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Post by KayKay on Apr 6, 2019 7:08:53 GMT
Name: Sorius Maddox Alias: Jo Travers
Homeworld: Myythar
Age: 39 Height: 5’6” Weight: 171lbs
Description: Sorius is a short but strongly-built man. His skin in tanned and his forearms carry the scars of old burns from working in the forge. Sorius’s steely-grey eyes are overshadowed by his fiery red hair, tied back in a ponytail during work. His short, well-trimmed beard, only a little more than red stubble, covers his jawline, chin and around his lips. He has a prominent round nose, usually sunburned from the heat of the forge.
Sorius prefers to work and fight in his blacksmith apron, enjoying the minor protection the thick dark-brown fabric offers him. He usually goes sleeveless in the heat of the forge, showing off his well-developed muscles, and wears long, thick heat-resistant leather gloves at work.
Info: The son of a Phalarion noble in the palace of King Maric himself, Sorius was found to possess magical aptitude at an early age. His abilities caught the eye of Felecia Delixar, the elven Court Wizard of King Maric, who came to his parents and offered to train the boy in the art of wizardry as her apprentice.
By Felecia's side, Sorius was given a front seat view of the political strife of King Maric's reign, and under her teachings he grew adept in the ways of magic. He grew up an outcast from the other noble children within the palace – befriending only a girl named Amelia when she rescued him from a trio of bullies. He and Amelia grew closer as they reached adulthood, and became engaged not long after.
Their wedding was not to be.
A dark intruder forced her way into the palace one night: a witch by the name of Besmal Gazine, the Cursed One. Wielding magic known only to the ancient evils, she laid waste to the palace's defenders. Sorius and Amelia escaped only by the actions of Felecia, who sacrificed herself in a duel of magic to buy them time. It was they alone who saw eight vulture-like creatures fly from the Tower of Stones, each carrying the gleam of a small, brightly colored object in their talons.
The pair went into hiding in the streets of Phalarion's capital city, Belrynnor. Word spread quickly of King Maric's assassination, the theft of the Starlight Stones, and the young Prince Claudine's ascension to the throne. As fear of Besmal and the magical power of such gifted individuals spread throughout the people of Rostelda, an order was given by Claudine to avenge his father. The Great Purge began only two months after Claudine took the throne, as his newly appointed Inquisitors pillaged entire settlements of their magic-possessing citizens. Sorius and Amelia fled Belrynnor together, and found refuge in the city of Aldbay in the Kingdom of Jocasta.
Disguised under the names of Jo and Anora Travers, the two married in a private church, and set up a blacksmithing business in the city. There they worked tirelessly to provide a secret sanctuary for the magical children of Aldbay, away from the eyes of Inquisitors.
Though his wife disapproved, believing it a fool's errand, Sorius's mind never left the fate of the stolen Starlight Stones; what Besmal had to gain by performing such an act, where they had been taken, and most importantly: how to recover them and return them to the Tower of Stones. Surely, the return of such divine artifacts could restore hope and peace to Rostelda...
Personality: Sorius is a believer. Despite the state of their homeland, Emperor Claudine’s Tyranny, and being forced into hiding with his wife, Sorius has remained a cheerful and upbeat individual, happy to welcome like-minded folk into his home. His optimism is to no small degree a result of his dedicated belief in the power of the Starlight Stones; eight powerful gemstones that he believes can rid Rostelda of its cruel tyrant. So long as this beacon of hope still shines, Sorius is determined to stay positive, doing what little he can to spread happiness to others in dark times. His natural charisma and noble birth makes Sorius a strong leader, and along with Jade he has forged a small resistance group beneath the streets of Aldbay, a group dedicated to recovering the missing stones.
His plans have gone horribly array when he, Amelia, and Jade were transported to Lemuria, but Sorius’s eagerness to help others has not wavered despite this setback. Until they can return to their homeland, Sorius has redirected his attentions to doing what he can to help the residents of No Man’s Land. Lately, this means rescuing the victims and slaves of the cruel goblins of Huglandstritch, offering his new forge in Bolo as a temporary refuge.
Abilities: – Swordplay: Sorius has been trained in swordplay by his wife. His body is strong from days of hard labor, and he is proficient enough with the weapon to defend himself when he runs out of magical energy or must keep a low profile. He is certainly no master, however – Amelia alone can best him in a one-on one match.
– Magic: As the former apprentice to the Court Wizard of the Marble Palace, Sorius is a talented wizard in his own right. Although he has been out of practice for many years, Sorius is still capable of defending himself in a fight. Knowing the mage-hunting Dread Guards, nearly invulnerable to most forms of magic, are weak against electricity, Sorius has focused his knowledge of offensive spells in that particular school. He is capable of firing powerful bolts of lightning, protect himself in a shield of arcing electric currents, and shock creatures through touch. Sorius can also manifest spectral weapons of force: an animated sword that can duel enemies or a powerful arrow of force that can pierce steel armor and send enemies flying back. Sorius can also place a hex on the weapons if enemies, causing crossbows and guns to jam and melee weapons to miss wildly.
Non offensively, Sorius may protect himself in an armor of magical force, place silent alarms that alert him telepathically to the presence of nearby enemies, detect the surface thoughts of another sapient creature, and converse with others through the mind at ranges of up to 100 feet.
– Smithing: Sorius has learned the art of blacksmithing as part of his cover identity while in hiding for the last twenty years of his life. He can forge very high quality weapons, and his forge was the crown jewel of weapon and armor smithing in Aldbay. Sorius can also enchant weapons and armor with magic, though he is not as talented at this as Trila Boddy.
Weaknesses: – Sorius is unable to wear armor without risking the metal “catching” and interrupting the magic as it flows out through his body. His only form of physical protection if attacked is his magical barrier of force and his own middling reflexes.
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Post by KayKay on Apr 6, 2019 11:23:35 GMT
Name: Amelia Redarm Alias: Anora Travers Homeworld: Myythar Age: 40 Height: 5’8” Weight: 168lbs Description: Amelia is a tall, muscular middle-aged woman. Her shoulder-length black hair is usually kept tied back in a tight bun, away from the open flames of the forge, and grease and dirt often stains her hard, aristocratic face, outlining her strong features. Amelia usually wears a thick brown smithing apron over a sky-blue tunic, but hides an old suit of armor in the basement of the forge when she must go out and fight. Amelia’s armor is old, but its quality is still high. Painted black with red outlines and bearing the symbol of a multi-color serpent, Amelia wears the armor of the palace guard of the Marble Palace. The armor is lightweight, consisting of a cuirass connected to flauds that protect the sides of her thighs, segmented shoulder pauldrons, gauntlets, tassets, and heavy armored boots. The armor is not full-plate, but designed for mobility and speed. Info: Amelia Redarm was the daughter of Phalarion noble, the single girl among her five brothers. Like her brothers, Amelia trained in the art of combat and knighthood, and was soon accepted to join the ranks of the palace guards at the Marble Palace. Here she met the apprentice of the Court Wizard, Sorius Maddox, and the two became close friends – and in their adulthood, lovers. Before they could marry, the Marble Palace was invaded by a witch named Besmal Gazine, the Cursed One. Besmal laid waste to the Amelia's entire regiment with her arcane powers, and the young woman barely escaped with her life. As she and Sorius made their escape from the burning palace, the two saw firsthand a group of monstrous vulture-like creatures invade the Tower of Stones, each emerging with the glimmer of one of the Starlight Stones in its talons and flying off into the night. Word spread of Maric's assassination, and when Prince Claudine ascended to the throne as Emperor and declared that magic be purged from Rostelda, Amelia and Sorius fled to the peaceful nation of Jocasta, where they took refuge in the city of Aldbay. There, under the name of Anora Travers, Amelia and her now husband set themselves up as blacksmiths, spending the next twenty years of Claudine's rule offering runaways with magical abilities a refuge from the Inquisitors. In the twenty long years that followed, however, Amelia has grown wary of her husband's increasing fixation on the Starlight Stones. Although she has supported him in founding the Starlight Alliance and their mission to locate the hidden stones, she does not share his belief that their power might save Rostelda from Emperor Claudine's iron fist. Personality: Amelia has been hardened by the years of life in hiding, living in constant fear of her husband’s safety as a magic user. She is untrusting of strangers, even those that initially appear friendly, and employs a practical outlook towards day-to-day life. In contrast to her husband, Amelia is a woman who focuses her attentions on the present and her immediate abilities to do what good she can, rather than looking to the future for hope. She takes things at face value and holds little stock in myth, legend, and religion. Her serious, cynical and sometimes snarky demeanor hides a soft side of her though – Amelia works tirelessly to fight against oppressors and help the unfortunate when she can, and in spite of her disbelief in the power of the Starlight Stones, her love for her husband has caused Amelia to support him and the Starlight Alliance. On Lemuria, Amelia now lives in Bolo, where she and Sorius have set up shop to provide armor and weapons for the locals and travelers, who are often besieged by a wide variety of wildlife. It was Amelia’s idea to, in the absence of Claudine’s forces, shift their focus to the goblins of Hugelandstrich and their prisoners. Amelia carries a deep dislike of the young half-elf, Jade, worried that the woman’s youth and beauty might tempt her husband. Abilities:– Combat Expertise: Amelia is a capable warrior, having been trained as a palace guard of the Rosteldan Empire’s Marble Palace. Although she has been out of practice for many years, Amelia is still superior to the average soldier and can easily fend off the mechanical enforcers of her world and can go toe-to-toe with the military-grade mechanical soldiers. – Years of training and hard labor in the forge have made Amelia extremely strong, more-so than her husband; Amelia can lift just under 400lbs off the ground. – Amelia wears the old but functional steel armor of the Marble Palace guard, lightweight but strong. She usually wields an enchanted longsword along with a light wooden shield. – Amelia is capable of wielding two weapons at once, but she prefers the defensive applications of a shield to such tactics. – Archery: Amelia has also been trained in archery, and carries with her an enchanted composite longbow. Her marksmanship is nowhere near Jade’s, but her draw-strength is stronger and her arrows stand a better chance of piercing armor. – Smithing: Amelia has learned the art of blacksmithing as part of her cover identity while in hiding for the last twenty years of her life. She can forge very high quality weapons, and her forge was the crown jewel of weapon and armor smithing in Aldbay. Weaknesses: – Amelia has no experience with mind-manipulating magics and illusions, and is quite susceptible to such tricks.
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Post by KayKay on Apr 6, 2019 12:44:30 GMT
Name: Jade Title: Sister of Merlara, the Radiant Sister Homeworld: Myythar Age: 29 Height: 5’4” Weight: 110lbs Description: Jade is a beautiful young woman with a warm skin tone and long, brown hair tied back into a tightly braided ponytail. She is a half-elf, and has a slightly slimmer build than the average human and pointed ears (neither of these attributes are as prominent as on a true elf). Her eyes are a startling jade-green, and around them Jade wears a decorative bronze-colored domino mask, with exotic feathers from birds such as peacocks tipping the sides of the mask so that they cover her tell-tale ears. Jade can usually be seen in a warm, forest-green cloak, a brown leather overtunic, sturdy boots, and a pair of gloves that seem to hold magical power. A golden heart-shaped locket rests against her chest, held by a silver chain around her neck. Info: Jade is a mysterious young half-elf. She is secretive of her heritage, out of fear that such information could be used by the Inquisitors to track her down. All she has told her small, trusted circle is that she hailed from a small town in Fen’Valdor. What she has told fewer still, out of fear of how she might be treated, is that she is not half elf and half human; rather, she is half-fey – her father being a fossegrim of the Brume. Jade was raised by her elven mother, a priestess who worshiped of the elven Goddess of Love and Family, Merlara. Jade displayed a prodigious affinity for magic at an early age. When Emperor Claudine sent his armies to Fen’Valdor to capture and imprison the elven mages, Jade was forced to flee from her home as her mother fought against the Inquisitors to buy her time to escape. For many years now, Jade has lived on her own, dodging the Inquisitors and their machines. She has made use of her incredible singing skills to make a living for herself in taverns as an entertainer, and has learned to tap into her fossegrim heritage to weaponize her beautiful voice through magic. Her skill in song was such that it eventually caught the eyes of Sorius Maddox, who recognized the subtle magic in her talent. The two shared the knowledge they had gathered over the years, and, finding a common goal in each other to recover the Starlight Stones, formed a small resistance group in the sewers of Aldbay: The Starlight Alliance. Jade brought many talents to the Alliance, including a deep reservoir of knowledge and wisdom, skills that would quickly make her an excellent spymaster, and powerful magical talent. Her kindness, power and influence has made Jade the beating heart of the Starlight Alliance, and it is thanks to her charisma that they have gathered so many followers. Under Jade, many non-elves in the Starlight Alliance have even began to worship Melara and the virtues she teaches themselves, and view Jade with love and reverence normally reserved for high priests. Sorius himself considers Jade to be their most valuable ally. But even Jade has her detractors within the Alliance. Most notable is Sorius’s wife, Amelia, who secretly fears the close friendship between Sorius and Jade and carries a thinly veiled dislike for the younger woman as a result. The former palace librarian, Dorian Vintcost, also views Jade with suspicion, but this stems from the nobleman’s overall distaste for organized religion as a whole; he blames Jade for converting many Alliance members to Merlara. Now stranded in Lemuria, along with Sorius and Amelia, Jade lives in Bolo. Unable to continue the fight against Claudine, she and her comrades have now taken to helping to residents of No Man’s Land, most notably helping captives escape their goblin masters at Hugelandstrich. Jade’s ability to disguise herself and infiltrate enemy forces has proved to be invaluable here. Personality: Jade is a shy and soft-spoken woman, easily overlooked on the battlefield in favor of the grim Amelia or the cheerful Sorius. However, those who get to know her quickly realize that Jade holds more power and confidence that she lets on. Jade is the heart of the Starlight Alliance – without her influence it is unlikely the Alliance would have grown as large as it did. In spite of her shy demeanor she has quickly taken the role of a mentor and spiritual guide to her allies, and her unparalleled gentleness and generosity had many compare her to an angel. Jade is also deeply religious, and though she will not force others to follow her beliefs, she will ask that people take her worship of the elven goddess seriously – Merlara means everything to her. She may also extend open invitations for those she thinks could use spiritual guidance, even if they are non-believers or even non-elves. Jade’s kind heart cannot be mistaken for naivety, however – those who befriend her will soon come to realize that her mask is more than just the physical one she wears. Jade is completely aware of her influence over her allies, and is quick to capitalize on it for the benefits of the Alliance; and although she will avoid it when she can, Jade will and has killed when faced with little other choice. In privacy with a potential admirer, even her cloak of shyness might momentarily drop to reveal an experienced and playful individual. Jade is both cunning and wise, an expert in infiltration, magical and historical knowledge, and a strong judge of character. Although she does not bear the title, she is as much the leader of the Starlight Alliance as Sorius is. Abilities:– Archery: Jade’s primary method of offence is through her incredible archery skills. Jade is an excellent shot with her longbow, enchanted with holy energy that allows her arrows to deliver divine holy energy into evil beings, such as demons or some of the Inquisitors. The holy longbow cannot be held by evil creatures or beings without the weapon burning them, even through protective armor or clothing. – Magic: Jade’s gentle demeanor disguises her true power. She is the most powerful member of the former Starlight Alliance, more talented in the ways of magic than even Sorius. However, her arrival to Lemuria has separated Jade from the goddess she worships, severely limiting her magical power. Jade carries only a limited reserve of magical energy within her, enabling her to cast no more than roughly twelve spells in a given day. Jade’s magic can be divided into eight schools of magic. Aside from her divinitation and healing magic, Jade is reluctant to cast her spells. She is used to a life being hunted down for her magical abilities, and has become used to keeping them hidden away. Sorius theorizes that Jade’s habit of keeping her magical energies locked up inside her body has led to her impressive bursts of magical power, like a dam blocking a blowing river. - Divinitation: One of Jade’s most commonly used schools of magic is divinitation magic. With it, Jade may speak telepathically to her allies up to two hundred feet away, read the surface thoughts of others, magically speak and understand any language, and even send one-way telepathic messages across any distance or even separate planes. Her most powerful ability allows Jade to magically spy on others from afar, allowing her to see and hear the immediate surroundings of the target she chooses, though this may be negated should her target have the sufficient mental strength. Jade is capable of communicating telepathically through this spell in real time; thus, she commonly uses this ability to communicate with trusted allies. Jade may also weave protective enchantments designed to protect herself and others against similar spying magic.
