A fairly standard self buff. Causes Kuonlos to become stronger, and move faster as a result. (Enchanted creature gets +2/+1)
Dark Pulse: Kuonlos emits a shockwave centered on him with a strength and range proportionate to the essence expended. Depending on strength, this can cause people to stagger, knock them over, or send them flying.
Dark Plate: Kuonlos creates a suit of magic armour to surround an ally. It resists fairly well against everything except light magic. Dark magic is absorbed into the armour. This spell is quite potent, so it's a constant drain on Kuonlos. Usually he can only keep it up for about 1-2 mins.
Twisted Armour: There is nothing a melee warrior hates more than an archer. Kuonlos can create a suit of armour on himself that causes all projectiles that hit it to fall to the floor harmlessly. It lasts five seconds, requires a moderate amount of energy, and can have ten projectiles hit it before it shuts down.
Equipment:
PDA and universal translator. Everyone already knows what this is so I'll skip a description
Full body suit: Amalgamated from pieces of armour, cloth, and bionics. It covers his entire body. It's mostly armour, but there's some cloth and a few bionics. The armour plates are balanced. Light, but not so light that they'll crumple. They're fitted similarly to gothic plate to provide very good protection while allowing good maneuverability.
Assorted Maintenance Tools: Whetstones, files, sharpening steels, oilcloths, regular cloths, spare straps, spare rivets, hammer and small anvil, etc. He uses this to repair his weapons and armour should they get damaged.
Assorted melee weapons: He owns all kinds of weapons. Typically he only carries two. Bacus Uchin, plus one other.
A sword used by an executioner, before Kuonlos took a liking to it. Executioner swords gather evil within them over time, as the souls of the ones it kills pool up in its blade due to the lack of a point. This lends it to evil essence rather well.
Because of the thick, wide blade and lack of a distal taper, cuts with this two handed sword are absolutely brutal. They can cut through unarmoured people extremely easily. To be fair, that's what it was designed for. On the other hand, it's fairly heavy and hard to use for long periods of time. Kuonlos' extra stamina allows him to fight longer than an ordinary human with it, luckily.
Due to the evil pooled in the steel, Bacus Uchin has become a significantly powerful evil artefact. Cuts received from it go necrotic within a few days, often causing death or amputation. As an added bonus, when a live being dies to this sword or the necrosis it causes, it is resurrected for a period of five days under the thrall of their killer. The way this works is that when they die, the sword exchanges a soul with the person who inhabited the body: the one in the body goes into the sword, and one of the ones in the sword goes into the body. The one that enters the sword is corrupted over time, and twisted to obey Kuonlos. The one that enters the body is able to use it to enact Kuonlos' will for a preiod of five days.
It is not uncommon to see bisected corpses crawling around after a battle involving Kuolnos.
Airship: The hitsquad is in possession of an airship, but Dahal owns and maintains it Motivation: Kuonlos seeks to protect those close to him, and he has little other motivation. He lives for his friends. Personality: Kuolnos has a strong drive toward what he wants, whether that be a long term goal, or a price cut on some food. He's not particularly easy going, either. Life is serious, life is for getting what you want, and if you disagree you're an obstacle. Then again, he isn't an idiot. He won't go around killing people just because they disagree with him, as that would cause too many problems. Instead, he uses his sword on people trying to kill him, and his armour on those who can be easily cowed. Flaws: Due to his species, he can't manipulate essence too well, relying on technology to do it for him. Also due to his species he must remain disguised at all times, for fear of being rejected from society. As a character, he tends to use his blunt personality and strength to solve most problems. He isn't exactly dumb, but he finds himself at a loss when those don't work. From his training he tends to be weak against ranged attacks, and must get in close to do any kind of damage. Bio: Kuonlos was born into a stable home environment which encouraged his every interest. Unfortunately for him, his fgamily was the only stable part of his life: His peers were vicious, their planet wanted to see everyone on it dead, and he was constantly troubled by nightmares. This sculpted him into an untrusting being, who knew how to keep himself alive. Despite his mistrust, he did manage to make two close friends. Karna and Dahal. Each of the three had their own shtick, and as they got older they each found ways to refine this.
Kuonlos enrolled in the Gheredin, the force of Ghelt that protects the Ghelt from the monsters that ravage their world. He was assigned to be a protector, meaning he specialised in melee combat and protective magitech. He was trained to the high standards of the Gheredin, although it was not easy. Nobody did well here. Not naturally, anyway. You would get nothing if you didn't fight for it, and because of this the strongest grew stronger and the weakest tried harder.
At the time this seemed cruel. But then Kuonlos started to notice things. Those who were stronger became complacent, and the weaker ones eventually took over. The new weak ones would feel shunned and seek to put the new stronger ones back in their place. And thus, an arms race began. This was backed by 12 hours a day of intense exercise and training: Weighted uphill running, Anti gravity training, Practical combat training, drills, teamwork exercises, and magic technique. Within this environment, Kuonlos appeared as "That guy over there". He was never good enough to be in with the strong crowd, but not bad enough to be considered weak. He did particularly well with combat, but not as good as was expected with magic.
After his training he was grouped with some others that complimented his abilities. They were assigned low risk missions to get them used to real world experience. Basically they didn't have to fight mountain wurms. Although one mission went terribly wrong. There was a low risk alert, but when they arrived, there was half a dozen demons who had sacked the village and hacked the alert machine. Now... 5 monster hunters were not nearly enough to take out 6 demons. Especially without backup. They managed to become split up by the demons, who then hunted them through the surrounding rainforest. Kuonlos was lucky enough to have his defensive magic to keep himself alive long enough to hide in the executioner's house. The next few seconds were a blur, but they ended with the demon being bisected from head to lung by the executioner's sword.
The sword felt revolting to the touch, as it had pooled the souls of all the criminals who had died by its blade within the steel. On the side, the words "Bacus Uchin" were woven into an intricate pattern of vines, corpses, and torture devices. Naturally, he took it for his own. At this moment he be became Exalted. Pure ecstasy rushed over him as motes of his essence swirled all over the town. They tore through the demons and the buildings, destroying everything that hadn't already been leveled to the ground.
After this, he met back with his old friends. They had each learned something new from their respective training, and off they went. Their first mission failed, but they kept going anyway. Kuonlos was acting as a bodyguard of sorts to Dahal while he collected information on the gods, which suited Kuonlos just fine. He was interested in the gods, but much more so in keeping his friend who knew more about them alive.
And so they have been for the past years, wandering the galaxy in search of divine knowledge. Extra Info: Did you ever consider that dragons have cold blood, and breathe fire?
Pilot - Pidgeon is an outstanding pilot, if a little reckless. Her track record is enough to prove this. She has an incredible ace kill-count, it's actually a little terrifying...
Gun Training - Her pistol isn't only for show. She knows how to defend herself with it, though doesn't do much outside of flying anyway.
P O W E R S
Nothing - Pidgeon isn't an Exalted. She has no magic. Just a lot of guts.
E Q U I P M E N T
PDA and Language Translator - Everyone seems to have them, these days...
Grapple Hook - Pidgeon has a grapple hook with a 15m cable, able to penetrate and "hook" through most materials. Rarer, harder materials can't be penetrated.
9mm Pistol - A simple 9mm pistol, which looks surprisingly modern.
A I R S H I P
A one-of-a-kind ship, the AMV3, commonly referred to as the "Raptor", is an experimental craft under Pidgeon's own design. Incorporating elements of different techs into one, it is seen as quite remarkable that it can fly, especially so well. While the cockpit is of the more complex design, it allows for more three-dimensional flight regardless of surroundings, though works exceptionally well in-atmosphere. Supposedly the cost of the ship itself is so insane, not to mention the inflation Pidg has put on the blueprints, that nobody really wants to buy it. Plasma cannons, steampunk turbines mid-wing, and a magic-plasma hybrid for the rear engine makes it an incredibly complex beast to maintain, let alone fly. Yet Pidg keeps with it, and refuses to trade it for any other ship. She loves her Raptor, and in return, the Raptor sees her home safe...
M O T I V A T I O N
Pidgeon was born and raised a mercenary, and lives for coin as much as a good ass-kicking. She won't directly express her innermost desires, however something can be said about her fascination with the Veil...
P E R S O N A L I T Y
Pidgeon is a suicidal bundle of joy. Her reckless nature and passion for flying and being the best pilot she can be is motivating, especially from one so young. She has a deep interest in mechanics and loves to talk airships, particularly fighters. Put simply, she's a crazy airship nerd. Her ego is, by all accounts, an inflated mess. She likes to brag, sometimes at the expense of others, and will often make fun of other people for the sake of making others laugh. Yet, if she knows she has made someone upset, she will be the first to try and comfort them. Her care for her comrades is plain as day, and though she takes to a jovial nature, she can be serious where needed. Even if she is incredibly reckless on the battlefield, she will look out for her comrades, and especially her wingman, and, most importantly, knows when to quit.
F L A W S
Reckless - Pidgeon is a reckless pilot. Hell, she's a reckless person. Nuff said.
Weak Body - She is short and thin, and not exactly built to take a hit. She can run, but can't punch.
No CQC Training - Pidgeon hasn't been trained in the art of CQC. She knows how to use her pistol, but that won't help her in a fist fight.
Lack of Foresight - Pidgeon will do what she has to, consequences be damned! She doesn't think her ideas through well enough sometimes, and while capable of thinking on her feet, sometimes her ideas fall short and carry flaws.
B I O Pidgeon's life has always been on the smaller scale, though never lacking in excitement. Born to two bright minds, one a pilot and one a scientist, she was raised upon hopes of traversing Elysia and seeing the stars. Her parents line of work in particular revolved around the Veil, exploring regions close to it and how the Veil can influence not only physics as we know it, but the psychology of non-Devils closest to it. An ambitious study, to be sure, but they often needed cooperation from beings closest to the Veil to study physics data, so the psychology study was an interesting hypothesis to explore.
As a child, she often didn't get to go on these kinds of excursions. Pidgeon would be made to stay home due to the danger they presented. However, whenever her mother and father came home, they would recount their tales with incredible detail, archived within a journal which Pidgeon has kept in her PDA to this day. It inspired Pidgeon to want the same thing: to fly, to see the edges of Elysia, and see what this beautiful collection of worlds have to offer. And she would get that chance. Just not in the way one would expect.
Pidgeon's mother and father left on an excursion one day. They didn't come back. She was passed to an uncle who was abusive and a terrible caretaker, though thankfully didn't need to suffer long. Within a year, she was picked up by a certain Captain Nine Gales, family friend and the proper guardian her mother and father entrusted her to. It was at a time where, if Pidgeon had been left alone any longer, may have resulted in a different fate. Nine Gales came at the perfect moment.
One would imagine the Reiksgard Knight -- a sort-of mercenary ship with a sort-of mercenary crew -- as a poor place for a young girl to grow up. Admittedly, Pidgeon wasn't afforded the same education she would've had if her parents came back. However, in its place, the young girl adopted her father's love for airships. And, with the help and resources of those aboard, she began to create her own. The AMV, or Amazing Mobility Vehicle, was a design of Pidg's to create a fighter better equipped to avoid incoming fire. The first one was made of scraps and junk parts, barely able to fly, but told those aboard that she had an idea of what she wanted. A few years later, with some money working as an apprentice engineer and a bit more knowledge, she came back at her ship with the AMV2. This ship was far more capable than the first, and she even used it in several battles. It had the longest life of her AMV creations, lasting several years before getting shot down, forcing Pidg to parachute out.
The AMV3 is her most recent addition to the family, and by far the most advanced and complex. While she has about three years on her now, Pidg has made sure to fine-tune and upgrade the Raptor where she can. It's now a recognizable symbol of death to many across Elysia, having shredded countless ace pilots with her beautiful plasma cannons. The people of the Reiksgard Knight treat Pidgeon like family, and acts as the younger sister to just about everyone. They have helped shape her into who she is today, and she couldn't have asked for a more supportive and, err, interesting group to call such. She is forever loyal to Captain Nine Gales, and will protect the people of the Reiksgard with her life, as they would hers. E X T R A I N F O JUSTICE DRAGON BLOODED [PIDGEON THEME]
Image taken by an officer prior to its containment. The officer was then promtply admitted to a mental institution there after.
