“In this estate, you will find no solace as that corpse hangs there in the trees. Cursed, he stares and affronts us with the singular, damned eye. There shan’t be remorse in the day, as adventurers and brigands alike take forth the perilous quest to remove the Hanged Man and, by extension, the curse. There shan’t be forgiveness in the night as the ruined hills conceal those who wish to bring down the decrepit majesty that afforded us such a curse. You must end this blight, for it all else succumbs to this darkness, there will be no light left for us. As our friend, we implore you. End this reign of terror and advance into the perilous hills that plague us.” Hedlef Lochborne, Lord of Malcast
In the Kingdom of Baldock, a curse has swept over the Estate of the Lochborne family as the Hanged Man appeared on the cold rolling hills of the countryside. Once fertile lands have turned to death and decay as the Hanged Man watches over the Estate, dark clouds blocking the sunlight and casting a maddening spell upon those who tend to the estate and the farms that surround it. Cattle give birth to abhorrent abominations, masses of grotesque skin and heads that do not survive their first seconds in the world. Children to the farm hands grow sick, dying in the night as the curse creeps into their stead and cradles them in their beds. None is spared from the curse that has overtaken this estate.
The Lochborne family has allowed the curse to spread into their stead, not out of their own negligence of duty, but to the curse being far too difficult to dispel with their own mundane grasp of magic. Though, while they are too stubborn to relocate their estate to more fertile soil, the curse is seeping into the city of Malcast as the children too have begun to grow sick and the soil begins to decay. Thusly so, Hedlef Lochborne has reached out to those who he would call ‘friend’ as those who had previously been hired have proved too ill-equipped as cultists and monsters rampage in those cursed hills that continue to mock the noble family.
Yet, it is those before who have been summoned to the task that have met there most tragic end, driven to despair and madness in those hills of plague. They tell tale of fiends and blights unlike ever have been encountered, that those who fight would meet their end and that those who escape wish only for their own miserable lives to end. Heed the warnings of the raving madmen who have retreated for it is they that had stared into the eyes of the endless horror of the Hanged Man’s curse and survive, but it is they that would sooner seek the endless embrace of death rather than recount their memories of the Hanged Man.
Those pagans must be driven out before all hope is lost.
Those beasts must be slain before death is wrought through the hills.
The Hanged Man must be cut down before life itself loses its will to live.
May the gods show mercy to those who face his maddening gaze.
Welcome to The Hanged Man, a dark fantasy roleplay deeply inspired by the game known as Darkest Dungeon in that characters who go to face this Hanged Man run the risk of going mad against the forces they combat. It is in this roleplay that I seek to tell the tale of the Hanged Man, a corpse that has appeared on a hill overlooking an estate owned by the Lochborne family, a family of nobles that rule over the nearby city of Malcast. The mystery here as to who this Hanged Man is and why he is plaguing the land with such a powerful curse and thus finding out how to dispose of it.
The characters, coming from all different walks of life from various corners of the country, the Kingdom of Baldock, have been summoned by their friend, the Lord of Malcast, to dispose of the curse as all other attempts, even by professionals, have failed. Warriors and monks, doctors and assassins, no matter who the character is, they have a friendship with Hedlef Lochborne and have answered his call to go to the now solemn and despair ridden town of Malcast. With such despair, Hedlef has become desperate to rid the estate of the curse before it spreads further.
If you haven’t guessed by now, I plan for this RP to be heavy and while I do not generally like to run amok with controlling PC creation, players are expected to create characters that would fit the story and theme of the RP. Now, that does not mean edge-lords or anything like that, but this setting is darker and runs along with the notion that madness and despair await those who seek to fight the Hanged Man. That said, I suppose I should say that I am looking for roughly six characters to embark on this tragic story and if this gets more attention than the slots I am willing to run with I will have to make various choices between PCs on which would be best for the RP. However, if a character is not chosen, that player will be put on a waiting list and if the time comes, they may join if their interest holds.