- Healing: Jade is a skillful healer, taking after her mother. She is capable of healing crippling injuries, rid others of the effects of poisons, venoms, and disease, and even sooth damaged minds back to health.
- Enchantment: While divinitation is Jade’s most commonly used magical school, her true talents lie in bewitching enchantments. The ease of which she can manipulate other creatures through words alone – or even a simple look – echoes the fey blood within her veins. Jade’s power in this school of magic is nearly unrivaled; only the strongest or most carefully guarded minds can resist her influence. Jade prefers to end conflicts with powerful charms, turning her former enemies into devoted allies and implanting a deep seed of trust and friendship capable of silencing their former morals (or lack thereof). Her charms may also affect monsters, animals, or immortals such as fey or demons, but they are less potent and are incapable of changing their nature. Jade is also capable of seizing the attention of creatures and fascinating them with her songs and graceful dances, often opening them to further charms and implanted suggestions. Though she loathes to do so, Jade may also establish a more direct form of control over creatures, paralyzing them on the spot with invisible forces or issuing them direct commands, or overwhelm their minds with magic and cause chaos and confusion.
Despite her incredible skill in this school, Jade’s enchantments can still be resisted by those with incredible willpower, such as Alondra or Nyvanna. They can also be suppressed or blocked entirely by certain protective magics, such as Siar’s magical aura.
Despite her raw power in this school, Jade dislikes resorting to such measures, believing it infringes on the creature’s free will. She uses these as only a last resort, with the exception of one single spell: a gentle breeze of pure euphoria capable of leaving a creature dazed with feelings of pure bliss. - Illusion: Jade is skilled at weaving together illusions. Most commonly she uses this magic to create disguises for herself, allowing her to assume false identities among enemy ranks. In combat, she may use an illusion spell to trick opponents. Jade’s most powerful illusion is gifting herself or another creature with invisibility.
- Sublime Songs: Jade has learned to weaponize her hauntingly beautiful singing voice by infusing magic into the words of her elven lyrics. Through song she is capable of bestowing her allies the gift of courage and strength needed to win their fiercest battles, and strengthen her own magic through her music, allowing it to penetrate enemy defenses. Jade may also utilize her voice to manipulate and shape sound into an offense weapon, creating tremendous blasts of sound capable of bowling objects over, banshee-like wails that can rend the soul of an enemy, and vibrating her enemy’s body with dangerous, overwhelming infrasonic vibrations. She may also create areas of complete silence, rendering her songs powerless but allowing her to perform potentially noisy operations in quiet.
- Transmutation: An uncommon school of hers, Jade is capable of utilizing some transmutation magic. She may call upon divine energy to increase the potency of her arrows, weave that same energy into an aura that she can use to fly at 40mph, or radiate a blinding golden radiance of divine energy capable of scorching creatures nearby with golden flames. Most notable of all, however, is Jade’s ability to imbue others, even those not traditionally trained in magic, with some of her magic, allowing them to cast a single spell of Jade’s (of her choosing) when they need it most. This act is a spell in itself, and counts towards the reserves of magical energy Jade carries.
- Protective Spells: Jade knows several protective spells for both herself and her allies. The first: a shimmering, slippery skin-tight barrier, seems to allow creatures to easily slip free of the toughest binds, strongest grasps, and most difficult terrain, as well as protecting them from paralysis or any other magic that might impede movement. The second is a magical ray that prevents other creatures from teleporting or entering other planes, useful for combating demonic creatures. Jade may also dispel unfriendly enchantments and curses, or erect a shimmering barrier of divine energy to block attacks.
– Spymaster: Jade is an experienced spy, and through her disguises, divinitation magic, and natural charms, has proven to be the Starlight Alliance’s greatest source of information, keeping them up to date on the movement of the Inquisitors and Claudine’s forces. On Lemuria, her skill allows Jade to infiltrate goblin camps, as well as other dangerous areas, undetected. She has all the necessary skills required for her work: her eyes and ears are as sharp as a cat’s, and her tongue can easily allow her to bluff her way out of difficult situations, should her charms fail her. Jade is also an expert in determining the true motives of others, seeing through the bluffs of all but the most talented liars. – Follower of Merlara: Jade’s mother was a high priestess of Merlara, the elven Goddess of Love and Family. As one of her priestesses and devoted worshippers, Jade has been gifted with a special, unique magic. Through an act of intimacy – be it a chaste, but warm hug or something greater, Jade can forge a magical bond of trust, security, and love between herself and a willing individual. This bond allows her to communicate with and give advice to that individual across any distance, even through another plane, without using her limited magical resources. The individual in question receives a portion of Jade’s magical aura as well, giving them a resistance to magic and good luck against things that might attempt to harm them. The divine aura seems to increase the individual’s beauty and presence as if they themselves were a divine being, like a deva, and a skilled eye can take notice of the change. The magic lasts for up to a week, though Jade may make several bonds with that individual within that time span to bolster the effects. Because the bond is one first and foremost forged from mutual trust, the magical bond leaves the individual more susceptible to Jade’s magic should they betray her trust. Jade can theoretically weaponize this when she is infiltrating enemy ranks, tricking them into giving her their trust to render them weaker against her magic. – Mask of Resistance: Thanks to Jade’s domino mask; an enchanted mask of protection and resistance, Jade proves to be extremely resistant to enemy magic. The mask sharpens her mind to a fine edge, enhances her reflexes, and hardens her body against necromantic effects or toxins. Jade also proves supernaturally tough, able to take an incredible beating despite her lack of armor. Her physical toughness appears similar to that of the fey, and it may be as much her fey ancestry as it is the mask that offers her such protection. Weaknesses:– Just as it’s likely that Jade’s incredible toughness may be linked to her fey heritage, it is equally likely that cold iron may do her great harm. Jade has never come into contact with cold iron, however, so this has not been proven. – Jade carries a very limited reservoir of magic. Despite her power, Jade may only cast up to twelve spells before she must rest. Jade regains magical energy through restful sleep. She must therefore be cautious about when and where to use a spell.
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Post by KayKay on Jul 25, 2019 1:30:43 GMT
Name: Alba
Homeworld: Rostelda
Age: 25 Height: 5’7” Weight: 102 lbs
Description: Alba is a young dryad, born from the seed of an ash tree deep along the edge of the Brume. Unlike most dryads commonly seen in the Brume, Alba is barkless, displaying the true form of her species that normally hide beneath their barky exoskeleton: a flesh and blood humanoid female, similar in build to a particularly tall and muscular elf. Alba’s skin is a pale light green, and decorated with soft, fine hairs that give it a texture akin to velvet. Her thick locks of hair – dark green like the needles of a pine tree – are hopelessly tangled and full of curls, held back behind her shoulders and reaching down to her waist. The sclera of her eyes are a bright, radiant green, and her irises are an earthly brown.
Although many dryads do not wear clothes, Alba is aware through her travels that many places outside the Brume consider a lack of clothes to be rude, insulting, or even a criminal offense. She often travels with a lightweight cloak made from the feathers of ravens, which she wears loosely around her shoulders and keeps wrapped tightly around the front of her body while in mortal communities.
Info: Alba is an ash dryad, bound to the seed of an ash tree that has grown alongside her all her life. By the standards of dryads, she is extremely young, as evident by her barkless, pale-green skin; Alba has yet to complete her coming of age ritual in which she would earn her bark. This ritual: a successful hunt of one of the Brume’s top predators as chosen by the seer of the Alba’s dryad grove, was put on hold the day that Alba’s ash tree reached maturity.
Upon reaching its twenty-fifth birthday, the ash tree “awoke”, an extremely rare by-product of the intense magical energies of the Brume bringing mobility and sapience to an otherwise static plant. Gifted with the responsibilities of caring for a tree fully capable of moving and walking on its own, Alba’s young eyes turned to the borders of the Brume, and her heart filled with wanderlust. Unlike the rest of her grove, she was no longer bound to one location for the entirety of her eternal life – she was free to explore the world.
Alba and her tree, Salix, gave their farewells to her family in her grove and set out beyond the Brume, into the mysterious land of Migma. After noticing the strange looks she earned for her lack of clothing and fashioning a cloak made from raven feathers, Alba and Salix set out to learn more about the mortal world, taking root at the edge of the town of Sund.
Personality: Alba is an inquisitive soul at heart, eager to learn from those unlike herself and open to trying new experiences. She values her newfound freedom and is difficult to tie down to one location for longer than a month or two. She is also extremely open-minded for a fey, in part due to her young and impressionable age, and in part due to her experiences living in the mortal world, where cultural values are often very different from those she grew up in. Although she does not eat plants or use it for creating tools, Alba does not show disdain or anger towards mortals who do; she is aware that humans and many other mortals are omnivores that require a healthy diet that includes plants, and understands that many of their buildings and tools are made from plant material.
Despite her open-minded nature, Alba is often timid towards mortals she has just met. Just as many elves and humans grew up hearing horrifying tales of the fey, so the fair folk have told stories to their children of the strange and terrible habits of mortals. Alba instinctively treats most mortals with caution, at least until she gets to know them better. Upon warming up to them, she is likely to show her true colors as a curious and playful individual. Alba enjoys a strong sense of humor and is fond of practical jokes and banter.
Alba is extremely protective towards her "brother", Salix, and is quick to spring to his defense with fierce vigor if her tree is ever threatened or insulted.
Abilities:
– Hunter: Dryads are swift, silent, and elusive. It’s rare to find a dryad that does not wish to be found, and they can be deadly hunters.
– Archery: Alba has surprising strength and wields an enchanted longbow crafted out of bone ivory with a tight string made of dry tendons. This bow is almost as long as she is tall, and her arrows – long pointed shafts of carefully carved bone – can often punch through steel armor. Although made of bone and tendons, the magical enchantments placed upon the bow make is surprisingly sturdy, flexible and resistant to damage and wear.
– Melee Weapons: Alba carries a strange club for defence in melee, fashioned from the skull of a Smilodon. The heavy skull is tied to a bone handle, and the sturdy curved fangs of the skull can make for an impromptu pick. It carries the same damage resisting enchantments as the bow. Alba also carries a sharp stone knife, which she uses for carving more arrows.
– Survivalist: Like all dryads, Alba is used to surviving out in the wild, easily able to live off the land, and hunt for food, and find safe water sources. Although she does not eat it, Alba can also readily identify safe berries, mushrooms, and fruits for her mortal allies, and can easily act as a guide through wild uncharted territories.
– Tree Nymph: As tree nymphs, dryads wield the power to command and animate plant life around them. Alba can cause weeds, grasses, bushes and shrubs to magically mutate, growing flowers, thorns and vines and doubling in size and shape. Alba can entangle her enemies in vines, roots and briars, cause small trees to uproot and defend her, and even spray a barrage of sharp thorns from her palm. Alba may disguise herself by transforming into a small ash tree, and she may speak to and understand seemingly inanimate trees to learn information about her surroundings.
– Tree Healing: If she is injured, Alba can retreat inside of Salix’s trunk. Over twenty-four hours, Alba and Salix can nourish and heal each other from any injury or curse. Salix must remain rooted to the ground for the entire twenty-four-hour duration for this healing to take effect. Alba can hear what goes on outside of Salix during this time, but she cannot see. Alba may also bring another single living creature with her inside her tree to treat injuries that they have sustained.
– Enchantments: In addition to their ability to control plants, dryads are also capable of weak enchantment magic. This is the first line of defense for a dryad that doesn’t wish to hurt her enemies. They are capable of briefly clouding the minds to confuse others or magically charming mortals to making them more receptive to their suggestions.
– Spring’s Touch: The unseelie dryads of the Brume are usually born in spring time, when the sapling of their chosen tree firsts pokes out of the earth. As with all fey, they are gifted abilities corresponding to their season's birth. A dryad can use the growth and energy of spring to restore the strength and stamina of themselves and their allies, allowing them to work through otherwise exhausting trials. This same purifying growth is lethal to undead and necrotic creatures, often driving them away at the slightest touch.
– Fey Traits: Like most fairies, dryads are highly resistant to mind-affecting abilities and enchantments, and move with unnatural fluidity and grace. They are highly resistant to physical damage, though iron burns their skin and cold iron bypasses these defenses entirely. A dryad cannot be permanently killed unless it is slain by a cold iron weapon or its tree is killed, or else it will return fully formed within a month.
Weaknesses: – A dryad is bound to its tree, and cannot stray more than three hundred meters from its tree for longer than twelve hours. If twelve hours pass, the dryad will fall ill, and in another twelve hours she will succumb to death. – Cold iron is extraordinarily dangerous to a fairy, and even normal iron is capable of bypassing their innate toughness through the sheer severity of the burns alone.
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Post by KayKay on Jul 25, 2019 3:32:13 GMT
Name: Salix
Homeworld: Rostelda
Age: 25 Height: 50’2” Weight: 3,384 lbs
Description: Salix is a newly mature green ash tree, magically “awoken” by the magical energies of the Brume. While resembling a normal green ash at rest, Salix can uproot himself from the ground, lowering his largest branches towards the ground to serve as long “legs” for additional stability as his roots and branches move in unison to carry him. In this state, Salix almost resembles something like a great spider. Although Alba refers to Salix as her “brother”, this distinction is not entirely accurate. A dryad is often born from the same life energy that springs forth from the growing sapling. Salix and Alba could be more accurately described as the same individual split between two bodies and minds; as they share between each other the same life source and the same soul.