Age: Unknown Gender: Unknown Race: Unknown Culture: Unknown Racial Features: From observation of this specimen, we have gathered a few interesting details about it. For starters, the creature is most definitely mystical in nature. We have compared notes to any known living flora like species in Elysia and from the samples we have gathered, it seems the results returned infantismal at best. However, one thing to note is that even when part of (what we determine to be its epidermal layering) the creature is removed, its sensory system still remains intact to the removed sample. This allowing it (the severed piece) to act freely if separated by dismemberment. As for its intravenal system. Its blood seems to be inky black or deep maroon in color. What we found however, when this blood substance is exposed to the elements (for control readings room temperature), the viscous black ink seems to evaporate when air molecules are introduced... Unfortunately with this discovery we have also learned that its blood acts as a defense mechanism; A toxin within the blood reacts to the air in the form of a fog that can cause bleeding of the eyes, anuerysm and asphyxiation. Two scientists dead and one in critical condition was the result. After conducting more appropriate and quarantined testing on the blood we have found that its blood's resiliency towards multiple toxin's is phenomenal. Multiple samples with countless known diseases have proven that for the most part it cannot effectively be poisoned or susceptible to disease.
Further inspection of its muscular system shows that there are no major bone structure yet from watching its motor functions in action, it is still able to independently lift and move itself about with ease. Having moved the creature into a pressure chamber we have noticed that it may even withstand max pressure (of the chamber) on its body with little trouble theorizing that the creature may be physically capable. As a thought, one of our lead scientists also attempted to place said specimen into a vacuum chamber to see how it would react to the effects of space. It can survive...We have also managed to test its durability and agility via live fire testing and has shown outstanding results. From small arms fire up to high caliber AP rounds and HE rounds it seems resilient to such kinetic energy and can move at nauseating speeds. We have learned that high frequency sound and UV light do seem to harm it, causing what we can only guess is akin to sun poisoning yet when removed from light and sound, it seems to return to more normal function. More casualties followed from this experiment and as such we have kept it in isolation under controlled UV light.
Over the time accumulated from observing and testing this thing we have learned of one other thing. It seems that from what we have gathered, this specimen is able to mimic personnel and somehow can change form to match that of who is observing it. One final note...We...aren't exactly positive about this but we believe it has attempted to communicate with us on multiple occasions. We have run its vocals through multiple language translators, frequency amplifiers and other means but once again...Results were infantismal.
Before I close this recording, I want to make a personal...unofficial note...Many of us who have worked with this....entity....this thing...The foremost mental note we took, aside from its looks...was its eye...there were about 20 of us when we first begun research on this thing...8 of us remain. Five total casualties, one in critical condition and the rest....Mental Institutions. Why? Because when this thing looked into your eyes...I'm sorry...I just feel terrible about it. That eye....That, insidious eye it has...How can something so remarkably beautiful have such eyes...Currently we have it sitting in CP-311-8 under level 2 UV control. For our next batch of researches coming along for the journey and who will inevitably deal with this creature...don't stare into its eye...Don't... Occupation/Concept:'I am...abstract incarnate." Training: It is not certain as to what Krygyl has training wise, but it has been shown through observation that it is capable of hastily adapting to its environment and quick to learn, its instinctual reactions other worldly. Powers: Unknown Equipment Unknown Airship N/A Motivation "To...live..." Personality Unknown Flaws Innate superiority complex, apathey towards others, cynical
There was a void, one that echoed with an unnerving, unyielding silence which only broke for the periodical dripping of viscous liquid un its abyss. The drip's echo carried on, almost never coming into contact with any form of mass. One could akin such silence to that of recorded space. The eriee silence matched with what some would say "The beautiful symphony of life itself". But here...amongst this endless void, it was maddening. If a single lifeform was to stay for no more than a minute or two, they would fall into many forms of a broken psyche; Paranoia, schitzophrenia to say the least aside from other phobias relating to darkness and tricks of the mind. But in here...the silence broke.
Soon, mass, darker than darkness itself begun to fill the void with a voice, tired and confused. Its voice broke the void's silence, still accompanied by the occasion phantom drip.
'Whaaaaat.....What is this?....This.....Feeling?....I feel....whole....complete....
A single eye opened, a deep, dim Amethyst eye whose pupil glowed with a bright tanzanite blue. It looked about the endless void.
No....not complete....not yet....I am...I am missing something...Something about me is missing...what is it though?....These things....What are these things....They are attached to me....I reach out with them...I can feel....I shake....why....why do I shake....This place....it feels...hollow....empty.... Did I make this...this emptiness?...Many questions with many...unanswered...
The voice called out once more...
There was a flash, a blinding light that enveloped the void, causing the newly form being to shriek out in pain and agony. Its screams echoed through the endless black...Even after its form vanished. It screams and shrieks of anger and pain continued as it speed through space and time, like a meteor careening through space before it landed with a loud explosion within an opening of green, blue, brown and white. It did not know where it was as the white was blinding, causing it agony and pain. Its roars reverberated through the lake clearing where many denezens watched in horror as its tendrils lashed about, making impact with whatever it touched. Crushing men, women, children, the eldery. Its inky black tendrils whipped about in destructive defiance of this white pain. But...time progressed...and so the white became black once again...
"Dr.Wilde, Officer Pin'kok...tell me everything that happened here...."
"The affairs of mortals mean nothing to me...I am simply here for the enjoyment of the hunt..."
Age
16 Elysian Years | Fully Adult in Appearance
Gender
None | Referred to using Male pronouns.
Race
Necro
Culture
The Necro have no culture to speak of given that there only a handful in the world.
Racial Features
A Necro is a Demon who is born when the soul of an inherently strong willed creature is taken before their time is due. Whether it is an accident or an individual having the ability to act against fate, someone with strong will power killed in this way creates a rift. The souls of the dead are drawn forth from the rift and combine to form what becomes a Necro. A Necro has no knowledge or memories of the souls that it is made up of, being an entirely new entity within itself. This means that a Necro begins its life much like a child, learning about the world around it. In most instances a Necro will either be good or evil based off the interactions it has in it's early years. No Necro is good or evil from its creation.
☩ Each Necro formed takes on the appearance of a glowing mist in humanoid form. They have no true physical body to speak of but are able to manipulate objects and effect the world around them. As such they can wield weapons and wear clothing.
☩ Each Necro has different abilities ranging from pyromancy to manipulating light, however all have the capability to feed on the souls of the living. The Necro are able to visibly rip the soul from a living being and absorb it into themselves by using a weapon that is bound to them on their creation. The difficulty that it takes to draw the soul is based on the willpower of the person being attacked. The process is difficult and a heavy tug of war. Successfully feeding provides a temporary boost to a Necro's power.
☩ Necro can make themselves and their gear incorporeal for brief moments.
☩ The key weaknesses of any Necro are to silver and salt, as well as holy based magic. Silver weapons will cut at a Necro in the same way as a steel sword would a humans flesh. Salt on the other hand burns like acid. Being a demonic force also makes them susceptiple to holy powers.
Appearance
Tartarus glows a bright green and gives off a faint black mist around his extremeties. His voice is deeply unsettling.
Occupation/Concept
Vigilante Demon Hunter
Training
☩ Combat | This incoporates all types whether it is unarmed, close quarters or ranged. Tartarus is trained to be an efficient combatant that can stand toe to toe with the strongest and most capable fighters.
☩ Demonology | Has as much knowledge of the demon world as anyone else in existince.
☩ Necromancy | Trained in the art of manipulating the bodies of the deceased, Tartarus is capable of affecting the dead. The magic however doesn't last forever and the toll it takes on the vessels causes them to disintegrate after an hour. His powers over the dead extended further than simply summoning.
☩ Agile | Capable of great speeds and reactions from his training, Tartarus is highly agile and difficult to pin down.
Powers
☩ Necro Race Powers | Being a Necro grants Tartarus with a useful set of abilities that are generic to his race and some which are not:
☩ Soul Eater | Like all Necro, Tartarus is able to take the souls of living creatures. This grants him a temporary power increase at the cost of the other person dying. While the preference is to take the soul or essence of an enemy, there have been instances where allies have willingly sacrificed themselves to give him the power to defeat powerful demons. Tartarus does not need to do this for sustenance.
☩ Incorporeal | With nothing more than a thought Tartarus can make himself and all he holds incorporeal and immune to most physical effects. This is as simple as blinking but at present he is only capable of doing it once every few minutes for a maximum of ten seconds. It allows him to move through solid objects or for projectiles to move through him. He is unable to move through magitech or essence empowered materials. When incorporeal he can still be affected by the following:
☩ Hooks of the Unknown | An ability unique to Tartarus and something he stumbled across while learning to become a necromancer. He is capable of opening small portals from which hooked chains emerge and latch onto his target. The number and size of the hooks is all dependent on the amount of focus he applies. The hooks can be used as restraints but also as weapons.
☩ Necromancy | The ability to manipulate the dead is something that Tartarus was trained in as he aged. While not the go to style of magic for dealing with demons, it has proved effective.
☩ Summon | The basic ability of a necromancer is to raise the dead. Tartarus can do this on a couple of corpses at a time but is only able to keep them moving for an hour.
☩ Flaming Skulls | Tartarus can throw magical skulls that glow the same colour as himself. They explode in glorious hellfire causing grievous damage to any caught in the flames. They do not damage inanimate objects, only the living.
☩ Demonology | Through his studying Tartarus has learnt spells and abilities to help him deal with Demon threats.
☩ Binding | While lacking divine power Tartarus has found a round about way to deal with demonic threats. Once a demon has been significantly damaged, Tartarus can bind them within any item. This is a time consuming process depending on the power of the demon in question. Once bound, the demon is trapped until a time when the item is destroyed. The bound demon can be destroyed by divine magic once within the item.
☩ Trap | A demon trap is a magical symbol that is imbued into the floor. Once a demon crosses into it they are trapped. The length of time for them to escape is based on the size of the trap and the power of the demon within. Longer summoning time results in stronger traps.
☩ Exorcism | On the rare occassion a demon takes a living host, Tartarus is able to exorcise it so that it can be fought in its true form.
☩ Miscellaneous | Some of the powers that Tartarus possesses do not conform to the above headings so as such, are based here:
☩ Raven Bond | The word airship is a poor choice of words for Tartarus' choice of transport. He is capable of summoning a large spectral raven that he can ride from destination to destination. The raven is capable of matching the speed and agility of any mechanical airship.
☩ The Scythe | Tartarus was bound to a scythe on his creation and as such is able to summon and unsummon it whenever he pleases.
Equipment
☩ Soul Scythe | The scythe that was bound to him on his creation, it appears to be nothing more than a staff out side of battle. When ready for battle, a blade of pure energy emerges from the mouth atop the staff which is as sharp and capable as any sword.
☩ Leather Armour | Basic leather armour that is adorned with items of a necromantic aesthetic.
☩ Binding Items | An assortment of trinkets inscribed with the binding seals used to trap demons.
☩ Bottomless Pockets | The pockets of Tartarus' jacket are imbued with a magic that allow for almost infinite storage. However due to the limitation of the pockets, only small items can be stored.
Airship
Motivation He initially hunted demons to help a village but following the death of his mentor he does it now as a hobby to pass the time.
Personality After learning that he would never die of old age, Tartarus' perspective on the world changed. He was briefly exposed to the feelings of loss when his mentor died but realised that it wasn't through sadness but simply a frustration that someone he quite enjoyed having around had expired. This has led to an increased apathy towards what he views as simple, mortal affairs. This apathy and inability to completely understand the needs of others often rubs people the wrong way, even if they understand his usefulness.