Now, onto the story itself. I want to say that there are times in which sand-box will be a thing, namely in terms of exploration or downtime while the ‘Story’ missions are set in how they are playing out, barring player choices and how that would influence the story. In this fashion, it allows plays to do some solid character development outside the expeditions into the hills where the Hanged Man watches the Estate while still staying along with the setting of the story. This is a detailed, collaborative story where the characters are the focus after all.
Do note that all the knowledge that I present here is not all the world has to offer, but rather all the necessary information needed to play within this story. Any ideas that a player may have should PM, or openly discuss with me. Whether it be races, notable people, or countries, I will listen and give my opinion, though if I feel it does not belong in the game, I do reserve the power to deny the idea.
Races of this world include some of the typical fantasy races one would find; humans, orcs, elves, dwarves, demons, goblins, etc. etc. However, it should be noted that each of these races are seperate with Orcs occupying the deserts to far south of the continent, elves inhabiting the vasts forests even further south than that, and dwarves generally scattered in their keeps all around the various mountains of the continent. With that said, here is a list of races that are available for players to choose from.
Humans Humans are, perhaps, one of the most adaptable races found throughout the continent and by far more numerous than the dwarves and elves, only rivalled by the orcs. They are primary species of Baldock and have adapted to the harsh cold that persists in that north, showing their determination to survive in nearly any climate that they set their minds to. Yet, they do not boast the strength of the orcs, the perception and dexterity of the elves, or the hardy and long-lived nature of the dwarf.
Orcs Orcs are a scattered people, strong and unwilling to cooperate with most other races unless it advances their own honor throughout the world. This has led to a particular rivalry between the imperialistic humans who seek to oppress them and use them as strong labor in their fields. Orcs are proud and live by the traditions of the desert where one must be strong and have the endurance to survive the brutal heat. This has led to a general consensus that the orcs are less learned than the other species, but they hold the same ability to learn as the humans and dwarves. They are the second most common species in Baldock, though still operate as a significantly lesser minority, a majority having been brought in to be used a small workforce.
Dwarves Dwarves, perhaps, are some of the most long-lived and least common species to be found in Baldock as they remain as independent nations states within the two mountains that occupy the countryside, Narhoul and Dogrear. They hold and technological edge over the humans, though as of late they have entered into a stagnancy in their development with their plates of armor and weapons, while still better than most of what humans can make, are merely maintained from generation to generation at this time. They are a rare sight outside of their mountain-forts, only coming out to trade or in dire cases, to raid.
Elves Elves, like humans, are perhaps a moderately adaptable race, but they find it much harder to get around from their forested south as they are much more frail than even humans. To make up for their frail and sickly nature, they have evolved higher reflexes and have an increased perception, namely in the form of sight and hearing. They are not seen as trustworthy by humans and dwarves as many of them tend to cause trouble, or rather they tend to get blamed for trouble, whenever they are around.
Half-Bloods While Half-Bloods are not unheard of between the races, whenever one comes about, it is very prejudiced as they are seen as lesser from both sides of their lineage, being “unclean” and more abomination than person. Whether it be Orc and Elf, Human and Dwarf, they are generally neutered, or what is more common, put to death despite taking on aspects from both of their parents, though in a lesser and more moderate degree. Additionally, Half-Bloods do not have the ability to reproduce, whether or not this is because the gods look down on such creations is up for debate.
Notable Locations
Dalton Dalton is the capital of the Kingdom of Baldock, having a population of nearly 745,000 souls, it is one of the largest cities on the continent and home to the family of Bright, the ruling family of the nation. Being one of the only cities in Baldock with a proper dock, it has grown into a prominent trading hub in the Northern Sea and is lucrative in supporting the massive population that lives there. This city has massive, stone walls said to be built by ancient dwarves hired to construct such a monument, though the slums of the city have spilled out of the protection of these walls long ago. Additionally, the city is home to the only professional magician school, designed to teach students about the dangers of magic rather than having the students practice their powers.