Info: Salix is an ash tree who’s life force gave birth to a dryad when he first grew out of the soil as a sapling. Through the first twenty five years of his life, Salix grew as any normal tree, protected by his dryad, Alba, and the other dryads of their grove. Upon reaching his twenty-fifth birthday, Salix “awoke”, an extremely rare by-product of the intense magical energies of the Brume bringing mobility and sapience to an otherwise static plant.
Able to move and uproot himself for the first time in his life, Salix felt a joy for freedom shared by Alba, and an identical longing to explore the world beyond the Brume. The two have traveled into the unknown lands of Migma, where they have since taken root at the edge of a strange mortal town called Sund.
Personality: Salix shares the same soul as Alba, and as consequence the two share interests and demeanors. His newfound ability to stretch his branches, uproot himself and walk across the earth has led to Salix placing incredible value on freedom, and he desires nothing more than to explore the world at Alba’s side. Salix cannot speak, and lacks a face to communicate his emotions, relying on Alba to translate his thoughts for him. He too is quite playful, and prone to playing with humans he has grown comfortable with.
Abilities: – Ent? I am no ent. I am a tree!: Salix’s branches, truck, and roots are as flexible as flesh, in spite of their wooden composition, and can harden on a whim. Salix is capable of walking along the ground at speeds of up to fifteen miles per hour with his roots and his thickest branches, carrying himself like a massive spider. Salix often uses smaller, flexible branches and tentacle like roots to manipulate small objects.
– Strength: Due to his sheer size, Salix has tremendous strength. His branches, roots and trunk are capable of lifting up to 3 tons off the ground. Due to the flexible nature of his branches and roots and their ability to harden at will into solid, unyielding wood, Salix makes an excellent grappler, aiming to ensnare the limbs of his enemies and hardening the branches or roots holding them to lock them in place.
– Wooden Body: Salix is entirely made of hardened wood. His truck and thicker branches are capable of shrugging off small caliber bullets, arrows, swords, and fists, though weapons designed to break through armor, such as axes and high caliber firearms pose a more significant threat. His smaller branches are more vulnerable to being cleaved in half by weapons such as swords, and his leaves are fragile.
– Tree Healing: If Salix is injured, Alba can retreat inside of his trunk. Over twenty-four hours, Alba and Salix can nourish and heal each other from any injury or curse. Salix must remain rooted to the ground for the entire twenty-four-hour duration for this healing to take effect.
Weaknesses: – Salix is extremely vulnerable to fire, as it can quickly ignite him. Powerful electrical attacks can also prove devastating given sufficient power, capable of bursting his wooden body apart.
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Post by KayKay on Aug 2, 2019 8:16:32 GMT
Name: Tiziana Homeworld: Myythar Age: 17 Height: 5’9” (5’8” in human form) Weight: 85 lbs (128 lbs in human form) Wingspan: 18’6” Description: As a shapeshifting creature, Tiziana has no true form or sex, but she usually identifies as female and assumes one of two forms. The first is her “true” demonic form: a female humanoid demon with dark grey skin, large leathery bat-like wings, digitigrade feet ending in cloven hooves, and a thin prehensile tail over seven feet long, tipped in a soft and fleshy arrow-like tip. Her ears are long and pointed like an elf or nymph, holding back thick, neatly combed long hair: a vibrant mix of various shades of plum that reaches down to the small of her back. A small pair of black horns sprout from the hairline of her bangs, no more than a few inches long. Like her siblings, Tiziana’s eyes are a radiant, shining green, glowing with an inner light from her forest green sclera. Unusually for her kind, Tiziana prefers the modesty of clothes, although she is restricted to skirts and deep scoop backed shirts due to her large wings, digitigrade legs, and long tail. Most often, however, Tiziana travels the mortal world disguised as a human. Her preferred form is that of a tall, slender, black teenage girl. Her irises maintain a very light green color, and though it has changed color, Tiziana prefers to keep her well combed hair the same shape and length as in her “true” form, proud of the care she has put into it. She does not have the ability to change her clothes magically, so Tiziana often keeps a pair of shoes on hand in the event she must disguise herself. Info: Unlike the half-fey, Vulmonnuul, and the half-mortal, Athyx, Tiziana is an anomaly among her half siblings. Tiziana is succubus, a full-blooded true demon. While her siblings share the same incubus father, Tiziana's mother was a succubus like herself: a demonic servant of her father and renowned as one of the most feared assassins in the demon world. Tiziana was born as a result of her father's desire for a strong bloodline, a future assassin with the best of both her father's and mother's capabilities, and loyal only to himself. However, his plans did not go unnoticed by Tiziana's mother. Although she ranked among one of his greatest servants, her mother hated and feared her father. She knew well her father's cruel and debauched ways, and swore to protect their daughter from his influence. From the age of only six years old, Tiziana was lead on excursions into the mortal world by her mother, who would explain it as an opportunity for the child to practice her hunting skills on the less dangerous mortal fauna; in truth, these hunts were only meant to separate Tiziana from her father as often as possible, where her mother could safely teach her independence, skepticism, and critical thinking to counter her father and her half-sibling Vulmonnuul's manipulative ways. In Tiziana's later teenage years, her mother has since discovered the location of one of the portals leading to Lemuria. Knowing this was the best chance of freeing Tiziana from her father's chains, her mother has sent Tiziana through the portal and destroyed its entrance. Tiziana has arrived in Lemuria alone, with only her own skills and wits to guide her, blissfully unaware that her half-siblings, Vulmonnuul and Athyx, have also found their way to the strange land... Personality: Unlike most demons, who were forced to grow up in a harsh abyss of endless violence and horror, Tiziana has spent the majority of her life in the material world, living alongside mortals under the guise of a human. Her sense of morality is therefor closer to that of a typical human than the typical demon. Taught by her mother so that she wouldn’t fall to the cruel and manipulative ways of her father and siblings, Tiziana is naturally afraid and suspicious of strangers and their motives, particularly those that appear to go out of their way to aid her. She is not however stubborn, and with enough time, patience and kindness can come to consider those individuals as friends and allies. Still, Tiziana often maintains a quiet and aloof personality even towards those she is friendly with; she has learned to hide her emotions behind a straight face that cannot be easily read, only becoming emotional during moments of extreme excitement or stress. She is not unfriendly however, willing to socialize and engage with her peers in spite of her reserved nature. Only her sardonic and dry sense of humor betrays the true playfulness hiding behind her mask; Tiziana enjoys teasing those she has grown a liking to. Although she has been trained in the arts of stealth and hunting by her mother, Tiziana has only ever taken the lives of wild animals, never a sapient creature. She does not shy from others who have taken lives, such as her mother, but neither is she eager or willing to take that leap herself. Perhaps the only thing Tiziana fears more than her father is falling to the sins her kind is known for. Abilities:– Shapeshift: Tiziana is a shapeshifter by nature, and can assume the form of any humanoid creature of similar size and mass. Though she chooses to identify as female, she may assume the form of either gender at a whim: there is no true difference between a succubus and incubus aside from the gender they choose to assume. – Weaponry: Though her kind do not usually engage in direct combat, Tiziana has been personally trained by her mother, one of the greatest assassins of the demon world, for many years. Though she is young, Tiziana proves to be more than a match for many of her kind in direct melee combat, wielding a pair of enchanted black daggers with grace and skill. She is also supernaturally strong as a succubus, capable of lifting a little over 900lbs. Tiziana can absorb these weapons into her body when not in use, which then appear as tattoos on the undersides of her wrists for concealment. If she is for some reason without her weapons, Tiziana is more than capable of defending herself with her tail. The arrow-head like tip of her prehensile tail is made only of flesh and skin, but she can transform it into a blade with her shapeshifting abilities. – Stealth: Tiziana is incredibly stealthy. She is capable of creeping up on animals with excellent senses such as deer, wolves, and big cats, even without the use of her magic. – Magic: Tiziana was born with the magical capabilities of her mother and father, though she is young and relatively inexperienced with them. - – Enchantments: Tiziana may weave enchantments designed to bewitch the mind, like all of her kind, charming creatures into trusting her as a friend, striking a supernatural fear into their hearts, or implanting telepathic whispers that might encourage them to attempt specific tasks. She is extremely unpracticed with this, however, finding most of her success against simple minded animals.
- – Sonic Scream: Tiziana can emit a piercing supernatural sonic scream, loud enough to temporarily leave an enemy’s ears ringing for a few moments.
- – Teleport: Like all true demons, Tiziana can blink from location to location in an instant, even across vast distances. She cannot bring other living creatures with her, however.
- – Ice Magic: Succubi and incubi are born with a talent for cold based magics, and Tiziana is no different. While it is her primary offensive magic, Tiziana’s cold spells aren’t especially powerful. She can send small blasts of cold and hurl small knife-sized spikes, but Tiziana often finds her most useful tactic is freezing the feet of enemies to the ground to immobilize them.
- – Arcane Mark: Tiziana can inscribe letters and runes onto any surface with just her fingertip; even writing runes in nothing but air. These runes are temporary, and can invoke minor magical spells on the object the runes have been written on, such as illuminating the object like a light bulb, allowing the object to be lifted or manipulated through the mind so long as it weighs less than two pounds, or changing its temperature. These marks serve little practical purpose in a conflict, as the spells placed upon the object are often not useful in combat, and require Tiziana to physically write the incantation on it.
- – Darkness: A gift from her father, Tiziana is capable of producing and manipulating magical darkness, usually to obscure herself for protection. In a crisis, Tiziana can magnify this into a forty-foot radius of pitch blackness, leaving surrounding enemies effectively blind and allowing her openings for attack – though such a tactic often leaves her drained.
– Ethereal Form/Possession: Perhaps the most dangerous ability of an incubus or succubus is their ability to render themselves ethereal, effectively invisible to the eye and inaudible to the ears, incorporeal and capable of passing through any surface. While she cannot attack in this state, Tiziana and others of her kind are capable of possessing objects and living creatures. By possessing an object, Tiziana can cause it to animate seemingly on its own. She can cause vehicles to drive themselves, weapons to fire, chains and ropes to ensnare enemies, and statues and trees to uproot themselves and attack, among many other applications. She cannot animate or possess any object larger than a truck. Tiziana may also radiate magic to make the object she is possessing enchanted, often with unique properties. This application is most useful if she has an ally who holds a weapon or piece of armor she can possess and magically enhance. Tiziana can also possess a living sentient creature, though unlike older succubi she can not assume control over them – she is merely a passenger in their body. If her would-be host is unwilling, Tiziana must overcome their willpower or be forced out an unable to possess them for another twenty four hour period. Inside a host, Tiziana can hear a person’s surface thoughts and communicate with them in their minds. She may also attempt to dig through a person’s memories, but this requires another battle of wills if the person is unwilling. – Flight: Tiziana can fly at speeds of up to 30 miles per hour with her large bat-like wings. – Darkvision: Tiziana can see even in conditions in which no light exists. She can even see through magical darkness, including her own. – Demonic Resiliency: Tiziana is a true demon, and is as resilient as one. Her skin and flesh are extremely difficult to pierce or cut, comparable to steel, and she is immune to the effects of electricity and poison. She is also resilient to extreme cold, capable of withstanding temperatures up to -90 degrees Celsius. As with her fey ancestors, cold iron can quickly render her defences meaningless, cutting through her flesh as easily as it would any mortal. Holy weapons, holy magics, and aethereal attacks can also prove extremely dangerous to her. – Telepathy: As a succubus, Tiziana has a natural inborn ability to understand and speak any language. She is also capable of communicating through telepathy, though her range is short: up to one hundred feet. – Soul Drain: The most well-known and infamous ability of her kind is also one that Tiziana completely lacks experience in: the ability to draw the soul from a living creature. Tiziana has consumed souls on occasion, but these have simply been provided to her by her mother. Although she is capable of such a feat, Tiziana hasn’t the first clue on how to attempt such a thing, nor is she particularly willing to try. Weaknesses: - Tiziana is not an experienced fighter; in fact, she has not yet killed another sapient creature. Tiziana has only ever had practice against animals and magical beasts, to kill a human or another being of similar intelligence is something she has not yet had to face. - Tiziana is young, and although she is inexperienced, she is also rather overconfident in her fledgling abilities. This can easily lead her into getting in over her head. – As with her fey ancestors, cold iron can quickly render her defenses meaningless, cutting through her flesh as easily as it would any mortal. Holy weapons, holy magics, and aethereal attacks can also prove extremely dangerous to her.