In terms of his job, he is driven by the enjoyment he gets from the disposing of demons. He does occassionally opt to do other jobs if the money is good. Of all the things he doesn't understand of the mortal world, money is one thing he understands the importance of. So sufficient payment is usually enough to get him out of his comfort zone.
Flaws
☩ Difficulty relating to others to the point he can come across as rude or judgemental. ☩ Occassionally apathetic towards events of great danger or destruction. ☩ Low level of tech knowedlge given his proficiency with magic. ☩ Weakness to silver, salt and holy powers.
Bio Tartarus was created from the perished souls of an alien ship trying to pierce through the Veil. A ship of refugees and last of their race, they had stumbled upon Elysia to try and survive. The tradgedy however was that they, as many before them, were killed in the process. With a will to survive amongst each and every person, the formation of a Necro was no surprise and thus Tartarus was born.
After his creation he wandered the world of Elysia for a week before he stumbled upon a village. He found himself having a natural capability to speak the native language but was treated with heavy suspiscion. His appearance and almost demonic voice scared many but he was granted a chance by an old man. His knowledge of other worlds and realms was without match in Elysia. A demon hunter by trade, he had protected his village for decades until Tatarus' arrival. He knew what Tartarus was, his ghost like form a give away to being a Necro. Using the childhood state of Tartarus the old man shaped him into the next generation of demon hunter.
In the immediate years that followed Tartarus learnt the ways of his master which included martial skills and most importantly, how to defeat demonic threats without divine power. A natural affinity to fight and defeat demons showed the old man he had rightly seen the potential in Tartarus to take on demons. For a full decade the pair worked together and made a healthy living. It was during this decade that Tartarus discovered a capability to channel necromantic magic. Since that day he has honed his skills further and continues to do so.
As the old man approached his last days he explained to Tartarus what he was. The Necro understood what he was told but his apparent immortality meant that his mindset changed. He was sad to see the old man die but he knew that if he continued to make close bonds with others then he would spend the rest of his existence persistently mourning loss of creatures with an expiry date. As a result he decided to move on from the village and to actively hunt demons alone. To the present day he doesn't know if the village still exists or if it was burnt to the ground and in reality, is not concerned. To him the eradication of demons has become more of a hobby rather than being something he does for the safety of others.
Relationships
This is a catalogue of people I have seen or heard of who were worthy of note. This list isn't comprehensive because sometimes I cannot be bothered to record such meaningless tripe.
Culture: A people as ancient and prolific as the Astoriel have their fair share of dissidents. Whether heretics that forsake the worship of The One, or secessionists that desire an empire outside of the Enclave's influence, there have been those that have broken away from the greater whole of the Astoriel over the ages. These fragments and outcasts are known as Svariel, or the Dark Kin, and are sometimes called Dark Elves by more ignorant races. As they are a collective of numerous splinter factions, there is no cohesive culture among the Svariel, aside from their collective rejection of their peoples' collectivist values and religion. Common enough among them is the desire to use the magical and technological might their kind has cultivated over the eons to empower themselves, and subjugate other races. Dark Elves are frequently seen as untrustworthy or cruel by other races, and not without good reason; they are frequently pirates, marauders, unscrupulous mercenaries, or subjects of the bloodthirsty empire of Malerion.
Racial Features: Svariel are not biologically distinct from their kin within the Enclave, and are indistinguishable from them by an outsider. However, each "Elf" can intrinsically sense the presence of The One (or the lack thereof) in their kin, and can sense whether they are Astoriel or Svariel instinctively. Additionally, Svariel are far more likely to modify their bodies drastically through the use of transmutative magics or biological engineering; it is not unheard of for enclaves or covens of Dark Elves to possess wings, serpentine bodies, additional limbs, or any combination thereof.
Appearance: Lotan is a tall and imposing figure; his fey Elvish features marred by his pallid and sickly complexion. His hair has long fallen out, and a single eye as dark as a moonless sky stares imperiously. His pale, lithe flesh is covered in numerous dark tattoos; pirate symbols and prison markings. His presence is that of a predator, an ancient monster sat atop a horde of bones. In private company he dresses in rich, dark robes, which cloak and frame his lithe form voluminously. In more serious matters he wears an armored bodyglove, and cloaks and raiments that evoke the image of a warrior-king. He is particularly fond of a golden mask that depicts a high-crested, tentacle-mawed visage, further evoking the image of a hunter of the deep.
Occupation/Concept: In the uncharted and forbidden realms of Elysia, Lotan is a lord among lords. Among the many pirates, corsairs, privateers, brigands, and freebooters, he commands the greatest power out of any of them. A Pirate King the likes of which have not been seen since ages that have faded to hazy memory, he is the terror of the void and a blight on many worlds. He and the rest of his corsair warband, the Void Dragons, are known to strike without warning, and vanish without a trace. They oversee many illegal trades among their secret paths between worlds, and plunder the riches of empires as they see fit.
Training:
Deadly and experienced close-quarters combatant; adept with blades, whips, sidearms, and such.
Legendary pirate; expert in naval battle, boarding actions, and piloting small craft.
Master of ancient lore; speaks many dead languages and has great knowledge of lost empires, specifically their secrets and their treasures.
Powers:
Mind Flay: Lotan can invade his enemies' minds and assault them with waves of ruinous psychic agony.
Voidbolt: By conjuring a bolt of pure void energy, Lotan can tear his enemies apart or wrack them with debilitating pain.
Voidform: Lotan's flesh becomes one with the void, allowing him to survive in such lethal environments as open space.
Vampiric Touch: Sucking the very life energy of his enemy away, Lotan can heal his wounds and sustain his failing body.
Word of Death: Lotan speaks an ancient curse in a forsaken tongue: those too weak to bear its horror perish instantly.
Equipment:
Ghost Armor: A bodyglove adorned with lightweight armored plates that do not slow Lotan or restrict his movements. The suit has a light force-field installed, as well as an in-built holofield that can obfuscate his appearance.
Masque of Serakith: Lotan's golden mask, taken from the corpse of a favored Malerion prince.
Nidhogg-Scale Cloak: A night-black hide flensed from the flesh of a great void-serpent, it is durable against many varieties of weapon and energies.
Venom Blaster: Lotan's preferred side-arm, which fires crystallized shards of horrifically virulent neurotoxin.
Agonizer: An elastic, electrified lash, which buries into the flesh of those it contacts and overstimulates their pain receptors.
Nightfang: Lotan's personal blade, a chaotic relic forged from the bones of demons. Its touch envenerates flesh on contact, causing debilitating and necrotic wounds.
Airship: The flagship of Lotan's fleet and his most prized vessel is the Forever Worm, a lost relic of an Astoriel battleship. Blisteringly fast and armed with potent Darklight weapons, its true strength lies in its advanced cloaking technology, which can evade a great majority of modern sensors. Lotan's personal craft is Star Vampire, a custom craft capable of breakneck maneuvers and armed with miniaturized Darklight cannons.
Motivation: While Lotan's wealth and power are both immense, he is living on borrowed time. Millennia of exposure to cosmic radiation, several lifetimes' worth of debauchery, and foul and forbidden magics have all taken their toll on his supposedly-immortal body. Only though stealing the life-energy of others does he remain potent; without this vampirism his health would quickly deteriorate and he would perish. As time wears on, it takes more stolen lives to keep him hale and healthy, and Lotan fears the end immensely. For these reasons, he seeks out a cure for his condition, or any other means of keeping his flesh from failing in perpetuity.
Personality: Lotan is considered by some to be more a force of nature than a man. Capricious and imperial, his sights and ambitions often seem to be set beyond the realms of mortals, and his motivations are often difficult to discern. While seemingly stoic and inscrutable, this is a veneer over his burning ambition and sharp cunning. Lotan projects a dignified charisma, with the silent majesty of a dark idol and passionate fury of a warlord all at once. In most pursuits he is vicious and unshakable, with the tenacity of a starving hound. He delights in dark decadence and long-planned revenge, and no values higher than his own freedom and personal power.
Flaws:
Cursed Flesh: Lotan's body is failing, slowly yet surely, and the end can only be staved off by sucking away the life of others.
Outlaw: A legendary villain, Lotan has a tremendous bounty in every government that has heard of him, and numerous other criminals (many among them his own underlings) wish to see him dead.
Villainous: Trusting no one and trusted by no one, Lotan leads a difficult and solitary existence. Amorality, vengeance, and paranoia rule his daily life, and not all of the knives he perceives pointed at his back may be real.
Debauched: Lotan has... peculiar tastes. Centuries of hedonism have driven him to extremes of decadence and debauchery.
Eye on the Prize: He has a hard time seeing things to his right.
Bio: Long, long ago, the man who would become known as the Black Dragon was born a slave on a pirate galleon. His ancestor had been an outcast noble among a lesser Svariel principality, and so his entire lineage was condemned to servitude. Lotan was born and raised on a slaver-vessel, and from a young age he was brought up as a slave-soldier. Vicious naval combat and near-suicidal boarding actions were his life from early adolescence onward, and his skills were honed to a razor-edge so he could as much as stay alive. When not raiding other vessels for wealth, his pirate masters forced him to fight his fellow slaves in brutal gladiatorial combat for their amusement. Even at a young age, a fire of ambition and malevolence burned in Lotan, and he planned his revenge.
He conspired with his fellow slaves over the course of years, mapping out their ship and the habits of their masters to plot out their revolt. When the fated hour came, many of the slaves faltered and betrayed their fellows to their masters. The revolt would have been a failure, with Lotan slain at the hands of a horde of turncoats, had he not Exalted at that moment, and driven the revolt forward with his own sheer strength. While the fighting was vicious and cost him his right eye, Lotan eventually won his freedom with a sword's edge.
For many years after he wandered Elysia, frequently as a pirate himself, or some other manner of sellsword. He sold his services to many crews and unscrupulous governments, and often enough ran afoul of the law and served time in some brig or prison before eventually springing loose. All the while he accumulated experience, wealth, contacts and power, and slowly ascended as a mighty pirate lord of his own right. All the while, he pursued a peculiar interest in empires that had fallen under the demonic sway, and the forbidden magics they practiced. This "void magic," which controlled such matters as dark energy and the mind often gave him an edge over his competitors, to say nothing of his latent power as an Exalt.
Lotan's true ascension came after centuries of piracy, as he set his sights on become the most powerful pirate lord of all; a king among kings. The mightiest pirates of the age had formed a triumvirate alliance, and Lotan sought their deaths. By cutting deals throughout the noble court, Lotan was able to infiltrate and abduct the crown prince of a mighty empire of the age, and framed the trio of pirate lords for the crime. The empire went to war over the slight, and the battle between them and the pirate lords was apocalyptic in scale. Once it had ended, all of his rivals were dead, and the empire's military had been crippled. Lotan struck then, consolidating the remaining power of the the pirate lords under his own banner, the warband then forth known as the Void Dragons, and plundered the territory of the weakened empire freely. This masterstroke cemented his status as a king of the underworld for centuries to come, and his infamy and power have only grown since that momentous ascension.
Extra Info: Lotan is sometimes accompanied by a bound Devil called Whisper of N'Zoth (often shortened to Whisper). A diminutive creature that often rides upon his shoulder, Whisper is a font of dark knowledge and terrible secrets. As its name implies, it often whispers to Lotan, telling him of methods of furthering his pursuit of void magics, or locations of relics and loci of power. These have been lies as often as not, as it seeks Lotan's death to release itself, but cannot act directly against him by the nature of its binding. Its true form is allegedly horrific and powerful, but none but Lotan have beheld it.
Age: The exact date of when he was made is unknown but he was activated 20 years ago
Gender Appears to be male
Race: Android
Brand:Kindle
Culture: The Kindle are built as war machines meant to kill but at the same time to be sentient beings. The Kindle are very loyal to their Leader/Commander and will never refuse an order unless it will result in their own demise, then they will refuse the order. The Kindle will always go for minimal casualties and will never kill or harm an unarmed child, women or man unless they pose a threat to the Kindle and his allies. All Kindle are built with their numbers on their chest that they can be identified as. Whenever a commander is giving them an order he will call them by their number. The Kindle don't believe in a god, they know that they are real but they just don't believe that gods are not worth the trouble that people go through to worship them.