Malcast Long has this city been on such peculiar grounds that the curse that now haunts it was not originally perceived as great a threat as one may think. The city is the home of the Lochborne family, who rules the city with debauchery and sin as their power, reinforced by the King, is abused to increase their own power and not provide for its people. Such autocracy and ruthlessness is assumed to be why the curse came to be, but given the curse affects all, it is still unknown, though it has rallied the peasants and freemen to protest the rule of the Lochborne. Malcast, having no port of its own and only relying on the yearly harvest of the Lochborne Estate, is now suffering a food shortage, adding to the suffering of the people.
The Lochborne Estate Nearly 60 miles away from the city of Malcast, the Estate consists of sprawling farms and a large fortified mansion in a hilly countryside. The weather there now is abhorrent as dark clouds block the sunlight and the curse kills the land of the estate. In the generations of the Lochborne family living there, why now has the curse just came up?
Brief History
The history of Baldock is a long a tenuous one founded in the blood and rebellion from the Great Empire of Tara nearly a thousand years ago. The Dukes and Lords that lived within the region had been prosecuted for their growing power and eventually, when the now declining power of the Great Empire of Tara had begun to suffer a string of large rebellions that began to pick away at its insides, the nation of Baldock managed to rip free the chains of oppression that held them down, allying with Dwarven Lords, Elven Matriarchs, and Orc Chieftain alike as they toppled the great power. Under such duress, the Empire of Tara collapsed, it’s forces stretched thin and troops being routed on all fronts. Thus was the birth of the proud nation that is still dwarfed in size by the Empire of Tara.
In the peace that ensued, Baldock expanded south and established a vassal to act as a border against the Empire of Tara, the vassalage of Fenlia. Such a vassal has proved used in deterring the armies of Tara from future wars as it attempted to reclaim what power it could, as the Wars of Deterrence raged after a poultry thirty years after what was supposed to be a great peace. This war, however, did not play out as easily for Baldock as it had in the past as the nation had become the primary focus the Imperial Army. Pitched battles and ambushes raged throughout the countryside of Fenlia and no winner was determined from the war as Empire of Tara was forced to retreat and winter at home, allowing for the new lords of Baldock to lick their own wounds.
Summer after summer, and winter after winter, the Empire of Tara attempted to break through Fenlia but never have they been able to get the decisive battle that they needed. As such, Bardock was able to reinforce it’s armies and adopted military traditions that improved its own logistical capabilities and tactics to better suit the northern hills that it would commonly fight in. Though, such wars are hardly talked about anymore, as the Empire of Tara eventually consolidated its power and signed a white peace with lords that make up Bardock. However, with the Empire finding a defeat once more, it was decided that holding onto the northern territories was more of a hassle than it was worth and allowed those nations to be free after its forces were brought back to proper imperial lands.
The raving orc bands of the deserts declared their own independence from Tara, offering a further buffer between Baldock and the Empire, but making the frontier territories a dangerous land to be. Many expeditions were sent into those orcish warbands to claim more land, but they suffered a defeat that sent the Kingdom reeling. Unknowing true defeat, the King of Baldock has since made such a large invasion into those lands, instead focusing to fight to its east and west with the newly formed nations of Yolotco to its east and Kunizu to its west.
While wars were fought, little land was gained, leaving Baldock to consolidate its power and make sure that its vassal to continue to stay under the rule of its northern lords. However, such wars were fought many, many times and Fenlia became known as the ‘Land of Rebellion’ as Fenlian lords who desired independence constantly rose and fell making the region all the more unstable.
Culture
The culture of Baldock is that of military and pride, much like the Taran culture to the south. The Baldock boy seeks to ready himself to be called to a life of war, lest he be called a coward and ousted from society. Until his honor be regained on the field of battle, or he prove himself worthy in the eyes of a noble, there is no salvation until he has died. The boy will go out to become a man or he will die and rid the nation of a burden that cannot serve to forward the King’s wishes.