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Post by KayKay on Sept 6, 2019 0:51:30 GMT
Name: General Athyx Gazine Homeworld: Myythar Age: 263 (Roughly 53 in human years) Height: 7’1” Weight: 250lbs Description: Athyx is a middle-aged cambion, half-mortal and half incubus. She is startlingly massive in size compared to other cambions, and her skin is a strange purple-tinged black; a result of the unique genetics of her father. Unlike most other cambions, Athyx has digitigrade legs ending in cloven hooves, like a succubus or incubus; however, she lacks wings entirely. Her body is powerfully built in spite of her age, showcasing well defined muscles and bulky arms and legs, making her whip-like tail seem thinner than normal. Athyx’s eyes are a radiant shining green, glowing with an inner light from forest-green sclera. A pair of slightly curved horns grow above her eyes up to a few inches above her scalp. Athyx’s hip-length hair, tied back into a pony tail, is grey from age. Her tired but stern face bears the marks of age as well, as her skin is starting to wrinkle. Info: Athyx is the older half-sister of Tiziana. The two share the same incubus father, but Athyx’s mother was a powerful and feared witch. Athyx shies away the magic of her mother, however – she fears she would be killed by her own mother, should she consider Athyx’s magic a threat. Instead, Athyx capitalizes on her imposing size and strength, learning the art of the sword and studying the tactics of war. Unlike Tiziana, Athyx is loyal to the demons of the abyss, and shares a close relationship to her older half-brother, Vulmonnuul. While Tiziana was raised in the hopes of replacing her mother as the most feared assassin in the abyss, Athyx was raised to be a military commander. After over two hundred years of training, rising through the demonic ranks, and defeating true demons to reach the top, Athyx has earned a position as the General of a massive demonic army. Her title means nothing, however, in the world of Lemuria. Athyx, along with her half-brother Vulmonnuul, have been stranded in Lemuria, with no army, no resources, and no clear way home. Nothing if not fiercely loyal to her older brother, who she believes can offer her immortality like a true demon or fey, Athyx follows Vulmonnuul’s quest to regain political power – with the hope that, in time, Athyx will have a new army to command. Personality: Imposing, hard-edged and disciplined, Athyx carries a commanding presence. When she speaks, she does so loud and clear with a tone of authority, ensuring that all around her listen and fall in line. Athyx knows well that the abyss is no place to show even a moment of weakness, not even in the “safety” of her father’s palace. She has only ever displayed her softer side to two individuals: her half-siblings, Vulmonnuul and Tiziana, to whom she is fiercely loyal. Athyx practically worships her brother, believing him the sole heir to her father’s throne. Towards Tiziana, Athyx is possibly the only being in the abyss, aside from Tiziana’s mother, to treat the young succubus with any respect. Indeed, Athyx is unusually soft on Tiziana; she values her younger sister and has tried many times to convince Tiziana to accept her role within their father’s ranks, to little avail. Athyx is obsessed with one other thing: attaining immortality. Birthed by an immortal mother and father, growing up in a world of immortal demons with a pair of immortal half-siblings has left an envious taste in Athyx’s mouth. She knows she is growing old: her reflexes are beginning to slow, and her muscles are beginning to weaken. Much of her admiration for her brother stems from Vulmonnuul’s promise to give her immortality, if she helps him attain such power. Abilities:– The Shadow Blade: Athyx carries a deadly magical blade, as black as obsidian and shaped like a massive odachi, with an imposing six-foot long blade. The blade is forged from an incredibly strong metal found only in the deepest layers of the abyss, capable of cutting through the trunk of a tree and capable of withstanding incredible forces without damage. The shadow blade is enchanted with black abyssal lightning that shocks and burns those it cuts into, often cauterizing the wound. – Strength: While most cambions can lift around eight hundred pounds, Athyx’s large size, powerful muscles and potent genetics grant her far greater strength. Athyx can lift just over 2 tons, but she does not use her strength for grappling or brawling, but for ensuring her sword strikes land fast and hard. With her sword forged of extremely resilient and sharp abyssal metal, Athyx can cleave a small car in two, and her powerful legs allow her to dance around blows with surprising grace for her size. She can leap distances of over fifty feet. – Battle Mastery: Athyx is a highly skilled sword fighter. She can strike with such speeds that her blows resemble a hurricane of black steel, and parry attacks so effectively that her blade might resemble a wall. Athyx is fully capable of fighting multiple opponents at once, especially given her large reach. – Lightning Throw: Athyx can throw her shadow blade in a line towards opponents. The spinning blade slices through everything in its path like a flying saw, and is magically enchanted to arc around and return to Athyx’s grasp. – Commander: After decades of study and experience on the battlefield, Athyx has been groomed into a skilled military tactician, and was once the General of a powerful demonic army. While she currently lacks an army to command, Athyx’s knowledge of large scale tactics and strategy should not be underestimated, and her commanding presence is difficult to ignore. – Darkness: A gift from her father, Athyx is capable of producing and manipulating magical darkness, usually to obscure herself for protection. In a crisis, Athyx can magnify this into a forty-foot radius of pitch blackness, leaving surrounding enemies effectively blind and allowing her openings for attack – though such a tactic often leaves her drained. Athyx is capable of seeing within her own magical darkness. – Armor: Although Athyx’s cambion nature ensures her a strong natural defence in regards to skin and flesh, Athyx is rarely seen without her armor unless she is disguised. Athyx wears a suit of grey studded leather, with dark-red padding. The armor is enchanted with magic, making its defence comparable to plates of solid steel rather than leather, giving Athyx a lightweight but strong defence. Her forearms, ankles, and head are usually unarmored. Athyx’s armor does not transform with her when she takes a human disguise, so she carries an amulet that is magically tied to her armor. When Athyx shapeshifts, her amulet bestows upon her a set of beautiful noble robes fit for her new size, while storing the armor inside the amulet. When she transforms back into her true form, Athyx’s armor returns, and the former robes are stored inside. – Alternate Form: Like all cambions, Athyx can take on a single alternate form. Her alternate form is that of a beautiful, 5’11” young woman, with long blonde hair tied back into a pair of tight buns. Athyx uses this form to disguise herself among human populations. – Demonic Magic: Athyx carries demonic magic similar to other cambions, but hers are not well practiced. She is only capable of magically charming her enemies, seducing them into believing she is an ally. She can also turn magically invisible to the naked eye, though Athyx is not trained in stealth, and the sound of her hooves can alert those nearby. The invisibility ends abruptly the moment Athyx makes contact with another living creature, including making an attack. – Demonic Resistance: Athyx’s skin, flesh and bones are supernaturally resilient due to her demonic blood, much like a fey. She is completely immune to electricity. Like with fey, cold iron can bypass Athyx’s natural armor with ease, though it must breach her worn armor first Unlike fey, Athyx is highly vulnerable to holy/white magics and weapons, as well as aethereal attacks. Athyx is immune to the effects of poisons and venom, and has some resistance to magic, though not as great as Iza Dython’s. A caster of reasonable talent can breach her anti-magic defenses. Weaknesses: – As a half-demon, Athyx can be easily damage by cold iron. She is also highly vulnerable to white/holy magic and aethereal attacks. – Athyx carries with her a sharper temper than her brother and sister, despite her discipline. If sufficiently goaded, Athyx’s anger can cause her to forget her tactical knowledge and sword techniques, causing her to swing wildly in a mad rage.
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Post by KayKay on Sept 20, 2019 4:14:42 GMT
Name: Bel’yra Homeworld: Myythar Age: 30 Height: 2’8” at the shoulders, 3’9” at the head sitting on haunches, 5’10” standing upright Length: 3’9” (9’1” including the tail) Weight: 126lbs Description: Bel’yra resembles a common lamia, but an unusually graceful, demonic and beautiful one. Her fur and thick hair are black as onyx, and her bare skin is a strange purple-tinged black. Her tail is more flexible than others of her kind, and a pair of small horns rise up from her temples above her radiant green eyes, which glow with an inner light from forest-green sclera. Most notable of all are Bel’yra’s bat-like wings protruding from her back, easily marking her as something different from the common lamia. Info: Bel’yra is three-quarters demon: Her mother was one of the lamias of Etu-Esharra, and her father was a powerful incubus – none other than the Dark Prince worshiped by the lamias, who visited Bel’yra’s mother in the night. When Bel’yra was born and Iza Dython, the high priestess of the lamias discovered her, Isha was filled with murderous jealousy. She attacked and nearly killed Bel’yra’s mother, forcing her to flee with her newborn from Etu-Esharra and become an outcast, alone in the desert wastes to fend for themselves. Although they were no longer welcome among the lamias, Bel’yra’s mother raised her child to worship demons as they did, and promised her that her father would return and give them a better home, far away from their harsh desert cave. She taught Bel’yra to hunt for food, find water, and steal goods from traveling caravans, as well as how to summon and bind lesser demons. An incident with a desert beast robbed Bel’yra of her mother when she was only fourteen. Forced to survive in the desert on her own, Bel’yra prayed to her father for help for many years. There was never any answer, however. By the time she reached adulthood, Bel’yra had become vengeful towards her father, knowing now with a mature mind that he was uncaring of them; that he had abandoned her and her mother to their fate. She also grew vengeful towards the lamias, and indeed any who claimed to be an ally of her father, and began to work to undermine them. Bel’yra started by warning travelers and caravans away from common ambush sites, to rob the lamias and her father of sacrifices. She grew more bold as she became more comfortable using her powers, using her stealth and shapeshifting to infiltrate both mortal cities gather information and alert authorities to lamia activity. In recent years Bel’yra has even used her skills to infiltrate Etu-Esharra itself to free captives and slaves directly and sew discord and chaos within the temple, though these risks have nearly cost Bel’yra her life several times. It was during one of these infiltration attempts that Ettu-Esharra, Bel’yra, and the lamias were warped to Lemuria. She continues to undermine them, however, even if they have all been separated from the Dark Prince through time and space... Personality: Although Bel’yra works tirelessly to undermine the lamias by freeing captives and protecting potential victims, she does not do so out of a sense of benevolence, but rather in an act of revenge against her father and Iza Dython, both of whom she hates. Bel’yra cannot be mistaken for a hero – she is a thief who robs travelers for food and shiny things, and although she doesn’t kill unless she is defending herself or enacting vengeance, she is perfectly willing to make the killing blow if push comes to shove. She also holds a great deal of respect and fascination for demons, as long as they don’t hold any allegiance towards the lamias or her father. Bel’yra has poor social skills, having been raised alone without any siblings or peers, but that’s not to say she shies away from social situations. On the contrary, she willingly enters human cities while disguised to interact with the locals. She is quite confident in herself – perhaps even prideful, and carries a love for causing mischief. These traits are sometimes left unchecked and are what usually cause her to stumble in social situations: Bel’yra’s pride gives her a thin skin and she is quick to lash out verbally (and sometimes physically). She also takes her mischief too far and has often been forced to flee mortal towns due to angering the authorities. Despite her frowned-upon religion and her sometimes volatile nature, Bel’yra is ultimately a lonely soul, hidden behind a mask of fierce independence. Just as much as she seeks revenge against her father and Iza Dython for her mother’s death, Bel’yra also seeks acceptance from the outside world, both for herself and for her religious beliefs. Her pride does not allow her to easily admit this, of course. Abilities:– Jzakla Traits: Bel’yra’s mother was a common lamia, and her grandfather was a monstrous jzakla. Bel’yra has inherited all the abilities of the common lamia. - – Claws of the Jzakla: Bel’yra is armed with sharp black nails and pointed teeth with prominent canines. While these weapons aren’t as deadly as her grandfather’s, they may still leave noticeable wounds should they find a gap between armor. Her weapons are backed by tremendous demonic strength that defies her gracile build – she can lift up to 900lbs off the ground, and her blows hit with great force.
- – Spring Attack: Despite her great strength and durability, Bel’yra is no duelist. She has poor balance on her hind legs and prefer to engage enemies on all fours, which makes parrying and attacking with a blade more difficult. Against armed or otherwise powerful looking melee opponents, Bel’yra prefers hit-and-run tactics. She is graced with the wicked speed and reaction time of her grandfather, and can sprint at 40mph and leap distances of well over twenty feet. Bel’yra uses these gifts to race past slower enemies with incredible speed and slash at them with her enchanted scimitars as she dashes by. If the environment permits it, Bel’yra prefers to strike from high ledges or diving down from the sky, taking her enemies by surprise and throwing them to the ground for a quick kill.
- – Mind Dulling Touch: Through touch, Bel’yra may cloud her enemy's mind, dulling their senses, judgement, and willpower and making them more susceptible to her illusions and enchantments. These effects become more hampering with each application, and an enemy who has suffered enough from this attack may pass out entirely. The effect is not permanent, and even a victim rendered unconscious by this attack can make a full recovery in about two weeks (though healing magic greatly speeds the process.) Those of sufficiently strong wills can overcome this magical drug without adverse effects, but due to the nature of the magic, once it has taken hold it can become more difficult to resist as the victim's willpower is slowly eroded.
- – Predatory Traits: Bel’yra has sharp eyes and even sharper hearing, quite capable of detecting threats. Her large eyes can see perfectly in dark or near-black conditions.
– Cubus Traits: Bel’yra’s father was an incubus, giving her powers much like that of a cambion in addition to the animalistic speed and ferocity of the jzakla. - – Alternate Form: Like a cambion, Bel’yra can assume the form of another humanoid creature at will. Her alternate form is that of a lanky 5’11” woman with brown skin, shoulder-length straight black hair, and light-green eyes. Unlike most cambions, Bel’yra is three-quarters demon, and can also make minor changes to her natural form, such as retracting her claws, hiding her horns and wings, and changing her skin and fur color, allowing her to blend in with the lamias of Etu-Esharra.
- – Flight: Bel’yra’s bat-like wings allow her to fly for short periods of time. She can fly at speeds of up to 25 miles per hour, notably slower than her land speed but useful for diving upon foes or reaching otherwise unreachable heights.
- – Stealth: Bel’yra has inherited the grace and stealth of cubi, allowing her to sneak up on unsuspecting creatures. She also possess the inborn magical ability to become invisible to the naked eye, allowing her to easily infiltrate Etu-Esharra. This magic ends abruptly the minute she makes contact with another living creature, including making an attack.
- – Darkness: A gift from her father, Bel’yra is capable of producing and manipulating magical darkness, usually to obscure herself for protection. In a crisis, Bel’yra can magnify this into a forty-foot radius of pitch blackness, leaving surrounding enemies effectively blind and allowing her openings for attack – though such a tactic often leaves her drained. Bel’yra is capable of seeing within her own magical darkness.
– Scimitars: Bel’yra wields a pair of enchanted scimitars, which she usually carries in a reverse-grip so she can strike in an upwards motion from all fours. These magical blades thin the blood of those they strike, promoting greater blood loss and allowing Bel’yra to more easily wear down strong opponents through hit-and-run tactics. – Illusions and Enchantments: Bel’yra carries inborn magical abilities inherited from both her father and her grandfather. She is capable of creating realistic illusions that fool the eyes, ears, and nose, allowing her to trick their enemies and lead victims into traps. She may use these illusions to assume a human guise if her alternate form is well known, fooling even the sense of touch and pressure, but she may not use these illusions to attack or deal damage. Bel’yra may also use enchantments to seduce enemies and victims to her side, charming them into believing she is their friend or forcing them to carry out reasonable commands. She is unable to completely control creatures, however. Bel’yra may only sway their allegiance or cause them to carry out her orders, so long as those orders do not contradict the creature's morals and ethics. – Demonic Resiliency: Bel’yra is more demon than mortal. She is completely immune to electricity, and also has small resistance to extreme temperatures and acidic chemicals. Bel’yra’s skin is like solid rock; she is highly resistant to physical, requiring cold iron or exceptionally hard blows to breach her skin. However, she is also highly vulnerable to holy/white magics and weapons, as well as aethereal attacks. Bel’yra is immune to poison and venom, and has some resistance to magic. A caster of reasonable talent can breach her defenses, however. Weaknesses: – Bel’yra can be easily damage by cold iron. She is also highly vulnerable to white/holy magic and aethereal attacks. – Bel’yra is a poor duelist due to her build and she cannot balance on two legs for long, forcing her to rely on hit-and run tactics with her scimitars.