No Kindle knows how they got into this robotic body, but some believe that they were once humans or some other organic being that had its brain removed and placed inside a robot, some Kindle went insane about this and activated their self-destruct function just to end it all. The rest of the Kindle that haven't killed themselves formed together and fixed a flying aircraft carrier and called it "Home for all Kindles" or The H.F.A.K for short.
To make money they let smugglers and pilots land on the aircraft to repair and refuel. The Kindles will also do assassinations if the price is right. They also stand by one saying "A gun or a thought, a gun gives you the opportunity but a thought pulls the trigger"
Racial Features: The Kindle are built with a very strong outer layer and with many different defence mechanisms, such as electric hands to stun enemies and the built-in hub that they can see orders and other things that they put on there. They also have a self-destruct function, this function is used to ensure that enemies can't steal the tech of captured Kindles, once an enemy taps into the Kindle or starts to take apart the Kindle it will have the option to self-destruct.
Su-Pru.deviantart
Occupation/Concept Sir Kindle is the Captain of the H.F.A.K and is also the Commander of all Kindles on his ship. He deals with the smugglers and pilots that land on his ship and conducts all deals or contracts aboard his ship.
Training:
Barganing
Close Quarters Combat
Weaponized Combat
Piloting Large Aircraft
Hacking
Powers:
Lighting Bolt - This allows him to fire lightning bolts out of his hands.
Mass Discharge - Sir Kindle will let out a large discharge of energy which will stun or kill the enemies. (depends how far away they are)
Circuit Overload - When Sir Kindle is in contact with any type of circuitry, he can choose to overload it with energy, causing it to short circuit. (This will stun Sir Kindle for a little bit after its used)
Super Strength - This one is pretty self-explanatory.
Super Fast Reflexes - Also pretty self-explanatory.
Equipment:
(Warning they are all large images)
Chaotic Warfare
Sir Kindles PDA is built into his left arm, he can send out orders to the other Kindles on his ship and he can also use it to message follow allies and Kindles. or do anything a regular PDA could
The Battlestar Hand Gun is pretty much a more futuristic revolver, it holds 9 plasma rounds and can fire them at a speed of 1,700mph.
Kelvin Tan
The Bruiser of Mercy is a mounted laser that is equipped on Sir Kindles wrist, its mostly used to cut holes into metal but it can also be used as a weapon as well.
Universal Translator
Jakub Javora
H.F.A.K: The H.F.A.K is a flying aircraft carrier that may look like an easy target but don't be fooled by its lack of weapons it's still as dangerous as any other airship in the skies. Almost all of the aircraft on this carrier is drones there are 6 main fights on this ship that could shoot you shoot down in a heartbeat. The H.F.A.K also has four main guns, all of which are three barreled, 127mm shell guns, there's two on each side of the ship. It also has anti-air guns on the deck of the ship.
But even though this ship sounds invincible it does come with many flaws such as.
Its very slow and can't turn very fast
The guns take a while to reload
The two air balloons that keep it flying are very vulnerable to attacks
Three of those fighters are Rahmos Fighters, it may look like they can be flown but they are actually drone operated
The other three of those Fighters are Sedales, same as the Rahmon Fighters they are drone operated
Motivation: Sir Kindle doesn't do this for the money or fame, he does this because he cares about his people and wants to protect them and make sure that they aren't hunted down like wild animals by The Fae'Rin Ascendancy. He also is searching for the answers to what happened to him and his follow Kindle and how they got these bodys and what were they before.
Personality: Sir Kindle is a "person" of order and discipline which makes him a great captain or at least that's what his crew believes, some might just say that he's got a stick up his ass but that stick up his ass is keeping the ship in order. He's also very caring but only for his own kind, the only time he will care for a being from another race is if their allies/friends. Sir Kinkle is a "person" with a lot of class, this is also the reason why he wears a top hat, he doesn't know where he got this fancy way of living but he believes it has something to do with his past life.
He is really protective of his ship, so if you damage his ship you better start running since you'll be the next one that he'll send to the grave, the same goes for his men if you hurt his men you will meet your demise.
Flaws:
Sir Kindle cannot make contact with water
Too Strict
Can not Cook
Terrible at Engineering
No Mercy
Over Protective
Bio:All Kindles were made by a company called SkyTech, this company made Weapons/Drones and Androids for the empires. In the later years of SkyTech, they turned out very successful and profitable after making a contract with The Fae'Rin Ascendancy, which they now made advanced weaponry for. Everything was going well for SkyTech, they even started making a new type of war machines called Kindles but their good fortune was going to soon run out.
Before the first batch of Kindles could even be shipped out, SkyTech was attacked, this group of rebels or something came in and killed all the workers and murdered the CEO of the company. This is where the story of the Sir Kindle began.
Sir Kindle doesn't know when he was made he just remembers when he woke up. Sir Kindle was on the first production line of Kindles, all of the first production lines was commander Kindles and behind them was all their men, Sir Kindle woke up hanging down from the roof by two hooks, Everything looked really glitchy when he was activated since his system was just starting to boot up. He looked up at the window in front of him, just to see somebody standing there looking at him with a big smile on their face, but before he could get a better look at the mans face, the man sprinted down the hall and out of sight.
As soon as Sir Kindle got down from the hooks and went into the room that the man was in and saw a console that was covered buttons and switches, each button was labelled, production line one, production line two, production line three, etc. Each button needed a key to be inserted and turned before you were able activate it, there was only one button that had the key already in the slot, there was a sticky note below it saying "You can thank me later". Once Sir Kindle pressed the button all of the Kindles on that production line was activated. There was about 40 kindle on that production line, only 30 of them didn't self-destruct. Sir Kindle lead them out of the factory and into the nearby forest, where they would soon find a town that they would stay for the next 6 years, working contracts and take bounties.
After a while, word spread to The Fae'Rin Ascendancy about the Kindles and they send a squad to take them out, but before the squad could even reach the town the Kindles were already long gone. Sir Kindle then decided to buy a ship that the kindles could live on, it was this old broken down flying aircraft carrier, it took all the Kindles working together (Aside from Sir Kindle Because he cant do Engineering) about 1 year to fix the aircraft carrier.
And ever since then they have been working with trading companies and smugglers letting them land on the ship to refuel and repair, and even sometimes Sir Kindle will accept assassination contracts, if the price was right. One day, Sir Kindle was asked to kill a being of extraordinary power, at first, this sounded like a bad idea but once they said how much they would pay there was no way he could refuse. So he went down to where the target was last seen, a very dense forest Sir Kindle didn't trust the look of this place, so he told his men to stay with the ship they came down on as he goes and investigates. Once he entered the forest he was greeted by this tall black entity, this thing hit Sir Kindle so hard that it threw him out of the forest, where he smashed his back against his aircraft, everything faded to black for a while then the words saying system reboot came up, He woke up back on his ship being repaired by one of the engineer Kindles. Ever since then he had these strange powers, apparently if it wasn't for the energy that Sir Kindles powers give him, he would have shut down forever.
Extra Info:Sir Kindle really loves his hat and doesn't want any Dragon blooded items on it
Culture: The Ogarians showed up a few thousand years before the humans appeared in Elysia as an advanced technological race that was always striving for a greater advancement for themselves. Upon arriving in Elysia and discovering the power of magic that could fill the gaps that their own technology could not solve, many researchers started to study essence to try an understand this realm of the gods. It took over a thousand years to even understand the basic of what their technology could not tell them, but soon a few were starting to get a grasp of Elysia. Kaz Al'Oga is the last of his species as he is the result of an attempt by the Ogarians to try and become closer to the gods that created Elysia. A large infusion of motes and pure essence was forced into a single being to see if ascension could be achieved to a higher plane of existence, the resulting backlash scorched their home world leaving it a barren and molten world with only one broken soul remaining.
Racial Features: Ogarians were once a reptilian looking species, that was before their extinction leaving only Kaz Al'Oga with a spectral form of semi-solid physical form with the rest of his body being made up of Essence.
Occupation: Researcher of Elysia and Living God
Appearance: Kaz Al'Oga has an actual physical body beneath all the swirling essence that makes up the rest of his body. His body looks like black water that is in a constant rippling effect with glowing white orbs where his eyes should be. The rest of his body is made up of a swirling cloud of essence that is naturally created by his body.
Training:
Understanding and proficient with advanced technology
Deep understanding of Essence and how to use it
Skilled Pilot with a vast array of ships
Understanding of most different technology with a specialization in Fae'Rin tech
Powers:
Telekinetic Touch: Kaz is able to move any object in his immediate area without touching the object and can even move multiple objects at once. If he actually sits down and focuses he can move objects hundreds of feet away and can even throw living being around as if they were leaves being blown in the wind. This was one of his first abilities that was manifested after becoming an exalted and as such is his most practiced.
Shield Generation: Kaz Al'Oga has the ability to surround himself in a nearly impenetrable shield that can protect him from most forms of harm that don't involve another exalted. This power was not created for his own safety because mortal attacks do not seem to affect his altered body, but because of his hate for having to repair and replace containment suits every time they became damaged.
Equipment:
Containment Suit that was built and designed by Kaz in order to allow him to maintain a humanoid form. The suit is maintained by essence fuel cells and over the many many years there have been many different iterations of his Containment suit with this only being the latest in a long line of different designs. The suit also contains a built in translator and PDA built into the HUD of the suit.
Ogarian Energy Pistol: An old pistol that looks like it should be in a museum with the age that the gun looks. While on the inside the gun has been completely rebuild and is practically brand new.
Several Rare metal knives that are able to pierce many different types of armor
Airship:Ogarian Hope The Ogarian Hope was designed and built by Kaz to be his personal ship in Elysia. Built into the hull are magitech conduits that allow Kaz to use his sheild generation magic for his ship in case of emergency. The ship is armed with twin side mounted repeating rail guns as well as a nose mounted rail gun that fires a larger shell then the side mounted weapons but with a longer cooldown between shots. The ship is large enough to house a crew of ten comfortably with a storage hull loaded with actual paper books as well as datapads from various different centuries.
Motivation: Kaz Al'Oga is driven by his research of Elysia and the gods that rule the place. He is determined to find a way to bring down the gods that ruined his people.
Personality: Kaz is a melting pot of emotions and personalities as he as been around long enough that he has probably displayed every thing in the book. The most common traits shown by the Ogarian are a loneliness that cannot seem to be filled and a determination to complete any goal he is striving toward.
Flaws: Kaz is unable to maintain a cohesive tangible form without a containment suit. He is also a very broken person who finds it hard to believe that he is the last of his kind.
Bio:
There is no remaining records of the Ogarian race except for a small blip in the history books of the Fae'Rin known as the Lose of the 8th Fleet. This event took place a few millennia before humans showed up in Elysia. The Orgarian's waged a war of expansion against a close neighboring system of theirs which was controlled by the Fae'Rin. The resulting decade long war lead to defeat after defeat to the far more superior Fae'Rin forcing the Ogarians back to their home world that had been turned into a factory world for research and manufacturing. The Fae'Rin's 8th fleet had blockaded the planet and was demanding the unconditional surrender of the Ogarians, not knowing of a last effort of the planet as a way of fighting back.
The Ogarian's were a race with few exalted in their ranks and thought that by injecting massive quantities of essence and motes into a individual they could artificially induce the exalted process. This was a last ditch effort toward the war efforts and a test subject named Kaz Al'Oga was chosen as he met all the requirements. What happened next is unknown to anyone, but the results of the experiment were distinctly displayed when the methane rich planet started to erupt into a firestorm starting with where the experiment was to be held. All that was left after the firestorm were scorched buildings and rivers of fire with scans of the planet showing no remaining lifeforms.