The land rewards the hardworking Baldock, too, of course. They stalk game with bow and arrow; they forage their forests; they net the bogs for iron, and pull up minerals from the skin of the earth: nickel, jet, coal, amber-gold. But these are the realms of old, fearful men, men who have lost their luck and whose spirits have gone to ash. The sea belongs to those with spirits still ablaze. It makes fishermen of the smallest of them. Many again are traders in fat times and plunderers in lean, buying meat or stealing it from other lands when their own has yielded none, taking only enough slaves to see their chores done back home. A decent living is always easy to earn on the lakes and rivers, too: the demand never dries up for young, strong workers to portage ships, loaded with casks and weapons, from water to water. But the greatest of these men, the ones with infernos inside, they go hunting.
Magic, within the confines of this setting, is a double edged sword as whatever spells that may be cast by a magician who may be touched with the ability to harness such a power, will touch the caster as well. A healer who tends to a wounded party member may find that those wounds burn into the skin of the healer and cause immense pain until they would be normally healed. A magician who seeks to launch a ball of fire at their enemy would find that they have been set on fire by their own magic and may very well die. However, such drawbacks are often random in their intensity, but the mere fact that such drawbacks exist make many wary of even using the “gift”.
It is due to this fact alone that there is no centralized magical circle, save for the school in Dalton who only seeks to deter the use of magic rather than encourage it. With such, there are no commonly used spells or knowledge that is passed down from mage to mage as those would want to teach it have likely died from their own spells. Additionally, those who openly use magic in Baldock, are typically seen as fools and are commonly avoided lest they see a fool kill themselves wielding a power not reserved for the mortal being.
Heed not the fools, for the magician will always die in their youth.
Avoid power playing or god-modding. If you're unsure about taking a certain action ask the group/GM through the OOC or in PMs respectively.
Please do not harass or insult your fellow players. If you are running into a problem please message the GMs in a private message.
Consult fellow players before making sweeping decisions about the World State. Choices that change the world or impact multiple characters requires the agreement/consideration of the party.
Secrets among characters are fine, but make sure to message the GM to ensure they can prepare properly.
Try to avoid OOC chat in the IC
When creating characters and posts please stick to the setting and theme as best you can. The World is an ever-updating tool for you to use, and I'm always a PM away!
Please alert the GM if you are expecting to be away for an extended period of time. This is totally okay, but it's nice to know before you head off. Emergencies happen, and the GM reserves the right to use your character and your related NPCs to progress the story forward as to avoid the RP stalling. .
[center][h2]C H A R A C T E R N A M E[/h2] (potential picture here) [/center]
[b]Gender[/b] [b]Age:[/b] [b]Race:[/b] [b]Profession:[/b] Are you a mercenary? A jester perhaps? Maybe even a cultist...
[center][h3]DETAILS[/h3][/center]
[b]Detailed Appearance:[/b] No need to go above 5 paragraphs unless you want to, just be detailed (especially if not using a reference picture)
[b]Detailed Backstory:[/b] Perhaps the most important aspect of this character sheet, make as in-depth and as detailed as possible and feel free to world build through the eyes of your character! Be prepared for me to thoroughly judge this.
[center][h3]Equipment[/h3][/center]
[b]Weapons:[/b] [b]Armor:[/b] [b]General Provisions:[/b] [b]Magical Items:[/b] (leave this blank at the start)
[center][h3]Magic[/h3][/center]
[b]Magical Affinity:[/b] How strong you character has to the forces of magic, if any at all. Due note, I will be keeping an eye on the number of magic users. If there are too many, then I will ask that a character either reduce their affinity or remove it entirely, though I do want to avoid doing this. [b]Spells:[/b] Limit the amount of spells your character has to three and balance them as best you can, remember that all spells have drawbacks and the stronger the spell, the stronger the drawback. You may create any type of spell you desire as magic is decentralized.
And finally, thank you for showing interest! If you have any questions, do not be afraid to ask me something!
”Do I take life or give it? Who is victim, and who is foe?”
-The Gravemind
The Covenant, a galactic empire founded on blood, was established by the ‘Writ of Union’ between the San’Shyuum and the Sangheili in 852 B.C. marking the end of the conflict between the two. This led to a rapid conquest through the galaxy with the Sanghieli acting as the military backbone of the newly formed Covenant and the San’Shyuum leading them as prophets and holy icons. It was the will of the Hierarchs and the military prowess of its military leaders that brought further races into the folds of the Covenant. The Lekgolo, the Kig-Yar, the Unggoy, the Yanme’e, and the Jirahlhanae. It was these races that led the Covenant to victory.