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Post by KayKay on Sept 21, 2019 4:18:20 GMT
Name: Ghilythion Alias: The Golden Lord Homeworld: Myythar Age: Ageless Height: 6’7” at the head, 4’5” at the shoulder Weight: 140lbs Description: Ghilythion is a Myytharian unicorn, one of the rarest and yet well-known fey known to man. Contrary to popular depictions, the unicorns of Myythar are not horse-like; they are more comparable to antelopes in their gracile builds, long legs and necks, wide ears and large black eyes, but the shape of their heads is more akin to a goat. Ghilythion’s build is most similar to an impala, though his ribcage is half the length, due to possessing only a single stomach and smaller organs. This squat body makes his already long legs and neck appear even longer. Although Ghilythion stands no taller than a deer at the shoulder, his long but powerful neck allows him to tower over most humans and look a grown orc in the eye. Ghilythion is covered in a beautiful coat of shining golden fur, which grows in length as it approaches his cloven blue hooves. An impossibly long mane, kept combed to his right side, travels down from the back of his neck all the way down his long, rope-like tail. The mane is silver and flecked in golden dust, and is so long that it completely obscures his body on his right side and transforms his long tail into a mop of hair. A beard of similar color to his mane rests beneath Ghilythion’s chin. Finally, a pair of blue horns grow from the top of his skull, spiraling tightly around each other with age to form a single horn one and a half feet in length. Ghilythion’s large black doe-like eyes give him a misguided appearance of innocence, but his true nature couldn’t be further… Info: Most mortals fear and hate fey, but the unicorn has always managed to find itself a good reputation as a pure creature of peace and benevolence. Unicorns like Ghilythion prove this misconception terribly wrong, however; most unicorns in fact rank among the most dangerous and vile of all the fair folk. Ghilythion is one of the few in the Brume older than even the Blind Queen; he was one of the original seelie fey who was cast out, hunted, and marked as “unseelie” after his lustful urges turned to mortals. Ghilythion others outcasts to the forest that would become known as the Brume, and became its first ruler, setting up the Shadow Court to challenge the seelie’s Starlight Court. There he ruled for many tens of thousands of years, dominating the elves that would become known as the Du’Vani and forcing them to become his subjects. He was a cruel and prideful ruler who forced them to worship him as their god and provide him with yearly virgin sacrifices. But through the passage of time and after fighting many battles Ghilythion grew weaker, and with one rash decision after another his rule was soon usurped by a young but unusually powerful naiad who had grown weary of his tyrannical ways. Ghilythion was cast down and stripped of most of his magical power, but through the naiad’s mercy was allowed to continue living as a member of the Shadow court. Although Ghilythion has lost most of his magical and political power, he still holds some supporters within the Brume. His is often seen with a pair of children charmed as his servant, who are always grooming his long mane so that it does not become knotted and tangled by the forest undergrowth. Personality: Ghilythion is an impossibly vain and cruel being. As one of the original unseelie fey and a former seelie court member, Ghilythion still holds onto several values of the seelie; namely his sense of superiority over mortal life. Ghilythion believes that mortals are inherently lesser creatures and should exist only to serve the fair folk, and in the ancient days he proved himself a cruel ruler, forcing the Du’Vani to worship him and provide him with virgin sacrifices. Ghilythion, like most unicorns, is extraordinarily picky regarding virginity; he choose to satisfy his lustful urges only with virgins, and is quick to react with disgust, contempt, and horrific violence towards any non-virgin that shows interest in him. This is the reason the unicorn species are so rare compared to other fey: no unicorn themselves is a virgin any longer, and the immortal race is slowly growing extinct because they refuse to mate with one another. It was this need to satisfy his lust combined with his disgust for non-virgins that led Ghilythion and other unicorns down the path of the unseelie fey. With the Du’Vani protected by the Blind Queen, Ghilythion has resorted to kidnapping virgin mortals, usually children, not only from the Kuu’Vari but from outside the Brume as well. Ghilythion’s arrogance and pride has made him a rival of the Blind Queen, who has usurped his tyrannical rule but allowed him to remain in the Shadow Court. He wishes nothing less than to take back his former throne, but lacks the necessary power and allies to do so. Towards other fair folk, as well as towards mortals, Ghilythion’s cruelty and pride does not falter. He reacts with extreme violence towards anything he may perceive as an insult, which has cost him many allies among the fey and driven more towards supporting his rival. Any damage to his magnificent and massive mane will also earn Ghilythion’s fury. Still, Ghilythion has found his supporters, most notably in another Shadow Court member: Ceana, a glaistig and one of the Blind Queen’s few daughters. Abilities:– Power of the Golden Lord: Ghilythion’s delicate appearance should not be underestimated. Within his thin legs and long neck he holds the strength of a rhinoceros. His hooves can shatter wood, and his long twisted sword-like horn, one and a half feet in length and infused in magical energy, can punch through steel plate and slice off limbs. He can also run with incredible speed and swiftness, faster than any horse, reaching speed of 55 miles per hour in short bursts. – Magic: Although he has been weakened over the millennia, Ghilythion carries potent magical energy derived from the World Roots, which he casts through his horn. - – Charms and Compulsions: By touching a mortal creature with his horn, Ghilythion magically charm a creature into believing he is their friend or forcing them to carry out reasonable commands. He is unable to completely control creatures, however. Ghilythion may only sway their allegiance or cause them to carry out his orders, so long as those orders do not contradict the creature's morals and ethics. Ghilythion is also capable of manipulating a creatures emotional state like an ansyral – this he can do from afar. He usually uses this ability to calm the emotions of frightened or nervous mortals so he can approach them, or to temporarily stun an attacker by throwing them into a state of very sudden and nauseating grief.
- – Light of Lunia: Ghilythion can emit a silvery glowing energy from his horn, which he can manipulate to serve his purposes. While he can use the silver light as a light source, Ghilythion can focus the light into a searing beam of energy that can burn flesh like a scorching blowtorch. He can also fire a non-lethal version of the beam that drains a victim of their strength, weakening physically powerful foes and incapacitating weaker ones. Ghilythion can also form a solid barrier with this energy, creating a shield that can deflect projectiles, or create a wall of silver mist to obscure his enemy’s vision. By touching a creature with his horn, he can even infuse this energy around their bodies as if trapping them in a skin-tight suit, effectively paralyzing them in place. Undead creatures are particularly vulnerable to this silver light, and Ghilythion can very quickly and easily eradicate small armies of weaker undead with the shining light of his horn, and force stronger ones to flee.
- – Curse: By touching another (usually paralyzed or charmed) creature with his horn over a period of ten seconds, Ghilythion can bestow upon them a terrible and permanent curse, causing the affected creature to become sickly, weak, and slow-witted. In his glory days, Ghilythion’s curses were more powerful (it was he who blinded the Blind Queen in their duel) but his curses now are little more than a shadow of their former potential. Ghilythion’s curses can be removed by those trained in doing so, such as Jade, or by another powerful fey such as the Blind Queen. Ghilythion himself can lift curses, if he so chooses to, but usually for a steep price.
- – Healing Touch: By placing his horn on another creature, Ghilythion can heal a creature of grievous injuries, remove curses, and neutralize toxins. Of course, he does not do so without a price.
– Lord of the Forest: Ghilythion can teleport himself and others he is touching across any distance, so long as it is within the boundaries of a forest, such as the Brume. He most often uses this ability to transport new slaves back to his home in the Brume. – Winter’s Touch: Ghilythion was born in winter, and like the Blind Queen he radiates such perfect beauty that his chilling presence renders non-fey unnerved and uncomfortable. This strange form of fey magic increases in potency within five feet of Ghilythion, clouding their minds and leaving them far more susceptible to his magic, especially his charms. – Fey Senses: Ghilythion’s large ears and black doe-like eyes are extremely sharp, able to detect even the stealthiest of fey. He can also see perfectly in natural darkness. – Fey Resiliency: Like the Blind Queen and Siar, Ghilythion is an archfae, and his resiliency reflects that as such. His body is extraordinarily resilient to physical damage, as if he was protected by solid plate; and unlike other fey even pure iron cannot bring him harm. It takes a cold iron weapon or an exceptionally powerful blow to deal him serious injuries, as most other physical attacks will leave no lasting effect on his golden hide. He is immune to poison, as well as magical compulsions and mind control, and his golden hide is moderately resistant to magic, causing spells from less skilled casters to sometimes bounce off harmlessly. Ghilythion cannot be permanently killed, or even permanently wounded, unless it is done by a cold iron weapon. If destroyed by anything else, he will return fully formed within a week. Weaknesses: – Cold iron is extraordinarily dangerous to a unicorn. It is the only material capable of bringing severe harm to Ghilythion’s body outside of a powerful physical blow or powerful magic. – If Ghilythion’s horn is shattered or severed, even by a non-cold iron weapon, he will lose his ability to use magic, as well as his primary melee weapon, leaving him only with his strength, hooves and his durability to defend himself with. Although his horn will eventually regenerate in a few days, it cannot if it is severed by a cold iron weapon. – Ghilythion’s long and magnificent mane, which he is quite proud of, is a hinderance in battle. It can easily be tangled, grabbed or caught on something. Furthermore, any damage done to his mane will send Ghilythion into a wild and animalistic fury, almost foregoing magic entirely as he aims to shred his enemy apart with hooves, horn and even teeth. He is easy to out maneuver and trick in this state.
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Post by KayKay on Oct 21, 2019 18:38:43 GMT
Name: Tarik Baruti Homeworld: Earth-CH42 Age: 56 Height: 5’7” Weight: 142lbs Description: Tarik is an older man born and raised in the Azarkari tribe in the depths of Tartarus. His skin is brown, despite that the forest floor receives little sunlight – a genetic relic from his Libyan ancestors. His twinkling eyes are a striking silver due to years of channeling bioteratic energy, as is most of his beard and hair – that which isn’t silver has greyed with age. Tarik commonly wears clothing made from strips of the massive leaves of Tartarus, though it must be replaced monthly, as the leaves dry out and become crusty and brittle over time. He also wears a cowl made from plant matter – this is religious headgear that has its origins in Tarik’s Islamic ancestors, although the Azarkari commonly worship certain powerful beings within Tartarus rather than Allah, which has been forgotten over the centuries. Info: Tarik is a leading member of the Azarkari, a tribe of people who were born inside Tartarus. They are the ancestors of the people who were swallowed up by the expansion of Tartarus sixty years ago, before they could evacuate in time. For the Azarkari, however, the dimensional differences in Tartarus have extended these sixty years into nearly nine centuries, and they are a far different people today than their ancient (to them) Islamic ancestors. Tarik was a hunter-gatherer before he became a leader to his people – trained as a young man to go out in large groups and hunt small game or carry edible berries, legume, and roots back to their village. It was on one of these excursions that he stumbled upon the destroyed colossi armor belonging to a stranded sentinel named Katsumi Satsuma – the sole survivor of a ferocious terataur named Nandi. Tarik led Katsumi back to his village, and the two became fast friends, and lovers soon after. As age has caught up with him, Tarik has become a leader within his village, offering guidance and support for younger generations. He has not allowed his aging body to limit him completely away from the action, however – Tarik still makes regular excursions beyond the village, often to scout out new animals and arrivals that have been unfortunate enough to be transported into Tartarus through Lemuria’s dimensional rifts. Two of these individuals have been vital in explaining the current situation about Lemuria to Tarik and the Azarkari. Personality: A gentle and spiritual man, Tarik loves nothing more than giving guidance to those who seek it, be they younger generations of the Azarkari or newcomers stranded in Tartarus. He is patient and supportive with his students, and his kindness has made him an extremely popular leader among the Azarkari. Although he is content with his humble life, Tarik holds a lot of curiosity about the world beyond Tartarus due to the stories told by his husband, Katsumi, particularly so after learning about Lemuria and its non-human inhabitants. Abilities:– Nanosteel Spear and Knife: Tarik carries a an incredibly sharp and unusually durable spear, with a shaft carved from Tartarian wood and a nanosteel blade attached to its tip, scavenged from the scrap metal of fallen colossi and reforged by the Azarkari. The spear can cut clean through rock and penetrate solid steel with a powerful thrust. Tarik carries this weapon as a defence against small predators that have entered Tartarus through Lemuria – it’s nearly useless against even small terataurs. Tarik also carries a nanosteel knife, but this is usually used as a tool, such as for cutting and carving Tartarian plants. – Survivalist: A long life surviving within the massive forest of Tartarus has hardened Tarik into a strong survivor – at least within Tartarus itself. He knows the behaviors and territories of terataurs exceptionally well, and can easily find edible food and water sources where many may miss it entirely. Tarik is skilled at building traps to catch small game, and can craft a variety of tools from resources found in Tartarus. – Athletics: Despite his aging body, Tarik is healthy and physically fit from years of navigating the uneven forest floor. He has learned to quickly pass over fallen debris, climb and race across the massive system of twisted roots, and even scale the titanic trees to the canopy when the situation calls for it. – Bioteratic Energy: Despite the belief among contemporary scientists that only specially gifted individuals – the sentinels – can manipulate bioteratic energy, Tarik and the Azarkari know this is not the case. The ability to manipulate bioteratic energy – what they call “ alkathya” – can be learned by all of Earth’s creatures given enough time and training, and those known as sentinels are merely particularly sensitive individuals. The manipulation of alkathya was taught to Tarik’s ancestors by the Great Mother: The Seed of Tartarus. It has since been passed down over the centuries to him. Due to their teachings and their way of life, the powers exhibited by the Azarkari are often unique to those learned by the sentinels, and are not as combat focused. Tarik, like most sentinels, can increase his physical strength to superhuman levels. He can carry up to 1 ton, but he usually uses this ability to haul giant berries across the forest or to climb with speed rather than for combat. Tarik is not trained to enhance his durability (so his body can withstand his own empowered blows) as the sentinels are. However, Tarik may use bioteratic energy to regenerate injuries, or to heal the injuries of others. He can also cure himself and others of illness, disease and toxins, making the Azarkari an unusually long lived people. Tarik may also attempt to use bioteratic energy to establish a line of communication with the Seed of Tartarus itself by coming into contact with the root of a Tartarian tree, so that he might gain some advice. The Seed does not always answer, however. Unlike sentinels, who are trained to enter a meditative state that clears their mind of higher thoughts in order to control bioteratic energy, the Azarkari are encouraged to experiment and find which meditative technique works best for them. When he accesses control of bioteratic energy, Tarik’s meditative state expands his focus beyond his own physical body, instead focusing on the bioteratic energy in the environment and air around himself. This brings his focus not on himself and the absence of his mind, but on opening his mind and allowing it to take in the world around him. When he accesses bioteratic energy in this meditative state, Tarik gains limited prescience, allowing him to read people and predict their actions moments before they happen, or easily separate truth from lie. This leaves him more vulnerable to magic that might manipulate the mind, however. Weaknesses: – When Tarik accesses bioteratic energy, he leaves himself more vulnerable to mind-effecting abilities. – Tarik is untrained in combat, and using enhanced strength to deal blows is a risky tactic that could lead to injury.