The 8th fleet hung in orbit shocked with what they had just witnessed until their ships slowly started to dip lower and lower into the atmosphere of the planet and slowly picking up speed.
This is the last report that the fleet sent and a follow up fleet found that the Fae'Rin fleet had crashed into the surface of the scorched planet with all hands lost. The unofficial report claims that the fleet had been pulled out of orbit somehow as an intentional act to destroy the fleet.
Kaz Al'Oga somehow survived the experiments that altered his body and turned him into a real exalted instead of an artificial exalted as the tests had been a complete failure. After the destruction of his home, he wandered across the stars for a millennia wishing to die like the rest of his people. He now does what he pleases and serves no master or god.
Extra Info: Technically biologically immortal, except that it has not been verified. He may have a temper at times and some may even say he is dragon blooded.
❰ MALE DESIGNATION ⟡ UNKNOWN AGE ⟡ FORMER EXPERIMENTAL PROTOTYPE ❱
"Call me a protocol droid again, see what happens!"
R A C E
Merico Autonomous Combat Unit Prototype
O C C U P A T I O N
Experimental Combat Automaton/Bodyguard
T R A I N I N G
Weapons Programming- As he was meant to serve as a war machine against other beings, Specter has the knowledge of most weapons and the skill to use them efficiently, from melee weaponry to ranged ones.
Unarmed Programming- Again, thanks to his original programming, Specter knows to fight without a weapon as well as he can without one, knowing many types of martial arts to protect himself and others from harm.
Pilot Programming- Though not the main focus of the MR units, or MR38, these automatons can pilot various fighter craft with the same skill an experienced pilot would.
Social Programming- This was added only later in MR38's programming to help the units seem more human-like in their socializations.
P O W E R S
Appearance Simulator- A mode capable of simulating the looks of the beings of the planet it currently inhabits, added in both for military use as spies and for general use when the unit is not on duty and needs to blend in with the locals.
MR38's Exalted powers are a bit different than the powers of many other Exalted as it comes in five different stages. Stages are either unlocked via direct orders from a supervisor/superior, or depending on the power of the opponent as analyzed by the unit
Stage 1- Called Passive Mode, this mode restricts the use of all but the most basic non-lethal weaponry for the unit. This mode is meant for when the unit is either off-duty or trying to blend in into society without drawing attention onto itself.
Stage 2- Called Police Mode, this stage unlocks the use of all non-lethal weaponry for the unit and is often used when fighting relatively weak opponents, or when trying to secure a target without killing them.
Stage 3- Called Anti-Personnel Mode, this stage unlocks the use of all lethal, anti-personnel weaponry from simple knives and pistols, to energy blades assault rifles and even miniguns for the unit. This mode is used there are either droves of weak opponents, or when a target proves too strong for the second stage
Stage 4- Called Military Mode, this gives access to MR38 to all of it's anti-armor and anti-air weaponry, that range from simple rocket launchers to various types of laser. It's most powerful weapon is a railgun capable to destroying most armored vehicles and small crafts and able to deal fairly significant damage to small and medium-sized airships.
Stage 5- A term used for last resorts, this seals all the units memories and other info into its indestructible black box and detonates its core causing a large 300 foot wide explosion that wipes anything in its path. Operators can also use this mode and specify that the unit should only seal all data inside its black box and continue to fight with its assailant(s).
E Q U I P M E N T
Most of MR38's necessary equipment is already integrated in his body as either programming or part of his exalted powers
Integrated PDA and Language Translator - Considering this an absolute necessity, the people who created MR38 integrated with the knowledge about all the things that he may need, including complete knowledge of most languages.
Light - A simple plasma pistol, and yet, MR38 is seemingly very attached to this weapon
A I R S H I P
The Gunslinger, as its name suggests is a gunship equipped with as many guns as the ship would be able to hold. It has a total of three anti-fighter plasma guns, one on its nose and the other two on the extremities of its wing. In the mid-wings, the Gunslinger has a total of four, large anti-armor cannons meant both to eliminate any sorts of armored ground targets and fairly large armored air targets, including larger airships. Its strongest weapons are it's four torpedoes, clearly made for damaging and destroying larger targets.
However, the powerful ship that MR38 has is now, like him in a very bad state and though it is not impossible to repair, it will take quite the mechanic for it.
M O T I V A T I O N
MR38's main directive as it was of most units like him was to protect the sentient races of all threats, including demons. However, as his A.I evolved while spending time with his now deceased creator, he has become more curious about things other than simply fighting other people.
P E R S O N A L I T Y
There is not much one can say about this robots personality, he is as rigid as one would expect of a machine built for war, however thanks to the A.I's that his creator had made for this line of units MR38 has shown curiosity about many other aspects of life and though he may have the info on them, he wishes to try new things by himself.
Another odd thing about MR38 is that he has developed a slight obsession with another of Merico's creations, KI75.
F L A W S
Protection Directive - His programming clearly states that he is to protect the sentient lifeform he has been assigned to, even at the cost of his own life, and though he clearly has a mind of his own this directive overrides his mind and motor controls and will protect said person.
Power Consumption - Though he is a very powerful war machine, all of the stages of his exalted form save for Stage 1 and 2, severely drain the essence of the machine, so much so, that if he can only function for a maximum of 5 hours at either stage 3 or 4 and with the railgun draining most of his essence in only three shots.
Damaged Programming - Thanks to the combined damage he received from a powerful EMP blast, the damage from laser fire and the the exposure to solar radiation, MR38's programming has been irreparably damaged, causing it to malfunction, making him often incapable of doing the things he has been programmed to do.
B I O The Merico Experimental Autonomous Combat Units were the brainchild of one of Merico's top engineers, Moro Dellius, who himself was an Exalted. However, though he had the idea for these types of units, getting Merico to even produce these units would very difficult as they would be a very expensive enterprise and it would cost even Merico perhaps a bit too much money for their liking, should these automatons prove to be failures in the end.
For years on end, whilst already working on whatever projects Merico had assigned for him, Moro would be working on the side on a prototype to show the people in charge of Merico that these machines would be perfect for combat situations, even promising them that all these units would become Exalted and all with the same powers to make for more uniform units. After more than a decade working on the prototype, Moro presented MR1 to the CEO of Merico in a simulated combat environment and though the energy consumption was perhaps a bit too large for his liking, the unit performed excellently and the CEO approved the creation of 49 more units like that for a complete and proper field test.
Moro was beyond excited, and now, with full funding received from Merico and the aid of many of the company's top scientists and engineers, he was able to finish the rest of the units in less than a year, including MR38. All of the units were put through the same simulated tests like MR1 before them, both in singular tests and group tests and found that though they performed well in combat, their tactical and social skills were perhaps less than stellar.
So, after all the units were tested, they were once again put back into the workshop, this time to place a blank A.I. and a social programming to better help the automatons think more for themselves and use the tactics uploaded into them more flexibly than per usual. Whilst most of the other units were to be assigned as actual war machines, MR38 was assigned to protect Moro Dellius as now, not only was he one of Merico's top engineers, but now, he was also the creator of what would possibly be one of the strongest mass-produced war units ever and despite the risk that would take, he was excited to see his creations in an actual combat scenario.
He would not live to see his creations fight.
MR38 and Moro flew in a gunship alongside the Cruiser transporting the other units for their first assignments when the attack came. Several rogue frigates and destroyers appeared on the horizon as they flew towards their destination. Before the first shot was even fired, one of the larger ships, a battleship fired a large EMP blast that caught both the Merico frigate and any of the fighter ships around them, leaving them to be easily picked off by the other smaller airships.
In a few hours, any resistance from the main Merico Frigate ceased. However, the attack had not been done as what both Moro and MR38 assumed to be pirates launched a pod towards the gunship as well and forcefully boarded it. Though, he wanted to resist, the EMP had made MR38 quite sluggish and before he could even take on any of the pirates before him, he was shot down by the people who boarded them.
And in his last moments, as the gunship crashed into a nearby planet, he saw his creator die. E X T R A I N F O Though MR38 doesn't know it, the people who attacked them were a large pirate group named the Crimson Flames led by Kizall Ssalius, a DRAGON BLOODED human who claimed to have been born of a human mother and a dragon father.
The Ortakk culture is one of collection and obsession. Upon maturity (50 human years), every Ortakk is encouraged to leave their home and seek out a lifelong passion to take up. There are no specifications or limits placed upon this quest, and anything from knitting to jogging the span of a planet is considered a perfectly valid interest, provided one throws themselves into it with absolute zeal. It is something deeply ingrained in the Ortakk psyche and culture to become obsessed to the point of mania over their chosen passion, and very few Ortakk have been known to shake off their characteristic patterns. Whatever subject they choose, Ortakk are often compelled to form collections related to it, and even something as mundane as Human gift shop souvenirs will lead an Ortakk to collect “important artefacts” related to it. Occasionally, Ortakk have been known to develop more than one obsession, but such instances are known to be dangerous, as having to choose one over the other can have disastrous consequences on an Ortakk’s sanity.
In Ortakk society, there are a number of laws governing the nature of their obsessions, such as;
1: An Ortakk must never steal for their collection. Any Ortakk knows that the greatest pain is to lose something they own, thus the act of misappropriating an object from another, Ortakk or other, is punishable by death. Objects may be bartered for, fought for (consensually), gambled on, or taken from the dead (provided they weren’t murdered, and no legal inheritors are known), but never stolen. While Ortakk are generally solitary creatures, stealing from an Ortakk is liable to call a horde of them down on your head, which some world have learned the hard way.
2: An Ortakk may never share their collection. Those that have attempted to share collections in the past have met with and caused great tragedy, and so Ortakk law dictates that only one individual may claim legal possession over any given object or collection. Collections may be made open for viewing, but they may never be owned by more than one.
3: Outsiders must be legally dealt with to acquire objects. As self-centered and uncooperative as Ortakk society may be, they understand that outsiders do not follow their ways, and thus must be dealt with consensually and legally in order to obtain anything from them. It is not permitted to kill them, swindle them, or otherwise wrong them by any means, no matter how much an Ortakk desires that which they possess. Additionally, if/when one is working alongside an outsider to acquire an object, ownership of said object must be legally clarified before taking possession of it. One must provide demonstrable proof of an agreement to take possession of an object for it to be recognised by the Ortakk High Council, else the dispute will come before the Council for arbitration.
4: Obsessions based upon taboo and criminal acts will not be legally supported. In their thirst for something to devote themselves to, more than a few Ortakk have gone down paths that their fellows cannot abide by. For instance, should one desire to devote themselves to collecting the heads of those murdered by them, they would be informed that such is a forbidden act and carrying it out will be punished by execution.
The Ortakk High Council is a fairly loose governing body over the Ortakk worlds. Its primary function is to oversee disputes over ownership of objects and collections as well as pass judgement on crimes committed under Ortakk law. Ortakk law is highly simple in nature outside of ownership and possession, and thus Ortakk is often thought of as a fairly anarchic society, although not a terribly dangerous one. The Ortakk High Council keeps a record of every unsettled grievance with outsider, especially instances of theft. Any outsider that has wronged the Ortakk would do well to take caution near their space.
The Ortakk are sometimes known as “Curators”, as those that visit their worlds have noted that they all tend to open museums surrounding their chosen obsession and collection. Those that visit the museums find it an interesting, yet hostile experience, as each Curator tends to watch visitors like a hawk, and often employ robotic guards to dissuade opportunists.
Racial Features: Ortakks are a largely humanoid race, with their distinguishing features being horns of various shapes, sizes and positions upon their heads, as well as bony protrusions from their skin (the spine of an Ortakk is always exposed). Their bone structure is almost meshed with their organic skin, and their bones are harder and stronger than human bones. They also tend to have dark grey skin and eyes of various inhuman colours. On human worlds, Ortakks have occasionally been mistaken for devils due to their appearance and their propensity for bargaining for objects.