Then, the Harvest Skirmish came to fruition, the first contact with Humanity, marking the beginning of the Human-Covenant War that would shake the foundation of both nations. While the first contact had been a peaceful one, the events that started the skirmish, and the war had been by the hands of the Unngoy. However, the Human-Covenant War, declared a crusade by the High Prophets of Truth and Regret made the war into a cleansing of a race that had a larger connection to the Forerunners than many of the Covenant races. Yet, for the first 28 years of the war, with the ascension of High Prophets of Truth and Regret, the Covenant used its technological might to keep Humanity on their heels. Though, in the face of total devastation, a single individual would help lead to utter collapse of the Covenant that had fought tooth and nail in a brutal crusade, Spartan-II John-117. With the destruction of the first Halo ring, the start of the Great Schism, and the loss of High Charity to the Flood, the Covenant collapsed under its own weight with most of its leadership being destroyed along with High Charity.
The Covenant split into many different factions and no longer did they have the galactic power they once possessed, leaving the UNSC to fill the void of power and dominate in their recovery. While many tried and failed to reform their Covenant, there was little the old Covenant supporters could do.
Though, there is one faction still holding the spark of the Covenant, forsaking the pretenders of Jul’Mdama. The true Covenant led by the self-proclaimed High Prophet of Remorse. While small and unknown to the UNSC, the area in which the Prophet of Redemption operates see the remnant group as the closest thing to a Covenant government before the Great Schism, but there is also the poor fact that the space is dominated by human planets, Insurrectionist planets at that. But having a single CSA-class assault carrier, the Warden of the Gods, operated with a near skeleton crew, crewed by only the most loyal who follow the word of the Prophet.
Now, however, it is the Age of Resurrection and the new prophet seeks to stake his claim on the galaxy.
Hello and welcome to Halo: Age of Resurrection, a new Halo RP set roughly around the same time as the events of Halo 4 with Master Chief still floating through space. The area that will be operated in this roleplay, will be on the fringes of human space with newly colonized human worlds and some systems that operate as dens of insurrection, though pose little threat to the UNSC and ONI. This makes the space rife with pirates as there is little enforcement of law, save for the newly colonized worlds which are guarded by small contingents of UNSC fleets.
Though, if you haven’t guessed by now this roleplay is going to be set around a group still loyal to the Covenant (or not if you happen to be Kig-Yar or human), operating on a the Warden of the Gods. The day-to-day lives of these characters are as what the players want for their characters; engineer, gunner, vehicle specialist, etc, etc. The group will follow under that direction of the High Prophet of Redemption in mission for the Warden to embark on in order to bring back a dying Covenant. Though, it will be a hard task to pull off given the limited resources that the Remnant group has access to, especially considering the rapid rise of the UNSC.
This is not to discourage players though, as while the primary missions follow a set storyline, in between those big, climactic missions, characters can choose to do nearly anything to hearts content. It is important to character development that this happens as I believe that purely focusing on a single plot, with no focus on anything that the characters wish to do outside of that is not very great for keeping interest, though I may just be ranting over past experiences.
At the start of this RP, I will be accepting up to six players to aid in the rebuilding of the Covenant. I will be looking for players that show a depth of knowledge of the Halo lore and quality of their writing through their applications, though of course I will also judge based off player background (basically just making sure someone isn’t a join then drop sort of person). However, in the event we have more applications than spots that I am comfortable, do not worry for I have a plan! Those who remain interested and are not picked with be put on a waiting list for a spot if one opens up through a player drop, or god forbid a kick. The list would be made in a first come, first serve fashion.
No God-modding or power playing of any kind, simple as that. However, given it is a Halo RP, I know that players may desire to do things that are fairly badass and I will allow, just keep it somewhat realistic. This rule applies to self-insert characters, backstories that would give the character in question skills, or equipment, that would be OP.