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Post by KayKay on Oct 24, 2019 18:34:04 GMT
Name: Katsumi Satsuma Homeworld: Earth-CH42 Age: 57 Height: 5’9” Weight: 150lbs Description: Katsumi Satsuma is a man of Japanese ethnicity approaching his 60’s. A former sentinel, Katsumi’s eyes are a striking silver, as is his receding hair and his well-trimmed beard. He carries hard facial features such as a strong jaw and a heavy brow – he was likely very handsome in his youth. Although he is not as physically imposing as he was in his youth, Katsumi is still physically fit and in very good shape for his age. Since he has been stranded in Tartarus for (from his perspective) over 24 years, Katsumi usually wears a simple toga made out of the massive leaves of Tartarian plants, though it must be replaced monthly, as the leaves dry out and become crusty and brittle over time. Info: Of all sentinels, few have been more renowned than Katsumi Satsuma, a man cited by the media as “The World’s Greatest Sentinel.” A handsome and daring hero with an enormous fanbase and an even more impressive kill count, Katsumi’s popularity was an unstoppable source of income for the SEDD, and his skill in the armor of a colossus was the stuff of envy among lesser sentinels. When Citadel Cairo – now known in Lemuria as Citadel London – was besieged by the terataur Nandi, Katsumi lead Fireteam Alpha and Bravo on a hunt that took the team of monster hunters across the Sahara and right to the border of Tartarus. He and his team entered the titanic forest on the orders of his commanding officer. They were never heard from again. Inside the alien forest the fireteams found themselves unable to leave the way they had entered, and all forms of communication were cut off from the outside world. The terataur Nandi took advantage of the panic that began to set in and assaulted the sentinels in the dead of night. Again and again the monster attacked, using the alien terrain to its advantage to pick them off one by one. By daylight – over a hundred hours later from the perspective of those in Tartarus, the colossi were destroyed, and most of the sentinels were killed, along with most teretaurologists and reporters assigned to the team. Only Katsumi and the terataurologist Caitlin Wright remained alive. They were found and rescued by a native tribe, the Azarkari, who offered the survivors a new home. There Katsumi met and befriended a man named Tarik Baruti. Katsumi has lived in Tartarus for little over a year, but the passage of time is slower in Tartarus; from his perspective he has survived for more than twenty-four years. In that time he has entered a romantic relationship with Tarik and has become content with his new life, happy to trade a simple lifestyle of freedom from the luxurious but oppressive life of a sentinel. Although the dimensional anomalies of Tartarus appear to be fading, Katsumi has no intentions of leaving his new home… Personality: Once an outwardly confident and even arrogant individual who used his ego to mask his loneliness and desire to express his true self, Katsumi’s “years” in Tartarus has offered him a second chance at life that the SEDD could never provide. He has been given the chance to embrace himself for his differences, to feel love that would be forbidden among the SEDD and controversial in his old society. He has also been treated as a fellow human being for the first time since childhood, no more or less equal than others of the Azarkari tribe. No longer is he arrogant, and neither is he lonely. Katsumi is now a humble and quiet man who has embraced his new companions and the simple things in day to day life. His former military training has made him a valued leader to the tribe, perhaps even better than Tarik. He is more stern than the kindly Tarik, and while his lover inspires comfort, his leadership inspires discipline that is vital to the survival of the community. Abilities:– Nanosteel Spear and Knife: Katsumi carries an incredibly sharp and unusually durable spear, with a shaft carved from Tartarian wood and a nanosteel blade attached to its tip, scavenged from the scrap metal of fallen colossi and reforged by the Azarkari. The spear can cut clean through rock and penetrate solid steel with a powerful thrust. Katsumi carries this weapon as a defence against small predators that have entered Tartarus through Lemuria – it’s nearly useless against even small terataurs. Katsumi also carries a nanosteel knife, but this is usually used as a tool, such as for cutting and carving Tartarian plants. – Athletics: Despite his aging body, Katsumi is healthy and strong from years of survival within Tartarus. He has learned to quickly pass over fallen debris, climb and race across the massive system of twisted roots, and even scale the titanic trees to the canopy when the situation calls for it, although he cannot do so with the grace and speed that Tarik exhibits. – Combat Training: Katsumi the Azarkari tribe’s best fighter, despite his age, and he has translated his training in slaying terataurs to protecting the Azarkari from new Lemurian threats transported into Tartarus, fighting off theropods and magical creatures. He is trained in a unique martial art known as Livyatan, a style designed to fight against a wide variety of non-humanoid enemies. In addition, Katsumi has personalized his style to provide him with experience in all areas of combat; he is highly proficient in Kenjutsu, Naginatajutso, Sōjutso, Jujutsu, Aikido, Karate and Krav Maga. He is skilled in swordsmanship, wielding spears and slashing polearms, and unarmed close combat, as well as disarming attackers. However, despite formally being the best sentinel in the world, and for good reason, Katsumi has been out of practice, and has been unable to properly train for over twenty four years since he was stranded in Tartarus. Between his lack of recent training and his aging body, Katsumi is no longer in his prime. Although he is still a force to be reckoned with in melee combat, he can be outfought by the likes of Rattan and even Alondra, who have kept their skills in peak condition. – Bioteratic Energy: As a former sentinel, Katsumi produces far more bioteratic energy than the average human, and his cells are more sensitive to its power. Through proper training, he is capable learning to flex these “muscles”, allowing him to use the bioteratic energy within him to accomplish feats ordinarily impossible for a human. - – Bioteratic Augmentation: The most well-known benefit of bioteratic energy is its ability to greatly augment the users physical strength to superhuman levels. Katsumi has incredible physical strength despite his age when assisted by bioteratic energy, capable of deadlifting up to 1.5 tons when augmenting his muscles with bioteratic energy. Combined with his training in close quarters combat, Katsumi’s fists are lethal weapons, capable of shattering bones and denting metal with his blows.
- – Bioteratic Durability: One of the first and most important skills a sentinel learns is to use bioteratic energy to effectively shield their own bodies, hardening their flesh and skeletal structure against physical trauma. This is necessary to prevent sentinels from shattering the bones in their hands or otherwise injuring themselves while throwing augmented punches. Rattan can strengthen his durability to withstand incredible blows without notable injury from beings as strong as he is, and can deflect attacks from weapons such as claws, jaws, swords, axes and, if timed properly, projectiles such as arrows and bullets. This is not a passive defence; a sentinel must concentrate to react and “catch” the incoming attack. Should he be caught by surprise or fail to react in time, Katsumi is no harder to injure than any other human.
- – Bioteratic Endurance: The bioteratic energy within his blood renders Katsumi remarkably resilient against poisons, diseases, and drugs. He also carries above-average physical endurance and is slow to tire, despite his age.
- – Combat Meditation: To control the bioteratic energy within their bodies, sentinels must enter a meditative state and focus on the energy within their body, while clearing their mind of higher thoughts. This intensive mental training has the benefit of purging fear, invasive emotions, and renders most sentinels remarkably resilient against possession or mental control.
- – Bioteratic Surge: By focusing bioteratic energy into their fists, sentinels are capable of delivering blows that create a surge of bioteratic energy into the opponent’s body. This manifests as a flash of silver light, and the additional bioteratic force can increase the energy of their blow tenfold. In addition, should she sheer force of the blow not kill them outright, the bioteratic surge can damage the opponent’s cellular makeup and cause serious internal damage or even organ failure. Sentinels are trained to focus this surge even beyond their bodies – this allows them to manipulate the energy of a colossi armor’s bioteratic reactor and channel it through the giant mechanical limbs. It is this technique that allows sentinels to permanently kill terataurs, by focusing a bioteratic surge into the terataur’s heart. Due to the severe physical and mental toll this maneuver has on a sentinel, they may only use it roughly twice in any given fight.
- – Bioteratic Healing: Katsumi has learned a secret known by no other sentinel thanks to his tutorage by his lover, Tarik. He is capable of regenerating injuries, or healing the injuries of others. He can also cure himself and others of illness, disease and toxins.
Weaknesses: – Katsumi’s lack of training in recent years means that he is neither as skilled in combat nor as physically strong as he once was at his peak. Although he is formidable in combat, he can be beaten by most sentinels or other highly skilled enemies. – Katsumi’s metabolism is extraordinarily high in order to meet the energy requirements demanded by bioteratic energy. By channeling bioteratic energy, Katsumi can run out of fuel quickly, and is usually left starving after an intensive period of training. The ridiculously energy-rich fruits and berries of Tartarus luckily provide his body with more than enough energy for training or combat.
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Post by KayKay on Nov 18, 2019 8:11:00 GMT
Name: Caitlin Wright Alias: Dr. Wright
Homeworld: Earth-CH42
Age: 77 Height: 5’6” Weight: 117lbs
Description: Caitlin is an elderly American woman who, in spite of surviving in a monstrous alien jungle for 24 years of her life, has clearly done what she can to preserve what she can of her old life. She still wears her jewel studded gold earrings and large rings, and unlike most stranded in Tartarus she still stubbornly wears her once-beautiful dress as opposed to leaves, though it has been worn down, muddied and torn with multiple holes over time. Her once-platinum blonde shoulder-length hair, now white with age, has preserved remarkably well: she still has a full head of hair, though it is horrendously messy. Caitlin has become thin and bony in her old age, though this is partially due to a distaste for Tartarus’s fruit and berries.
Info: Dr. Caitlin Wright was an acclaimed terataurologist who worked to provide research for Saberdex Industries for most of her professional life. As a young 20-something woman working out in the field in central Africa, she discovered a pair of young terataur cubs, starved of bioteratic energy and left to fend for themselves. Caitlin nursed the baby terataurs back to health over the course of two weeks. She found herself an surrogate mother two the two cubs – named Nandi and Darah – who saw her as source of food and protection, and even as a parental figure.
Realizing the implications of her bond, as no surviving young terataurs had been found and adults were too dangerous to capture, Caitlin ferried the cubs back to a Saberdex laboratory in Cairo. She knew the secrets that a living terataur specimen could harbor were limitless, and that her connection to the two cubs would make her one of the most important names in the scientific community.
True to her prediction, Caitlin’s acquisition of the two terataur cubs granted her enormous wealth and respect. Granted a high security underground laboratory to secure the two young terataurs and a team of scientists and engineers at her disposal, Caitlin’s research into terataur biomechanics would prove to be instrumental to Saberdex Industry’s Colossus Program, allowing them to reverse-engineer massive machines based on terataur anatomy: the first Colossi armor. It was through Caitlin’s contributions that the first sentinels gained their first armor, and that humanity’s first confirmed kills against terataurs were secured. For this, her wealth and international prestige skyrocketed.
Her influence came crashing down in her early 50s when the sole surviving captured terataur, Nandi, escaped captivity and fled into Tartarus. Nandi returned a year later, now a fully grown due to the abundance of bioteratic energy present in Tartarus for it to feed on and the difference in time allowing Nandi years to develop. Remembering the humans that hurt it, and his “mother’s” betrayal and cold indifference to his suffering, Nandi began a long siege against Cairo and its Citadel.
No one recognized the hateful terataur as the same infant that escaped captivity. No one, that was, except for Caitlin. Recognizing the adult Nandi after witnessing one of his attacks, Caitlin decided to join Fireteam Alpha and Bravo’s expedition to hunt down Nandi, offering herself as an behaviorist and advisor to help the sentinels navigate a desert full of terataurs. In truth, Caitlin hoped to commune with Nandi, believing their former connection could calm the furious beast.
Unfortunately, Caitlin never got her chance. She became stranded in Tartarus along with Katsumi, and was forced to take up a new life among the Azarkari tribe. Unlike Katsumi, who is content with this simple life away from fame and fortune, Caitlin has not taken this transition well. She has become withdrawn from others, missing her old life dearly and clings to whatever reminders she still has left.
Personality: In her prime, Caitlin was a shrewd businesswoman as much as she was a gifted terataurologist, selling the results of her research on terataur biomechanics to Saberdex for high prices and acclaiming immeasurable wealth over the course of her career. Her fall from a life of luxury and riches into one of survival and simplicity has taken its toll on her. She would rather dress herself in the same clothes she wore when she arrived to Tartarus over twenty years ago, favoring the torn, muddied and ratty cloth over “reducing herself to wearing leaves.” Caitlin is a woman who feels she deserves the best in life, and these feelings have only grown stronger since she was stranded in the terataur jungle.
Despite her inherent sense of superiority, Caitlin’s intelligence and drive to succeed should not be underestimated. If Caitlin knows anything, she knows how to plan towards a goal and accomplish it. She also holds a closely guarded soft spot for the terataur Nandi, who she believes could be communicated with or even tamed, though much of this affection stems from her own ego – she owes most of her success to the studies conducted on Nandi.
Abilities: – Terataurologist: Caitlin is easily able to identify the many species of terataurs that can be found on Lemuria, and her time inside Tartarus has taught her a great deal about their behavior. She is a valuable expert regarding most matters relating to terataurs, as long as her pride does not get in the way.
– Survivalist: Caitlin’s time in Tartarus has taught her many survival techniques. She can easily find edible food and water sources where many may miss it entirely. Caitlin’s experiences in central Africa during her younger years have also taught her many valuable lessons, but through the passage of time she finds it difficult to retain these.
Weaknesses: – Caitlin is a proud and stubborn woman who hates to admit when and if she’s wrong. You could say she likes being… Wright!