Appearance
(created by Stormserpent on DeviantArt)
(created by Benedickbana on DeviantArt)
Occupation/Concept: Obsessed Sword Collector
Training:
Sword Master: Garamm’s slavish devotion to swords and swordplay has had the obvious consequence of making her devastating with a bladed weapon in her had.
Applied Engineering: Due to many instances of swords and sword related technology in Elysium being reliant upon modern technology, Garamm has been forced to learn more about how to work with such technology in order to keep her precious swords fully maintained and working properly. Never ask her to fix something that isn’t reliant on similar technology.
Dedicated Athletics: Any Ortakk knows that when pursuing anything of value, it pays to train yourself to be the best you can be in order to claim your prize. Garamm will go to any lengths to take possession and fully utilize a sword. She would probably die a little inside if she found a sword she couldn’t swing.
Powers:
Metal Manipulation: Garamm commands substances of a metallic nature, enabling her to rip metallic weaponry from her enemies and even crush battle droids with their own casing. Used upon the Exalted, it is much easier to resist critical damage, but those whom it is used upon will certainly feel a great deal of force exerted upon them.
Sword Conjuring: Having an intrinsic connection to her beloved swords, Garamm has found herself capable of embossing them with a seal that will let her call them to her when bereft of one. All this entails is teleporting the sword of choice directly into the palm of her hand, held by the hilt.
Bolstered Strength: Garamm often wonders what use her sword arm would be if the gods hadn't seen fit to bless her with the ability to swing her blade clean through heavily armoured opponents.
Equipment:
Dasrap: One of Garamm’s “Children”, swords made using both her powers and some general smithing and engineering. This sword is lightweight and easy to use, but more importantly has been attuned to conflict with Essence. In essence, it can damage anything comprised of Essence and protect against Essence based attacks, although it cannot completely nullify such attacks, only blunt their force.
Fahlzarm (image created by Studio4Productions on DeviantArt): Another of Garamm’s “Children”, this one has had a superheated edge built into it, increasing its cutting potential. The sword is an overall two-handed weapon, although Garamm is capable of using it one-handed, it is much less effective due to the sheer weight of it.
O-13 Supplementary Exoskeleton, dubbed “Canvas” (pictured in appearance scetion): Originally a piece of Ortakk technology designed to enhance movement and provide protection, Garamm has since fused all sorts of metals into it over the years, mostly from swords she owns a duplicate of or that which are irreparably broken. To look open the surface plating is to see a bizarre canvas of metals in odd places.
Recording Device: Garamm keeps a recording device with a large memory storage on her person at all times. Ortakk law dictates that a verbal contract is legally binding, and thus she endeavours to ensure she gets evidence of confirmation of ownership in all her transactions.
Airship: Garamm’s personal ship is a mostly standard Ortakk vessel, designed to allow for one of their own to live and work out of it on their lonesome. Garamm’s ship has two distinct modifications, the first being that a pair of large, superheated blades have been attached to the front to allow for the performing of ramming manoeuvres against other vessels. The other is that the cargo bay has been converted into something of a blade museum, dedicated to housing Garamm’s collection, with only a small amount of essential cargo being kept in unremarkable containers.
Motivation: Garamm’s primary and overwhelming motivation is to her collection. She feels a strong need to own and collect swords and blades of all types, as well as anything closely related enough to swords to warrant her interest. When she has no specific sword of any type to possess, she will trend towards tagging along to an active combat zone as a mercenary, seeking either to find unique swords on the battlefield or make one from all the metals bound to be flung about.
While Garamm is no stickler for rules and laws, her social condition compels her to participate in mass action undertaken by the Ortakk. As the Ortakk believe that deterring thieves through collective action is a must, so too will Garamm act with the Ortakk in order to punish those that transgress against an Ortakk.
Personality: Any who know the Ortakk know of their deep obsessions, but they would also know each Ortakk expresses their obsession differently. Some express great pride and love for what they obsess over, while others hide their interests from others almost as though they were ashamed of it. Garamm treads a middle ground, loving and adoring her collection while being less inclined to tell every last person just how much she cares for her swords, although she’ll talk the ears off anyone foolish enough to ask. As far as swords go, she likes to have at least one of every kind of sword that she can find, usually using duplicates as a source of metal or simply leaving them be. She has created a few swords over the years, both to serve her in combat as well as just for the pleasure of creating them. Those she creates she considers her “Children”, and will coo and fuss over them like a human mother over their own child. If they were destroyed in combat, Garamm would be most displeased.
As an Ortakk, Garamm has an almost inbuilt aversion to thieves. She would not admit it openly, but she has contemplated thievery many times in the past to serve her collection. Her cultural conditioning has always kept her from indulging this impulse, and while she might understand the motivation behind certain thefts, she still can’t bring herself not to think ill of those that steal. If a known thief were to approach her collection, Garamm would quickly become aggressive. It wouldn’t even matter if they had planned to steal anything or not, as Ortakk try to take as few chances as they can with their possessions. As hostile as she might be to them, Garamm would not bother to take justice into her own hands, unless the act was being committed in front of her. Ortakk hate thieves, but Garamm feels that another races’ thief is another races problem.
When the situation does not pertain to her obsession, Garamm is usually friendly enough. Ortakk are solitary creatures, but they are hardly prohibited from socializing, and Garamm is content to do so when idle. Garamm is not above offering a helping hand to others, as long as she doesn’t have anything better to do, and as long as it doesn’t conflict with Ortakk law. Garamm is clever enough to know that antagonising others does not lend to good bargaining and is thus careful not to be a pest if she can help it. Others have swords, and she wants them to be willing to bargain for those swords in good faith, and so it pays not to make them angry or otherwise against even speaking to her, let alone bartering. Even better, the right favour done here and there for a sword wielder might butter them up to a deal in the future if the object of her desire cannot be had right now.
Flaws:
Dubious Reliability: Garamm’s loyalty is to her collection and obsession alone, and can be motivate to change sides for the right offer. There are certain limits to this behaviour, but suffice to say she would gleefully switch sides in a war if the other side offered her a really spectacular sword.
A Mother’s Wrath: To steal from or destroy a piece of Garamm’s collection would quickly earn her ire. To attempt to destroy her precious “Children” would absolutely infuriate her. In such a heightened emotional state, she would be much more careless in action.
Bio: The rearing of Ortakk children would likely seem cold and even inhumane to the more empathetic of individuals. Rather than being raised by their parent, whom only gave birth to them due the compulsion of the Ortakk Mating Season, they are taken to large scale childcare centres where dedicated professionals provide them with a basic education as well as attempting to drill the ethics of Ortakk society into their skulls. Ortakk children often visit their parents, but their meetings are devoid of emotion and warmth, and any Ortakk consider their spawn a threat to their collections more than anything. Like so many before her, Garamm was raised in a great complex alongside countless other Ortakk children on the planet Kaius (hence her last name), all hearing of how someday they will be sent forth to find that which they feel they can devote their life to. Before finding their own obsessions, Ortakk people are somewhat similar to other races in basic behaviour. Garamm herself was terrified of the idea of embarking on her own journey, fearing the idea of leaving behind everything that was familiar to her. She ultimately had little choice in the matter, and upon maturity, she was bundled off into her own craft and set on an automatic course for the nearest inhabited planet.
As most Ortakks did, Garamm fell in with roaming ships and groups in need of hands to do odd jobs. Ortakks were expected to learn quickly and find a place for themselves, and those that didn’t were taken advantage of or found their death unexpectedly. Garamm served on multiple small vessels before she finally found her place in life. It was on board a human vessel bound for Lunar Confederation space where they came under attack by pirates. The vessel put up the best fight it could, but its motley crew were no match for hardened criminals. Garamm had a sword plunged through her chest and was left for dead. Her thoughts dwelt on many things, from how she was going to die alone without having found a purpose, to how she would be killed by that which the Ortakk hated most, and even on how beautiful the craftsmanship on this blade was. Her memory of the events that followed is still hazy, but what she remembers most is pulling that beautiful specimen out of her chest and pursuing the pirates with it. She awakened later to be told that she had managed to save what was left of the crew singlehandedly, and that by their best guesses, she had Exalted. Garamm was glad to be alive, but even happier to have finally found her passion – a passion for swords.
Garamm left that ship and its crew immediately upon arriving at their destination. The crew were almost glad to be rid of her. In spite of having saved their lives, the mania she had been displaying over her sword had been deeply frightening many of them. She got aboard the first vessel that would take her back to Kaius, and they recognised that she had found her calling. Gifting her a personal vessel, they sent her on her way once more, and she would never turn back. Since that day, Garamm has acquired many swords, with her cargo hold having become a veritable rainbow of different bladed weapons. Her exploits in acquiring new and unique swords added to her growing legend, and some battlefield commanders that hear of her being spotted amongst their enemies reach for their swords instinctively, knowing she might seek to claim them as “rightful battlefield salvage”. Finding herself inundated with swords from countless battles, Garamm took to re-purposing those she had too many of in order to create new ones. Those she created personally she named her “Children”, and she treats them with the utmost care.
Extra Info: A sword is incapable of being Dragon Blooded.
Name: Ailita Ironside // Batto Age: 24 // Unknown Gender Female // Male Race: Human // Parasitic Symbiote Culture: Space Scrapper // Batto is just Batto Racial Features: Typical Human // Varies with each host Appearance
Artists Unknown
Ailita is on the smaller side, standing at about 5'3". She has a curvy, athletic build with strong muscled arms. Her hair is mostly straight but on more humid days will begin to take on a wave. It is black/purple in colour. Her eyes are a stormy grey and her skin is only lightly tanned due to vitamin D regimens (healthy tanning booth). She was born on a warm planet and lived for the most part on a spaceship with others from the same planet so warm temperatures have always been to her liking. She dresses in loose clothing, a mechanic's jumper and tank tops. She wears her hair up a lot of the time but will let it down when feeling relaxed.
Batto is Batto. He appears usually as a tattoo across Ailita's back but, in dire situations, may take a physical form. His form may travel around her body but the roots stay in place. He has the appearance of a vibrantly coloured, feathered snake. When he is in tattoo form he appears more tribal and geometrical looking. He also has 'roots' which appear as other images and that give Ailita power.
Occupation Ailita works as a mechanic for hire. Currently she is searching for a new ship to work on. For now, she takes freelance jobs fixing various items and parts.
Batto is Batto
Training:
Scraping - Taking apart objects without breaking them
Fixing - Putting things back together.
Mechanics - She can fix absolutely anything and make it run perfectly
Batto is Batto
Powers:
Ailita does not know what her powers truly are. As far as she knows her only abilities come from Batto. However, she has the ability to speak to objects to make them work or to take on characteristics. For example, a gun she fixes can cause the user to appear more threatening or an umbrella making the person holding it appear more attractive. Eventually, she may even be able to speak objects to life. For now they just 'speak' meaning more like a connection with the objects - a feeling. They relay how they should work and fit with others. They do not provide past life experiences or information on their owners.
Batto gives his host abilities to protect itself, thereby giving him a continued place to live. These abilities come from the roots he plants in his host and stems from the hosts' own abilities and personality. With Ailita he can give her skin armour, turn her arms into weapons, and even give her far sight. He can leave his host's body for a limited time and take physical form to attack. This leaves him quite weak though and he only does it in dire situations.
Equipment:
Mechanics tools
Clothing
Random earth memorabilia
Batto
Batto is Batto. And all he has in Ailita.
Motivation:
Ailita lives her life and just wants to continue doing so. She has no thoughts beyond just her next meal and what tomorrow might bring. Her only loyalties are to Lantus Ironside (a human scrapper) and so does not consider herself a part of any faction. The only thing that really makes sense to her are machines.
Batto wants to live. Batto loves Ailita.
Personality:
Ailita is a positive woman with a lot of love to give the world. She thinks the best of people until proven otherwise. Despite her history, she believes everyone deserves a chance. She is full of smiles and sunshine. She just wants to see the people around her smiling too. Ailita is outgoing and makes friends easily due to her chatty nature. She enjoys even the smallest of pleasures - the warmth of a bed, a delicious meal, and messing around with machinery parts.