The writing standard here is advanced. At LEAST 2 well detailed paragraphs. EZ PZ.
If you plan to be absent for any longer than 14 days, please notify me so that I do not eject you from the RP unjustly. I dislike it when people do not notify the GM and just leave without a word, even if something has come up just let me know if you plan to take off for a bit.
If you are unsure if you can do something or not, do not be prepared to ask in the OOC. Additionally, if somebody does something that you do not agree with, do not turn it into a flame fest. I will warn you if things start getting out of hand and failure to listen will result in expulsion, as unfortunate as that sounds.
Mary/Gary Sues will be glassed from orbit. Viciously glassed beyond all recognition.
Romance is something that will inevitably come up in the RP. Just if it gets into the more *ahem* sexual side. Take it to the PMs before I summon a mod to god smack you with all the throbbing power of the ban hammer. Got it? Got it. Moving on.
Race
In Halo, there are quite a few races in the Covenant and while I do not like to put restrictions on things, I must. The Mgalekgolo are a no-no, namely due to the fact they are a collection of worms and are night unstoppable when formed in their armor, explosives and Spartans be damned. Speaking of Spartans, they are also a big NO as they are a part of the UNSC and defectors are typically killed rather quickly by ONI. Of course, there are the Huragok, who just mosy around and repair things, nothing against them as I find them adorable, but sadly they have difficulty communicating and are far too single minded which keeps them out. The last restriction, is the Yanme’e, the drones, as they are simple a hive-mind. Nuff said.
As far as that goes, there are no other restrictions on species. Yes, even humans, as there are some human mercenaries on the Warden of the Gods to help keep it running.
Appearance A thorough description of your character. How do they present themselves? What do they wear outside of the standard covenant attire? Do they slouch often or carry themselves proudly? Be sure to make your character known in how they look!
Equipment What kind of things does your character have? From weapons to armor to even some sort of other stuff they carry on them, also add things that would be important to your character!
Skills Simple, what does your character have to bring to the table? In the small skeleton crew, there are still quite a large number of people necessary to make the ship run. How does your character help? Are they a damned good security guard? Or are they an engineer almost comparable to a Huragok. Just make it believable.
Backstory The Backstory of a character, at least for me, is the single most important part of the CS and I will critique it heavily on quality and if it makes a believable character. As you can see there is no ‘personality’ section so this is the best way to show the mind of your character and how they have grown. This will also help me judge your Halo lore knowledge. However, if you give me a paragraph summary of your character, do not expect to be accepted so please make this a quality section as it may just make your character stand out more than the others.
Aurix registered the name possibly more hostile than she was supposed to, her mind settling that the place would be openly filled with dangers. For a moment, the lizardfolk thought to herself before she rose from her seat after Esvelle had finished speaking and standing silent for a moment as she gazed at the human. With a huff, the reptile turned her back and walked off to gather information about the place they were going to, such preparations being key to survival as these tasks favored the prepared. Aurix was determined that she would survive and that would be her reasoning for leaving the table.
After looking around, Aurix could not find anyone that seemed like a good source of information before she came across an old pirate, his skin old and tough showed that he had seen many horrors and experienced many things. No doubt that he would certainly know more than any of the other soft ones that occupied the bar. Her eyes focus on him as she moved towards the old man, her form finding it hard to navigate in the rather crowder tavern as she moved about with little grace or elegance.
“Hello,” Aurix introduced herself, looking down on the old man before continuing, “Our group travels through maze to Skullport. Can you give knowledge for survival?”
The pirate turned to her, his wrinkled face forming into a bit of a mad smile, showing that his teeth had been replaced with iron fangs, earning a bit more respect from Aurix as this soft-one attempted to make up for what she had naturally. He let out a sort of wheezing sound, something that the lizardfolk could be a sound of amusement, before slamming his drink down and putting a hand on the tough skin of the lizardfolk.
“Skullport is filled cannibal dragonborn! Warring tribes and such! They do sacrifices on non-dragonborn and creatures of shadow serve them!” the old man said, gracing Aurix with his knowledge as he pulled out a piece of pottery. “They use these in their rituals so that the shadows can take people away when they least expect it! Halflings and gnomes better be wary!”