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Post by KayKay on Nov 19, 2019 4:31:25 GMT
Name: Sulis Homeworld: Lemuria Age: 29 Height: 5’7” Weight: 138lbs Description: Sulis is a half-fey born from a boran father and a nereid mother. She is unique among her boran peers: her build is tall and rather lanky, and her fine scales are pale blue like the skin of her mother, rather than the typical tan of the bora, growing white as they approach her belly and chest, the front of her neck, along her jawline, and the undersides of her arms and legs. Her hair is finer and more numerous than the dreadlock-like hair of most bora, and they are made of long, thin and soft feathers rather than scales. Her feathery hair begins dark blue at the scalp and transitions into lighter aquamarine colors further down. Her irises are a striking dark orange, a cross between her father’s brown eyes and her mother’s bright red. Sulis wears loose fitting , dark clothing that shows her midriff, arms and ankles. She dresses not for warmth, but to cool herself off in the hot jungle. She carries a 30 cm silver rod on her belt, which can lengthen into a shimmering silver spear at her command. Info: Sulis was born in Lemuria, on the island of Matta in a small boran village. From birth Sulis has known prejudice from her boran peers. Her mother was a nereid, making Sulis an half-fey. She is supernatural, and her otherness is alien to the bora. Although she was lucky enough to be raised by two loving parents, Sulis knew she was different from the other children and spent most of her childhood alone, only finding any sort of kinship in the lebrans. Less than a year ago Sulis’s village was attacked and burned to the ground by Mussurana, and Sulis’s mother and father were reduced to ash. Stricken with grief by the death of her parents, Sulis fled Matta and made a home for herself in the jungles of Farrago, far from civilization. It was during this time that Sulis met another “different” boran by the name of Goff, after his bat Specter tried to eat Sulis’s snake, Naddred. Sulis was wary and shy towards the other boran for the first week, but warmed up to since presence enough to travel with him. She is less than fond of Goff’s friend Kleo, however, who she regards with suspicion. Now that she has found some measure of emotional stability in her life, Sulis’s mind has turned once again to her deceased parents, and the lebran who took them from her. For now she is content to travel with Goff, but she keeps her eyes and ears open for any sign of Mussurana’s whereabouts, in the hopes that she will be able to avenge her parents and her hometown… Personality: Sulis is shy and insecure young woman who, while not timid, is quiet and generally prefers to watch on the sidelines than be the center of attention. Sulis is uncomfortable among other people, usually expecting them to treat her harshly for her “otherness”; her trust must be earned, and even then she is slow to offer it. She is far more comfortable among small children and animals, who do not often know or care of discrimination or prejudice – her love for them is so great that any sign that they may be in danger can stoke the otherwise shy woman into a surprising fury. Sulis short temper, which is otherwise well hidden, is a product of her insecurities. Sulis has extremely low self-esteem about herself and her abilities. She blames her own incompetence for her parent’s death and her town’s destruction as much as she blames Mussurana. While part of her low confidence is a result of her treatment by the bora growing up, much of it is also in regards to a curse she accidentally placed upon herself as a young child, when she unknowingly made and broke a fey bargain before she could learn to grasp her power. Sulis is cursed with random spurts of bad luck, which has made her less sure of her abilities than she already was. Abilities:– Boran Muscles: Like most borans, Sulis has higher muscle mass than a human of similar build. She is able to lift up to 530lbs, and is a highly skilled climber. She is not as skilled at climbing as most pientans, however; her nereid blood makes her pound-for-pound weaker and thinner than most borans, and her scales are smooth and frictionless like a nereid’s. – Shimmering Silver Spear: Sulis’s primary melee weapon is her mother’s magical silver spear, which shimmers with a faint white glow comparable to candlelight. The magical spear can shrink and lengthen at Sulis’s will; from 30cm long to 15 feet long, though in combat Sulis prefers a more manageable 8 feet. Its enchantments poison the blood of magical beasts by rendering their inborn magic against them; these enchantments have no effect against fey, demons, angels, the undead, or magical humanoids – only on magical animalistic creatures. – Nereid Magic: Sulis’s mother was a nereid: a sea nymph and powerful spirit bound to the oceans of the world. Sulis has inherited much of her magic and has been trained by her mother in its use. - – Manipulate Water: Sulis’s most obvious magical power is her almost total control over water in all its states. She can “create” water by drawing in moisture from the atmosphere and plants around her, and weaponize it in the form of heavy blasts or watery explosions of physical force. She can shape water into tendrils and mockeries of creatures, transform it into fog or hot steam, or freeze water into sharp spears and blades of ice. Sulis can reshape existing ice by melting it into water and refreezing it, forming weapons, walls and barricades, or entrap enemies by submerging and then freezing their limbs. Sulis is also capable of drawing moisture from living animals through touch, but this act is extremely painful for the victim, and Sulis makes a point not to use this unless she is left with no other choice.
Sulis’s most powerful technique is creating an effigy of a massive serpent or pliosaur out of water and then freezing it into a creature of ice. She can control these “ice beasts” as puppets, using them to attack or restrain powerful enemies, though doing so requires her full concentration and is taxing on her magical reserves. She can only perform this impressive feat once in a given day. On land, Sulis’s ice beast takes the form of a giant 42-foot constrictor, and in water she uses a 36-foot pliosaur. They have great physical strength and powerful bite forces fitting of creatures of their size, and the constrictor is easily able to retrain enemies in its coils. Their bodies are entirely made of ice and are difficult to damage with slashing or stabbing weapons, but powerful blunt force or armor-piercing weapons can easily shatter the ice that makes up their bodies. The pliosaur is made of thicker, stronger ice than the serpent, and can take far more punishment.
- – Cold Magic: Sulis can call upon the cold chill of the polar seas, exhaling a freezing -60º C breath of air from her mouth or rendering others cold and shivering through physical touch – a handy way to non-lethally dissuade unfriendly pientans from approaching her. If she must use more lethal means, Sulis can also call upon the powers of coldfire, firing small bolts or explosive spheres of whiteish blue “flames” from her palms that can freeze and blacken naked flesh. With the aid of a skilled blacksmith or metalworker, Sulis’s coldfire could also theoretically allow her to forge cold iron metals.
- – Life’s Caress: Sulis’s final brand of magic is the soothing and healing properties often associated with water nymphs. She can heal herself and others of serious injuries, poisons and diseases through physical touch, and can give others the ability to breathe underwater for up to two hours. Sulis can create spheres of blue light in her palms to light the dark depths of the ocean, and imbue intense happiness and joy into her friends with soothing faerie words.
– Enemy of Fire: Sulis is highly susceptible to fire, and so has learned to defend herself against it. She can call upon her nereid ancestry to dodge and evade fire and extreme heat as easily as her mother, and magically extinguish flames within a 30ft radius of herself. – Masterful Swimmer: Although she is not as comfortable in the trees as the bora, Sulis’s powerful muscles, nearly frictionless scales and inborn magic allows her to swim at a top speed of 25 miles per hour. Sulis can breathe underwater as easily as she can breathe air, and she is capable of magically speaking underwater without resorting to seaspeech, so that those who are not proficient in seaspeech can understand her. – One With Nature: Nereids, like all nymphs, are nature spirits, and Sulis clearly reflects this in her unusually advanced knowledge of the natural world and her ability to survive and thrive in jungle and undersea environments. She can move through thick undergrowth as if it weren’t there, easily leaving pursuers behind her, and her sharp eyes match those of a bird of prey. Sulis can also sooth otherwise dangerous or unfriendly wild animals, and even persuade them to aid her with a little luck – though she cannot speak to and understand animals in the same way a nereid or selkie can. – Animal Companion: Although she cannot communicate with animals like a true nereid, who are famous for the armies of sea creatures at their disposal, Sulis has earned the trust of at least one animal. Sulis is almost always accompanied by a cottonmouth snake named Naddred, who had been stranded in Lemuria as so many others before. Naddred is Sulis’s closest friend and obeys the fey’s words. He is not defanged and is certainly not a tamed pet, but at Sulis’s request he will not bite others unless he feels particularly threatened. – Cold Resistance: Extreme cold is normally a common weakness among pientans due to their coldblooded nature, but Sulis is quite the opposite. She can easily and comfortably endure arctic environments without any protective clothing. Sulis does not perform well in hot and dry environments, however, such as the desert of No Man’s Land – she much prefers the humid jungles of the south and the coldness of the north. – Fey Traits: Although she is half boran, it is easy to forget that Sulis is as much a fey as a satyr or selkie is. Like most fairies, Sulis is highly resistant to mind-affecting abilities and enchantments, and moves with unnatural fluidity and grace. She is also highly resistant to physical damage – her scales are as hard as chainmail and her muscles as tough as the wood of an oak – though iron burns her skin and cold iron bypasses her defenses entirely. Sulis cannot be permanently killed unless she is slain by a cold iron weapon, or else she will return fully formed within a month. Weaknesses: – Sulis is not vulnerable to the cold like other borans – she is, however, vulnerable to extreme, dry heat. Sulis requires a humid or chilly environment to remain healthy. Hot desert environments cause her to suffer the dangerous symptoms of dehydration far faster than humans or borans, and she has difficulty drawing water out of the atmosphere for attack and defense. Sulis is also weak to fire and burns easily. – Sulis is extremely protective of Naddred, her cottonmouth, the only family she has left. She knows Naddred is not as tough as she is and so will put herself in harm’s way if it means taking a blow for him. – Sulis has been cursed with random spurts of bad luck, due to accidently making and then breaking a fey bargain when she was a young child still learning to use her powers. With the help of her mother, she had made significant steps towards “redeeming herself” and curing it when Mussurana attacked her village. Sulis hopes that by avenging her parents, perhaps her curse might be cured.
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Post by KayKay on Nov 20, 2019 23:41:53 GMT
Name: Kleoranya Homeworld: Myythar Age: 244 Height (“True” Form): 6’0” Wingspan (“True” Form): 23ft Weight (“True” Form): 110lbs Description: Kleoranya is a simultaneously beautiful and frightening creature to behold. She is a powerful and predatory cubi demon; in her chosen true form she appears as a graceful elf-like maiden with smooth tanned skin and long white silky hair that covers the right half of her face. Like the Verdant Prince and the Blind Queen, Kleoranya is supernaturally alluring, but this is dampened by her clearly inhuman features: glowing red eyes; cloven-hooved feet; tall and curving black horns that sprout from behind her pointed ears; a long black whip-like tail; and a pair of enormous black bat-like wings with bright red coloration on the underside. Kleoranya takes great pride in her wings; they are far larger than the wings of most cubi, reaching over 7 and a half feet in height when they are folded against her back. She often uses them to shroud her naked form like a vampire’s cloak, only unfurling them to their full massive size to strike awe and fear into those before her. If she is not in her true form, Kleoranya usually disguises herself as a black and white housecat. Info: Kleoranya, who often simply goes by "Kleo", is a particularly powerful succubus and a skilled shapeshifter, capable of assuming the form of animals – a feat beyond that of most of her kind. Kleoranya grew up in the violent and hellish demonic world of the abyss, where only the strongest and most ruthless could survive. Unlike most of her kin, who were either killed or enslaved before reaching adulthood, Kleoranya was lucky enough to find salvation in the only section of the abyss that was a haven to her species: a kingdom ruled by an ancient succubus queen. By pledging her services to the queen, Kleoranya survived until her forties, well beyond that of most of her kind – though even in the comparable safety of her former queen's realm Kleoranya always lived in fear of her violent world. Thus, Kleoranya actively participated in any chance to enter the material world, which demonkind could not enter unless actively summoned by a mortal mage. Her eagerness soon found her summoned by a group of cruel druids, looking to study the evolution of the fair folk and their descendants. The druids attempted to capture her, but Kleoranya proved too powerful to subdue, even bound within a summoning circle. Left with no other choice than to retreat before the circle wore off, the druids held a ritual to place a powerful enchantment on the tower, ensuring the trapped demon couldn't leave and pursue them. Kleoranya remained trapped for over two-hundred years as the tower fell to ruin around her, with little more than books for company. Locals who heard her telepathic calls for help assumed the tower to be haunted by vengeful spirits, and in time visitors to the tower ceased... until Kleoranya and her tower were brought to Lemuria, landing in the southern jungles of Farrago. She was found by a boran named Goff, and his traveling partner Sulis. After much debate and careful bargaining, Kleoranya found herself finally freed... but at a price: she could no longer bring any harm to any living creature, for as long as she lived. In return, Goff and Sulis would free her from her tower prison. For now, Kleoranya has chosen to follow Goff and Sulis, eager to explore the material world under their protection, as she can no longer defend herself. After being imprisoned in a ruined tower for over two-hundred years, with only the company of books and tomes at her side, Kleoranya has had time to think over her past life. Now that she has obtained her freedom she sees this as a chance to start a new life, in a new world that is a paradise compared to her old one. Personality: Kleoranya is a survivor of an extremely harsh and violent homeworld, where to survive one often had to be harsh and violent in turn. She has softened since her long period of imprisonment in the tower. What was once a calculating and predatory mind has been overcome with an desperate desire for freedom: a wish that was granted with the help of Goff and Sulis. Although she does not always get along with the latter, Kleoranya’s gratitude towards them outweighs any and all predatory instincts she once held, even without her vow of nonviolence. Weeks spent traveling in the company of her mortal companions has given Kleoranya new insights about the world: lessons about companionship, altruism, honor and honesty – all concepts that are nearly foreign to the abyss. Her once predatory nature has been replaced by curiosity about these new concepts she has discovered in this new world. Still, Kleoranya still carries a few vices. She is extremely proud, and enjoys commanding attention with her huge wings if she feels she is in a safe place to do so, where prying eyes cannot see her true identity as a demon. Kleoranya is also a bit cowardly when situations become violent, preferring to hide inside the bodies of her allies rather than risk herself out in the open – or failing this, flee the fight entirely. Even before her vow of nonviolence, Kleoranya always considered herself a diplomat than a warrior, only fighting when she was cornered and felt threatened. Abilities:– Vow of Nonviolence: In exchange for freeing her from her imprisonment in the ruined tower, Kleoranya made a demon’s vow with Goff. The vow is identical to the bargains created by the fair folk – Kleoranya must remain true to her word. Kleoranya cannot knowingly and willingly bring harm to any living creature, nor can she take the freedoms away from others with enchantments or possession. Against living beings, be they mortals, celestials, demons or fey, Kleoranya has effectively been rendered effectively harmless; although she may still attack machines and the undead. – Shapeshifter: Kleoranya is a far more experienced and versatile shape-changer than most others of her kind. Knowing that suspicious mortals might suspect an attractive humanoid prepositioning them for sex, Kleoranya has learned to change into a wide variety of cute and adorable animal forms to lure her unsuspecting prey. Now that she has taken a vow of nonviolence, Kleoranya usually uses these animal forms to disguise herself, favoring them over taking a humanoid disguise. She has a strong preference for domesticated cats, though she can transform into any animal no heavier than 200lbs. – Tail: Kleoranya's 9-foot-long whip-like tail is extremely flexible and prehensile. She can no longer use it as a weapon, but her lighting-quick strikes can allow her to disarm or trip enemies within close range, or simply use her tail as an additional limb. – Persuasive: Cubi are not the most physically gifted of demons in the abyss, leading to many to master the arts of diplomacy if they wish to even reach their twenties. Kleoranya has a silver tongue and prefers to end conflicts with words rather than bloodshed, even before she took her vow. When diplomacy fails, Kleoranya is not afraid to use intimidation, unfurling her massive wings and taking on a darker, more frightening appearance. Although she cannot cause harm to other living creatures, her enemies do not necessarily know this, and Kleoranya’s skills at bluffing are well honed after over two hundred years. – Alertness: Kleoranya’s eyes and ears are sharper than most cubi, rivaling the senses of an owl or hawk. She can quickly spot danger and warn her allies before it arrives. – Magic: Kleoranya is a competent sorceress with powerful demonic magics at her disposal… but she is limited in what she can do, due to her Vow of Nonviolence. No longer can she ensnare mortals to her will with a look, nor can she sap their willpower with a simple touch, nor deafen them with a piercing screech or weaken them with but a single gesture. She may only use non-violent magic, or combative magic that can only be used against machines or undead. - – Teleport: Like all true demons, Kleoranya can blink from location to location in an instant, even across vast distances. She cannot bring other living creatures with her, however.
- – Ice Magic: Succubi and incubi are born with a talent for cold based magics, and Kleoranya is no different. Her cold spells aren’t especially powerful, but they do their job. She can send small blasts of cold and hurl small knife-sized spikes, but Kleoranya often finds her most useful tactic is freezing the feet of enemies to the ground to immobilize them.
(Vow of Nonviolence prohibits this power against living creatures, but can be used against non-living machines and undead.)
- – Cubi’s Caress: Like most adult cubi, Kleoranya can channel magic through her touch to induce excitement and euphoria in her prey. With her Vow of Nonviolence, Kleoranya uses this ability as a last line of defence if she is cornered or grabbed, temporarily dazing enemies through physical touch so she can escape to a safe distance.