Batto is a purely instinctual being. He can only speak through Ailita and mostly shares his thoughts with her. He is not someone to think deep thoughts. His main goal is to protect Ailita and himself.
Flaws:
Ailita is innocent and gullible in nature. She is easy to trick and take advantage of. She is also child-like, not having a true childhood she developed to be an eternal optimist, which can lead her to dark and dangerous places. She has an intense fear of the cold as well as rain and thunderstorms since she has never experienced these things in her lifetime. The sounds of gunshots and people's deaths do not bother her, it is a fact of life.
Batto does not have emotional substance. He loves Ailita and will protect and care for her. However, when it comes to others he is wary and sometimes aggressive. He is an animal and behaves like an animal should.
Bio:
Ailita was born on a desert planet. Her family was a tribe stuck in the old ways. They were humans who had crashed onto the planet, forgetting the ways of technology. The crew split apart to become a number of tribes in the area. They gathered water from morning dew and by processing the bodies of those that died. Water was a precious commodity. They fought with spear and blade. No match for a rival tribe who had aligned themselves with an invading, advanced force. They had come to mine on this mineral-rich planet. They gave the opposing tribes guns and grenades. With the limited resources (valuable only to those who lives their - water, food) of their planet, it was only a matter of time before the rival tribe came and slaughtered her family. She was left battered and bruised. A man who had murdered her mother and her mother in turn killed him. He'd had a parasite attached to him, Batto, who found Ailita's warm flesh after his host's death. The two bonded immediately and he began to sprout roots within her. It was rare for a creature of Batto's race to connect so quickly with another life form. The two were soulmates and Batto knew he would not live beyond Ailita. This was his end and from their union, eventually, more like him would be born.
A man called Oomgatta took the child, merely three years at this time, as his own and raised her as his future bride. When she was 8 years old Oomgatta began to treat her as a man should treat his bride. This left her broken and obedient - unsure of men and the world. She spent four more years abused by Oomgatta, though he treated her kindly in other ways she was simply not prepared to be a woman yet. She even miscarried shortly after she turned twelve.
Oomgatta sold her off to an off-world trader to whom he owed a debt after losing much during a game of chance. Oomgatta was addicted to drink and gambling. The man who he traded her off to was called Lantus Ironside. He was a scrapper, having come to the planet for some fun and resupply. She was to be a mere worker and serving girl, preparing meals and cleaning up after the crew. However, one night about a week after the trade, Ailita came to him asking when she was to provide him with wifely duties. Lantus was outraged and captured Oomgatta. Ailita never knew he was there on the ship nor did know how long Lantus kept and tortured the man who would molest a young girl.
After Oomgatta's death, Lantus adopted Ailita and gave her the last name Ironside. He brought her up as his daughter and gave her an education. She learned how to read and they discovered her affinity with technology. She was trained as a ship mechanic which bled into other realms of fixing things. She had a natural knack for it, stating that the machines and objects spoke to her. Lantus spoiled her and for her 13th birthday purchased an old earth comic book. It was from that point on she fell in love with old earth objects, collecting them when she could find them. And Lantus bought her what he could find.
During her time growing up, she and Batto became extremely close. Their thoughts sometimes blended. He did everything in his power to keep her safe though there was not much he could do unless she was in a weakened state. Sometimes he could leave her body but this took a great toll on him. Ailita never had a friend as close as Batto. Only Lantus knew the secret of the strange parasite.
After becoming an adult, Lantus urged her to go her own way and make her own life. He was but a call away should she ever need him but he wanted her to learn independence. So she left, going from ship to ship, searching for the place she could call home and all the while perfecting her skills.
-----
Batto has no true memories of his past. They are useless and his body does not store them. He has muscle memory and his roots grow deep, knowing what to do based on past experiences but without knowledge of what they are. He knows this is his last host but knows and cares not what comes beyond that. His whole mind is on survival and Ailita. Batto knows not if there are others like him or if he is the last. And Batto does not care. For Batto is just Batto.
Extra Info:
Batto appears dragon blooded but he is really just a fancy snake.
Hominus Margo Sigasmarandum (Sigasmarandi Rim Dweller); colloquially: "Sig-Mar(s)"
___Racial Features:___
"Hominus Margo Sigasmarandum" is a species of Old Rim Human, found originally in an area of the southern hemisphere of the Elysian Mega-Cluster, in a region of low light reception from the inner worlds called Sigasmarand. As such the species has had to adapt to the effects of stellar darkness as a result of Cosmic Fog, evolving eyes capable of high degrees of low light vision and slight ability to detect heat signatures. And due to the colds of their extreme climate, the species has adapted an internal metabolic rate running at approximately double the median temperature of Human species originating from the more habitable Old Worlds (not only does this mean they need to eat far more, but it means that narcotics and alcohol have a weaker effect). However, as a closely derived successor species, they share almost complete genetic parity with the 'typical' human, though no offspring of the pair is known to have survived the third trimester of pregnancy. Notable physical differences that can be made from a cursory surface glance include: The inclusion of a sixth, fully functional finger on both hands (leading to maths being done primarily in base 12); noses that vary in length and pointiness, having a range of anywhere from two inches of extension past the nostrils to one foot, allowing for similar olfactory levels as 'typical' humans with the added thermosensory properties; similarly, longer ears are present across the species as a means of heat radiation and audiosensory increase. All this meaning, they've grown to have more reliance on their other senses, each adaptation allowing them better functionality in their homeworlds.
___Culture:___
The Sigasmarandis are scattered across a system of stellar debris of varying sizes, on the very edge of Elysia. They are the successors to an original group of colonists who settled the area long before the race had evolved/engineered its defining characteristics. Sometime during the collapse of the Outbound Tykassian League, the colonists took advantage of the situation and declared independence, not expecting the Senate Loyalists to retake control of the unruly Retainer States as soon as they had. After a succession of successful defensive battles, Sigasmarandi sovereignty was won, despite them having had to face off against a numerically and materially superior force. As such Sigasmarand earned a reputation for being the home of stalwart fighters, of excellent skill and unyielding nature, to an extent that the coming centuries saw the proliferation of mercenaries to far-flung systems.
However, as the loose confederacy invaded and defended against its neighbours, a deep resentment grew towards their cold isolated territory, away from the Elysian centre and on the edge of nothing. The cold forced them to bundle up, rarely ever showing skin (except in the presence of family, friends and loved ones), and eventually, this evolved into a culture of suspicion and mistrust; day to day meetings happenings happening from behind veils and masks and scarves; to an extent that parts of the body that did show despite the layers were painted or tattooed black. The almost sacred nature of identity plays into gender in some societies, from a young age, children get used to dressing androgynously, behaving androgynously, shaving all hair and doing everything in their power to appear sexless. Once hitting puberty, it is customary for females to bind their chests and men to tuck, or for both to wear padded clothing to obscure body shape (in more liberal families), and once voices start to break Sigasmarandis are often trained by their parents to speak in one tone and pitch. This voice, common to all of Sigasmaranda, is called Tonsloslillt and is used in day to day communication basically ensuring everyone sounds the same if not similar. The only time Tonsloslillt is not observed is when Wuld (which will be discussed later on) are being given, and only then.
Another result of being so close to the cosmic edge was the presence of a constant, corrupting fog, that manifested itself as grey, sooty mist, that made vision difficult to long distances. The Fog, however, has water like properties, in the sense that it exhibits systems of currents and tides; meaning there are times of more and less dense fog, and areas where the concentration and thus effects of the fog are more powerful. As well as this, the strength of the fog is also dependant on the distance from the cosmic void, with the Elysian center being completely devoid of its effects; despite this, the fog has inroads and tendrils in the dark places of Elysia and a weaker ambient fog permeates in most places farther from the center. The properties of the Cosmic Fog (though typically having minor manifestations in Sigasmarandi) have a powerful mutative effect on the flora and fauna of the outer system, spawning and melding beasts into increasingly more terrifying beasts. That being said, just as the fog has the capability to produce flesh-rending monsters, it has equal capacity to make creatures of little notability or even beings of awe-inspiring beauty.
Due to the ever-present gloomy darkness of the Cosmic Fog, song is the major form of art and follows a complex system of belief, identity and utility. In their culture, songs are called Wuld, and Wuld varies in style from planetoid to planetoid, with families having their own tones and rhythmic variations of the regional Wuld, and with everyone having a unique fingerprint to their own. Wuld are not typically lyrical (though some Wuld are worded), and vary from melodic tones to simple screaming, acting as an alternate form of communication that could cut through the fog and cloud mired terrain. Wuld are also deeply engrained in Sigasmarandi mythology; they are believed to be the borrowed voices of the Lost Good (positive spirits trapped in the cosmic fog), and as such lore dictates that Wuld outlive their Wuldors, so that they may make the journey back to their Lost Good.
With every death, families hold on to the Wuld of their loved ones by incorporating it into their own in some way. This is the reason as to why there is such a huge variation in Wuld, which can be heard on a daily basis, with brief Wuld being presented as greetings; longer ones being performed at weddings-births-and-funerals; and full ballads being passed between friends and loved ones in lieu of conversation, as an expression of affection.
Wuld forms such a core part of people's lives, that some Sigasmarandi believes that one dies when their Wuld leaves them, and not that the Wuld leaves them when they die. This has resulted in a tradition of yearly festivals, conducted when the tide of the Cosmic Fog is at its weakest, and culminating with ships setting off into the void - crewed by those who believe that if they can get permission from the Lost Good of their Wuld, that they will be able to hold on to their Wuld forever.
Wuld also has a more sinister side, various intonations, harmonies and incantations allowing the Wuldor to manipulate the properties of the cosmic fog and the beings corrupted by it. Aeyterwuldoree is the forbidden art of using those Wuld, though its basics are simply learned and sometimes practical (though usually useless and typically frowned upon for the connotations of using it). However, more advanced Aeyterwuldoree is considered a heinous crime, as its seen as cooperation with the cosmic fog, due to the process allowing mutations to happen more readily in the Wuldor's body. To an extent that people can be horribly disfigured/misshapen by its misuse, these individuals (Aeyterwuldor) are considered highly dangerous and traditionally have been hunted down and killed, or locked away and unstrung (the process of making someone mute), a punishment some consider worse than death.
___Appearance___
Jornwuld stands at four cubits tall and is rarely ever seen not dressed in their Hunter Garb. Rarer still are the people who have seen their face, or much of any skin really, with the exception of their nose which extends like the beak of a hummingbird a few inches passed their scarf. Floating in front of their face, between where the scarf ends and the brim of the hat begins, is a thin yet dense veil of shadowy mist, two small, luminous gold dots the only visible thing from the other side.
***Note, couldn't find a character with the desired nose length but you can use your imagination right?***
Though her face and neck are relatively unaffected, underneath all the clothes, Jornwuld is wrapped up tightly in stained, yellowed and blackened bandages. And underneath that still, is large splotches of cracked, blackened flesh, the dark, bone-deep crevasses slick with a tar-like puss that slowly drips, emitting the faintest smell of burnt matches. The painful effects of Aetyerwuldoree. She needs to change bandages and bathe on occasion, in an acrid, chemical, sickly sweet solution, rendering her "healthy" skin dry, flaky and hairless. Much of this equipment she stows in her Rucksack.
___Occupation/Concept___
Beast Hunter
___Training:___
Aeyterwuldoree - At an Advanced Level
Piloting Light Vehicles Through Treacherous Terrain - Single Occupant Speeders, Sloops and Small Frigates
Small Arms Proficiency - Specialised in Manually Repeating Firearms
Wuldoree - The Study of Wuld Heraldry and Mimicking
Tracking - Using Environmental Ques to Find Animals, People or Vessels
___Powers:___
Fymlercaal (summon familiar) - A Brief, pulsing chirp at an inhumanly high pitch similar to that of a congregation of many birds, followed by a ringing echo. This call summons Jornwuld's familiar and secondary transportation, a giant Peldmaus (bat) with a wingspan of twenty long paces, affectionately named Tarkarus. Though giant and intimidating, Tarkarus is still flesh and blood, meaning that if summoned in the heat of battle it can die and making the Wuld unusable for a period of time depending on the severity of the death.