Aurix’s eyes scanned the ground as she thought before she went to speak, “I th-”
“But gnomes swindle too much! They deserve it!” He interrupted before offering the piece of pottery to his knew scaled friend.
“Your words carry much wisdom, old one. May you survive longer,” she said, proud to know of someone who was more lizardfolk than the other soft-skins. She took the pottery and looked back at the old timer who had already had his back as he downed more of his drink.
“I wish ye luck in travels, lizard! Trust not the shadows or the dragonborn!”
Aurix could only nod in respect as she turned away to finally go get rest so that the tired would not bring her down. She would tell the others of what information she had found when they would descend into the maze as such valuable knowledge must be known.
“We’re almost to the top, keep moving!” Kyla exclaimed as she kept climbing, reaching the top. She grabbed Elav by the arm and pulled him upwards, San Anin and Jaslyn already there. She spoke to Elav as he gingerly rose to his feet alongside her. “Are you alright?”
“No. I don’t feel good at all, my entire body feels like it is on fire,” The twi’lek replied, holding a hand against his temple. Unknowingly feeling the poison from the Terentatek coursing through his veins. “Those things, they aren’t normal. We have to stop them.”
“We need to retreat. Who knows what's going on at the Temple,” She glanced back to the shuttle they had arrived in, noticing someone inside of the cockpit. A stranger, she felt a tinge in the Force as she looked upon them, then started moving towards the vessel, San and Elav following. Jaslyn was way closer to the shuttle than the rest of them were.
As Kyla turned her head back towards the Rift her eyes went wide, the half dozen Terentateks climbed out of the gorge. The fearsome beasts snarling as they slowly stood on even ground with the Jedi. This was a terrible situation. The battlemaster activated her lightsaber, attempting to center herself with the Force. Bathe herself in the calming aura of the light as Elav once more activated both of his own weapons. Pushing through the intense pain.
“What do we do, master?” San Anin asked, turning her head slightly as she held her curved hilt in one hand, her vision jumping from Terentatek to Terentatek. She pointed her saber towards one as she began to step backwards, eventually stopping and steeling her nerves like she had on the ship. In a moment of clarity, she calmed her mind from the fleeing and the hectic chaos that had been brought to the planet. She gazed inward with force, slowing her heart rate and forcing herself to herself. The padawan let out a long exhale as she stepped towards her master, only stopping when she was next to Kyla.
The padawan looked to her master before putting a hand on Kyla’s shoulder to grab her attention before she was hit with the feelings of confusion and uncertainty. It wracked her mind as she felt the repressed feeling of fear, such emotions were not the padawan’s as she had only calmed her mind moments before. Her goggled eyes seemed to stare into her master for a few moments before San Anin decided to speak, knowing that it was not the student that needed to be comforted in the moment, but rather the master. “Master, do not let the uncertainty cloud your mind,” she said simply, retracting her hand to focus on the beasts.
Kyla breathed deep, hearing her padawan’s words. Her eyes dashed around them, searching for any way to escape. They were quicker on foot than those monstrosities, but they were outnumbered by the creatures. A speeder sat to their side, an ideal way to get back to the temple. But only two of them could fit on it at most, and there were three Jedi itching to escape. The shuttle was lifting into the air, with only Daslyn and the stranger onboard. As the creatures charged towards them, Kyla readied herself, centering herself on the light side once more.
Turning back from the Rift as she was getting to the surface Jaslyn pulls herself up to standing. The wind whipped her hair back like a flag as Jaslyn planted her feet and looked over at the shuttle. The lights on the shuttle are on and they weren’t on when Jaslyn had passed it last. Breaking into a run Jaslyn makes for the shuttle to stop the survivor from leaving the rest of them stranded. “NOOOO!!!! STOP!!!!”
Amazingly keeping her feet under her Jaslyn makes it to the shuttle. Diving for the door she manages to get inside just before it closes and the locks are engaged. Pushing up off the floor of the shuttle Jaslyn scrambles to her feet.