Mahenschrye (splitting cry) - A sharper, shriekier version of Fymlercaal, this Wuld rapidly concentrates ambient Cosmic Vapours in front of the Wulder, gouging out a trench ahead of devastation in a cone ahead of them, obliterating most things in their path. The distance and severity of the effect depending on the prevalence of Cosmic Fog/Vapours and the effort put into the Wuld.
Demklverff (cast darkness) - Breathy, deep lulling followed by sultry whispers, growing in volume before reaching a crashing, loud crescendo. By drawing in the Cosmic Fog from the area surrounding the Wuldor and suddenly releasing it, the concentration can reach a level that can match the worst fog storms from Sigasmaranda, with the same flashes of lightning and roiling winds manifesting in the black cloud.
___Equipment:___
A Pair of Heirloom Pyroclastic Repeating Pistol - These pistols were passed down from first born to first born, with a lineage of generations behind them. To say however that they are the same guns that came from the manufactory when they were first made wouldn't be correct, as over the decades parts have been replaced and calibres swapped. The only parts on both guns are the silver, front sight beads.
Mother's Canary Dagger - This Knife, which is eighteen inches in length, was presented to Jornwuld's mother on her eighteenth birthday, It was shiny and new when she had first received it but over years of hard use it has weathered and tarnished but still retains a sharp edge. When made to leave, she gave it to Jornwuld as a parting gift.
Rusty Grappling-hook Adapter For Pyroclastic - A simple, spring loaded, grappling hook. The stem can be slid down the barrel of one of the Pyroclasts and fired out into most surfaces, sheet metal, light body panels, rock faces, wood, etc. A memento from a mission that involved a lot of repelling canyons.
Weathered Telling Stones - Are the equivalent of Data Loggers and PDAs in Sigasmaranda, smoothed down quartz pieces with runes scribed on them. Each one can perform a certain function, compass, audio recording and playing, data storage, image projection, communication, etc. They function by frequency oscillation of the quartz (and crafted substructures), the energy needed usually provided by a low drone from the user.
Condensed Bottles of Cosmic Vapour - These bottles contained distilled Cosmic Vapour, condensed down into an oily liquid. Though the Cosmic Fog is a sooty black when uncontained, it shifts to a more harmless transparent solution when bottled up, in an effort to deceive people into opening the bottle. The farther away from the Void it is, the less viscous and more waterlike it becomes.
Burlap Rucksack - Standard Issue of the Ritaynur Band, Jornwuld toated this pack from one end of Sigasmaranda to the other, each stain, scuff and mark tells a story of a time something memorable happened. Jornwuld uses it to carry ammo mostly, though it does contain other personal effects.
Looted Water Cooled Undergarmants - Early in Jornwuld's travels, leaving an area remotely distant from the cosmic edge was dangerous, as they were at risk of dangerous overheating, as was the nature of the hot-blooded species. However coming across a beaten husk of a ship, covered in a strange flecked symbol, Jornwuld managed to scrounge a usable set of cooling apparatus.
___Airship:___
Tarkarus is a horrifying mutation of a Waldosian Peldmaus, giant and muscular, an apex predator in Sigasmaranda but somewhere in the middle compared to some of the things that Jornwuld had seen since leaving Sigasmaranda. Tarkarus has a wingspan of an impressive 44 cubits, in the upper band for what is usual of his species. Though he is capable of combat with brutal effectiveness against humans, at the end of the day Tarkarus is still mortal-ish, and sustaining enough injuries will kill him. Once dead, it will take Jornwuld time before she can re-summon him, leaving her without a ride or anywhere to deposit her backpack. Though not the fastest transportation in the sky, the creature is nimble and reliable, going off to feed when not being flown. Despite this, hard riding will mean Tarkarus will need longer to recuperate, and will be more sluggish if summoned and not fully rested. In the air, his talons and the combined shrieking of him and his rider are the primary weapons, however, if more firepower is necessary then Jornwuld shoulders Tarkarus' Saddle Gun, a Massaen MischeenenGevayr to provide longer ranged, hard-hitting shots.
___Motivation:___
Jornwuld left Sigasmaranda by force and so wishing to return must find a cure for the effects of Aeyterwuldore, that means wandering aimlessly around Elysia, being told by shamans and doctors alike that the afflictions caused by the void are uncurable. Jornwuld is losing hope, and finding a cure has fallen down the list of priorities, replaced by more immediate things like money and comfort. And a longer-term goal of finding a place where the Cosmic Fog has no influence.
___Personality:___
Jornwuld doesn't talk much, not because they want to avoid social interaction but simply by choice, not at all objecting a trip to the pub or in some instances the nightclub, just not talkative due to a speech impediment. Having been raised in a society with a major aim of deceiving each other, Jornwuld suffers from extreme trust issues, often being very sceptical of other people and their intentions. As well as this, they suffer from a deep identity problem, linked with their untrusting nature this makes them prone to lying, and appearing shiftier than they should be given the situation. Otherwise, they're a sociable person, good at making talk but not quite as good at talking sincerely. This causes them significant frustration and troubles, as they'd like to shed some of the mistrust of their culture. Despite this, they're making progress, recently sticking to just one fake name as opposed to many.
___Flaws:___
Knisterlunge (crackling lungs) - A side effect of Aeyturwuldoree, resulting in a crackly voice and pain when breathing. Other than hacking up tarry mucus every morning, the pain is manageable, as Jornwuld has lived with it for a while.
Lischtanghst (hyper light sensitivity) - Sigasmarandis are naturally equipped to handle the heat and the intensity of suns in general. The light that reaches the outer systems is cold and faint so they adapted as a race to that. Blistering occurs in hours with a temperate sun, minutes in a desert sun.
Mutschayor (mutant) - Mutations, refer to appearance for more clarification.
Heiligendemk (dark halo) - A dark mask of Cosmic Vapour that surrounds Jornwuld's head, concentrated around the exposed parts of the face. Making them a clear mark for any sort of witch hunter or magic ludite, as well as making vision difficult at random moments.
___Bio:___
Jornwuld was born on a farming rock, to farming parents, their mother, Jalaena, a runaway serf from the fiefdom of some Petty King, and their father, Hapferwuld, the son of one of the most powerful hunter clans in Outer Sigasmaranda, the Ritaynurs. The life of a Beast Hunter wasn't one Hapferwuld was willing to bare, so he gave it up and left his family in shame. Life in the little rock cluster was otherwise uneventful, Jornwuld spent most days as a child in the care of the Sisters at the Abbey, as most children did while their parents eeked out an existence on the bleak accretion cloud, learning to read and count and Wuld. At night Jorn would return to the commune to tend to the mushrooms and the Aurochs, while the parents kept their eyes trained on the skies. And life carried on like this, when Jornwuld was good enough at reading and arithmetic that she didn't stutter or hesitate, days spent at the abbey would be curbed to once a week, when high-tide came and everyone in the area would spend the day at the Abbey. Giving their Wuld together and taking aim from every window and arrow slit.
It was on one of those communal evenings, when the children were still too young to be expected to cover their faces, that Jornwuld saw someone die for the first time. A lullaby night, Wuld echoing softly in the din of the nave, tensions were low and guards were down. Then, sometime after midnight, the quiet was broken by a blood-curdling scream. The moment was unfolding mere cubits away from Jornwuld, a man (it could be discerned by the screaming) thrashed wildly, pinned up against a wall, something on the other side of the arrow slit pulling at him and making a ghastly noise. People jumped up, knives ready, there was no prying him away from the wall, they were going to have to separate him from his arm. The gaggle of people with drawn blades didn't get to the man. Fleshy, mucusy, tendrily tongues crowded through the arrowslit and wrapped around the man. He was pulled through the space, not much wider than the thickness of a fist, leaving a sickening crunch echoing behind him and the smeared remains of skin and flesh from where his body was smashed through the narrow gap.
From that day on, the parents would tell Jornwuld to follow instructions, or else she'd get pulled through an arrow slit too. The years went on, Jornwuld grew taller and stronger, but the fear from that day never went away.
Jornwuld was 17 when they came, a band of warriors clad in various pieces of rough armour, and toating enough weapons and rations to go for months without encountering a single stop to rest and resupply. They were hunters, travelling around and offering their services to those who needed larger beasts put down. However, this was not just any band of merry hunters. They were Ritaynurs, or at least a large proportion of them were, towering men and women with weapons carved with familiar runes. They came for Jornwuld's father, who had refused to join when he was a young man. One of their own had fallen in battle, and being a Ritaynur only another Ritaynur could take their place. Hapferwuld was vehemently against joining, arguing that he had a family and that he couldn't and wouldn't leave them. It was during this heated negotiation that it was suggested Jornwuld take up the mantle of her father. At first, Father denied them fervently, but reluctantly started to agree that it made sense, Jornwuld was old enough to fight and Hapferwuld had other, younger children to mind. Of course, Jornwuld was itching to see the world outside of her rock, but never thought it would be with a Band of Beast Hunters.
The next few years of Jornwuld's life would be under the tutelage of the Ritaynur Band, learning the art of combat and anatomy of beasts. Jorn showed aptitude for the trade, and quickly moved into studying the more perverse abominations that they might face in their travels, learning about the corrupting effects of Wuld misuse, and the subsequent mutations caused by it. However, instead of repulsion Jornwuld felt curiosity and began to experiment with the forbidden arts. At first, it was in the night, practising the Aeyterwuld that were common knowledge, shifting around dust, fraying the edges of shadows. Soon Jorn had graduated to putting out candles at the end of rooms, and making shadows disappear entirely, that's when the slightest tickle in her throat began to develop. It was in the thorn grove that what might have been termed more sinister Wuld were practised, this time with a larger focus on manipulating the fog, which in a way was easier. The fog called to those who tried to skirt around it, at least that was what Jornwuld was taught. The lessons seemed to hold true.
In combat, when sent out alone and sure that she was alone, Jornwuld would practice new Aeyterwuld on the pests that she was sent to deal with. It was simply knocking the little mutants around at first, before finally dispatching them with a pistol, but quickly Jorn grew bolder, doing the killing with the use of Wuld and making it look like it was the bullet that did the job afterwards. The damage was easy to cover up... Until one day it wasn't. Jorn was locked in a melee with what had once been a pet dog turned sour, out of bullets and resorting to swinging at it with a club. The dog dodged deftly, before digging its teeth into her side. As she opened her mouth to scream, she felt something seize at her throat, and the splitting shriek that came out of her was not her's. The dog was gone, disintegrated into tatters of flayed flesh and crunched up bones, a pile she couldn't possibly bring back as proof she killed the dog, lest they become suspicious of her abilities. Jornwuld instead buried the remains hastily and returned to camp, to stitches and a flogging for not completing an order.
That night she noticed a black mark beneath her diaphragm.
It was during a particularly fogless summer, when the sky was the lightest grey, just verging on a pale blue, that Jornwuld trusted someone enough to show what she was capable. Kaleb was a friend, or more aptly the person she'd sneak out to meet and be intimate with in the scrubs outside camp. One cool summer night, Jorn demonstrated a weak version of what was to become Demklverff with more practice, swirling her fingers in the dirt and trailing darkness around it as she gave her Wuld. That was her biggest mistake. The next day she was confronted by some of the trainers about what had happened, and it seemed for all she loved Kaleb, Kaleb didn't love her back enough to stay quiet. Kaleb got a pat on the back, Jornwuld, on the other hand, got a rigged trial and 2 days to leave Sigasmaranda, they weren't going to kill her, she proved she was innocent enough, but laws were laws and the least they could do was exile her.
Jornwuld returned home, for one last time, to bid her family farewell. She left as the tide rose, carrying with her a mother's disappointed gaze, and leaving behind whatever ability she had to trust another person.