- – Arcane Mark: Kleoranya can inscribe letters and runes onto any surface with just her fingertip; even writing runes in nothing but air. These runes are temporary, and can invoke minor magical spells on the object the runes have been written on, such as illuminating the object like a light bulb, allowing the object to be lifted or manipulated through the mind so long as it weighs less than two pounds, or changing its temperature. These marks serve little practical purpose in a conflict, as the spells placed upon the object are often not useful in combat, and require Kleoranya to physically write the incantation on it.
– Ethereal Form/Possession: Perhaps the most dangerous ability of an incubus or succubus is their ability to render themselves ethereal, effectively invisible to the eye and inaudible to the ears, incorporeal and capable of passing through any surface. While she cannot attack in this state, Kleoranya and others of her kind are capable of possessing objects and living creatures. By possessing an object, Kleoranya can cause it to animate seemingly on its own. She can cause vehicles to drive themselves, weapons to go off (but not hit other creatures, due to her vow), chains and ropes to ensnare enemies, and statues and trees to uproot themselves and come to life, among many other applications. She cannot animate or possess any object larger than a truck. Kleoranya may also radiate magic to make the object she is possessing enchanted, often with unique properties. This application is most useful if she has an ally who holds a weapon or piece of armor she can possess and magically enhance. Kleoranya may create dangerous enchantments, such as sheathing a sword in fire, so long as it is wielded by someone other than Kleoranya. Kleoranya can also possess a living sentient creature, though due to her Vow of Nonviolence she cannot assume control over them – she is merely a passenger in their body. If her would-be host is unwilling, Kleoranya must overcome their willpower or be forced out and unable to possess them for another twenty four hour period. Inside a host, Kleoranya can hear a person’s surface thoughts and communicate with them in their minds. She may also attempt to dig through a person’s memories, but this requires another battle of wills if the person is unwilling. – Flight: Kleoranya can fly at speeds of up to 30 miles per hour with her massive wings. She is clumsier in the air than other cubi due to her large wingspan; on the flip side, she can lift far heavier loads, easily flying allies to hard-to-reach vantage points. – Demonic Resiliency: Kleoranya is a true demon, and is as resilient as one. Her skin and flesh are extremely difficult to pierce or cut, comparable to steel, and she is immune to the effects of electricity, lighting and poison. She is also resilient to extreme cold, capable of withstanding temperatures up to -90 degrees Celsius. As with her fey ancestors, cold iron can quickly render her defenses meaningless, cutting through her flesh as easily as it would any mortal. Holy weapons, holy magics, and aethereal attacks can also prove extremely dangerous to her. – Telepathy: As a succubus, Kleoranya has a natural inborn ability to understand and speak any language. She is also capable of communicating through telepathy, though her range is short: up to one hundred feet. Weaknesses:– As with her fey ancestors, cold iron can quickly render Kleoranya’s defenses meaningless, cutting through her flesh as easily as it would any mortal. Holy weapons, holy magics, and aethereal attacks can also prove extremely dangerous to her. – Kleoranya has taken a demonic vow of nonviolence, preventing her from controlling, enchanting, or harming any living creature. – Kleoranya’s magnificent wings are a sight to behold, a tribute to her magical power… but their sheer size can be a hindrance. Kleoranya is not as graceful as other cubi, whether on land or in the air, and her wings can sometimes prevent her from entering small rooms unless she shrinks them down. Even when they are folded against her back or wrapped tight around her body, the sheer height of the wings – 7 and a half feet – can prevent her from entering smaller buildings unless she changes.
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Post by KayKay on Mar 3, 2020 8:39:59 GMT
Name: Kiyo
Homeworld: Myythar
Age: 623 (About 26 human years old, about 4½ fox years old)
Height (Human Form): 5’9” Length (Human Form, With Tails): 9’6” Weight (Human Form): 141 lbs
Height (Fox Form): 7’2” at the shoulder Length (Fox Form): 32 feet Weight (Fox Form): 2,248 lbs
Description: Kiyo’s human form is that of a young woman – almost East-Asian in appearance, but bearing striking orange eyes that glow like fire. Her long silky black hair is decorated in patches of orange, like glowing embers on a bed of black charcoal. Her face features strong-cheekbones and tapers into a narrow, pointed chin. She has a slim build, giving her a lanky appearance when coupled with her height. Kiyo’s clothes are often products of her illusion powers that can fool five senses, as her internal reserves of fox-fire are more than enough to warm her even in Migma. She normally conjures lightweight with a bared midriff, usually shades of black and dark-red. Her only real clothing is a pair of dark boots – she finds it painful to walk in the wilds on bare human feet.
Kiyo’s natural shapeshifting abilities allows to turn into the form of a massive black fox. Standing at a height of 7’2” at the shoulder and weighing over 2,248 pounds, this fox is larger than a full-grown rhinoceros. It has a slim build, however, favoring a lightweight body designed for speed rather than power. Like her human form, the fox’s orange eyes glow as if lit with internal flames, and her black fur bristles with patches of orange. Its underbelly and legs are dark-red, and the fur is much shorter here than elsewhere on the body. Six slim and flexible tails trail behind the fox, making up two thirds of its total 32-foot body length. At will, their six tips can ignite with fox-fire, transforming them into searing-hot weapons.
Kiyo may also grow her tails while in human form. They are smaller at this scale than when attached to her fox form – only 9’6” long, but still enormous by human standards. These tails are extremely lightweight and appear to almost float behind her – Kiyo is usually unhindered by their combined weight and torque. Kiyo will grow her tails around those she already trusts and who know her identity – she often uses them as extra hands and arms and is quite adept at multi-tasking.
Info: Kiyo is a kitsune of Myythar, hailing from another continent far beyond the coasts of Rostelda. In Myythar, kitsune are one of countless species belonging to a group of beings known as yōkai, thought by some scholars to be close descendants of the fair folk – the result of centuries interbreeding between the fair-folk and magical beasts.
Kiyo has lived most of her years as a guardian of mortal commoners, protecting small farming villages from famine and bandits in exchange for offerings of homecooked meals, especially aburaage, her favorite food. Rarely would she aid the rich or powerful – her protection was generally reserved for the weak who could not easily defend themselves.
For centuries she allowed generations of farming families to prosper, but everything changed when the two most powerful mortal nations on the continent went to war. Kiyo and the villages she watched over were caught between the conflicts of soldiers and armies, and despite her power the kitsune could not defeat such insurmountable numbers of enemies. Kiyo was gravely injured and could do nothing but watch as her villages were ransacked, pillaged and destroyed.
Kiyo was driven from her homeland by the escalating war, and set her sights on the capitals of the two warring nations. The kitsune’s goals were twisted from protection of the common folk to the harassment of the politically powerful, and under the disguise of illusions and shapeshifting she tormented the political leaders of both sides, stealing wealth, burning down buildings and temples and terrifying the leaders with her illusions. Kiyo’s message was a clear one: end the war, before her acts of mischief turned fatal.
After many years, the war did indeed end, but despite Kiyo’s personal claim of victory it is hard to say whether this was a direct result of her actions or other outside factors. Nevertheless, the kitsune returned to the wild, a changed and hardened creature than before. Kiyo found herself in the taiga forests of Migma not long after, where she would find a similar-minded mortal, an escaped former slave who for a moment seemed to recognize the kitsune. Amused by the mortal’s surname, Kiyo followed the mortal, eventually becoming a trusted companion over many hard winters.
Personality: Just as foxes are wild animals compared to domesticated dogs, so Kiyo herself is wild compared to “civilized” humans. She cares little for the laws and customs of human society, following only her own code of honor and following human rules only when she sees fit. Kiyo is filled with energy and mischief, and if she is kept cooped up in one place for too long without new curiosities to keep her attention, she will be quick to play pranks and cause chaos and confusion as a way to burn excess energy.
Luckily, Kiyo is not a very violent creature, killing only animals to eat or as a last line of defence. She fights most of her battles through illusions, hoping to frighten or outmaneuver her enemies and resorting to teeth and fox-fire only when this fails.
Despite her playful nature, Kiyo possesses a warrior’s pride behind her mask of mischief, and views the protection of the weak and poor as an action worthy of great honor. Perhaps ironically, this respect does not extend to soldiers – people that she views as little more than murderers who kill indiscriminately at the commands of their masters. To Kiyo, killing is a matter of survival, and nothing more. Bounty hunters, bandits, certain political leaders and others that kill in exchange for coin or power do not escape her scrutiny, and she treats such people viciously.
Loyalty and honesty is yet another virtue Kiyo holds to. Although she is a master of deception, Kiyo will always keep her promises and repay every debt, even if she is not compelled to magically as the fair-folk are. She remembers the friendships she has made as well, marking those she has come to trust (with their permission) with a painless, magical brand that marks them as part of her skulk. This mark is visible only to the eyes of a kitsune, and alerts Kiyo whenever a member of her skulk is in danger.
Abilities:
– Shapeshifting: Within seconds, Kiyo can quickly shapeshift between her human form and massive fox form. She may also grow her tails in her human form to be used as weapons or extra hands, especially in a tight space where her fox form may not fit easily.
– Teeth and Claws: Kiyo’s fox-form is equipped with jaws measuring over two feet in length, capable of snatching a grown man around the torso to be carried off. By sheer virtue of her size, her jaws are comparable to that of a brown bear, capable of biting down with 850 pounds of force. Her claws, while dull and designed for running, are still an impressive seven-inches in length and can easily scratch larger creatures or pin man-sized enemies without risk of serious injury.
– Prehensile Tails: If forced into melee combat, Kiyo’s primary weapons are her six tails, each more than twenty-feet long. Each tail is extremely flexible and can wind around enemies like serpents. Each can lift up to 270-pounds – working together they may lift as much as 1,620 pounds. The tips of her tails may be ignited with fox-fire, making them searing-hot and capable of burning or igniting that which they come into contact with. It is through her tails that Kiyo controls her fox-fire powers (see below).
Kiyo can also grow her tails in her human form. These are much smaller, only nine-and-a-half-feet in length. At this size, they can each lift 90-pounds each, or up to 540-pounds working together.
– Speed: In her fox form, Kiyo can sprint at incredible speeds of up to sixty-miles-per-hour, though she cannot run a marathon at such speeds. Her human form is no faster than any other human, but has far more endurance.
– Illusions: Illusions are Kiyo’s primary tool, highly versatile and useful for combat, pranks, communication, stealth, deception or pleasure. Most commonly Kiyo uses illusions to keep her hoshi no tama (a magical orb that floats nearby her) invisible, or to “wear” clothing so that she may blend in, uses that are active at nearly all her waking hours and demand little concentration.
Kiyo’s illusions can affect not just sight; she may create sounds, smells, tastes and sensations. She can accomplish feats such as creating false furniture that people can interact with – even sit on – not realizing they are on the floor. She can similarly create false beings and monsters that react to her victim’s every move, tricking enemies into believing they are fighting an enemy that isn’t there. She can trick people into believing they are flying or falling, growing new appendages or seeing the world from another’s perspective. She may even render herself or others invisible to the perception of others, or trap her enemies in a dreamscape of her creation.
The strength and realism of Kiyo’s illusions depends on their complexity: an illusion that would convince a person they are being carries into the air by a dragon would need to imitate the dragon itself, the sounds of its beating wings, the feel of its talons and the gusts of wind kicked up by its wings, the stench of its body and, most importantly, the victim’s own spatial awareness. The more complex an illusion, the easier it is for Kiyo to forget an important detail, and the easier it is for someone to recognize their senses are lying to them.
Therefore, a very simple illusion that fools only one or two senses, such as Kiyo’s invisible hoshi no tama, the feel of hands on one’s back, or a man dancing and singing naked on the street is much harder to detect. An extremely complex illusion that must fool multiple senses, such as making someone believe they are engaged in combat with an enemy, having a sexual encounter or trapped in a dreamscape is easier to see through, riskier and demands far more concentration on Kiyo’s part – often to the point that she cannot do anything else.
Those that recognize an illusion is fooling their senses can break free of it if they choose to, as if awakening from a dream. A particularly sharp or wise mind may even be able to spot inconsistencies in even simple illusions. Kiyo cannot safely use her more complex illusions while fighting others, as fighting splits her concentration – she must do one or the other.
– Fox-Fire: Should her illusions fail her and circumstances force her to use violence, Kiyo’s primary weapon becomes fox-fire, the burning heat that radiates inside her. Fox-fire can be felt even at rest, unless hidden by an illusion – her body radiates a warm heat that keeps her comfortable in the cold climate of Migma even without clothing. Kiyo can ignite this internal fire into a blistering flame on the ends of her tails, through which she can unleash jets of flame or meteor-like bolts packed with explosive force that can blow apart small wooden objects. Once she has unleashed fox-fire, she can manipulate the existing fox-fire burning around her, allowing it to spread and form walls or gusts of flame with the movements of her tails. Kiyo can control the temperature of her fire, keeping it low enough to be simply warm to the touch or raising it to a searing 2,000 degrees.
Fox-fire is a purely magical flame, and Kiyo cannot be harmed by her own fox-fire. However, this provides her with no resistance from fire or extreme heat from another outside source. Controlling fox-fire requires concentration – as such, she cannot control fox-fire and maintain illusions at the same time.
– Self Heal: Kiyo’s final magical ability her power to regenerate from serious injuries. This, once again, requires concentration, and Kiyo will wait to begin healing until she has retreated from combat.
– Foxy Sense: In her fox form, Kiyo gains the excellent sense of smell and hearing of a fox, at the cost of limiting her eyesight. In human form, she has only the senses of a human.
Weaknesses: – Kiyo’s life force is tied to her hoshi no tama, a magical glowing “star ball” that resembles ball lighting, about the size of a marble. The star ball floats around her normally, which she hides with her illusions – though she may also snatch it securely in one of her tails. If her star ball is stolen from her, Kiyo will be forced to submit to whoever holds the ball and follow their every order. The hoshi no tama contains Kiyo’s soul, and if it is ever destroyed, Kiyo will die. Destruction of the star ball means complete destruction of Kiyo’s soul, unable to be resurrected or enter an afterlife. She is extremely protective of it and will fight to the death to prevent it from falling into the wrong hands. – Although she is very large, fast and powerful, Kiyo’s physical might is not as great as most other creatures of similar size. She relies on her magic and her many prehensile tails when engaging opponents of similar size and/or strength. Her bones are lightweight, and she is notably fragile for her size. – While in fox form, Kiyo’s canine senses can be used against her. Her eyes are not as sharp as a humans, and the color range she perceives is limited from what humans see – her color field only contains mostly yellows, blues and violets. She relies on her incredible sense of smell and sharp hearing to get around, though these can be vulnerable to sensory overload due to their sensitivity. Kiyo loses these disadvantages in human form, gaining human senses at the expense of a human’s limited hearing and sense of smell. – Kiyo shares the allergies of a fox towards certain human foods such as chocolate or candy, which can make her extremely ill if ingested. Caffeine and alcohol also affects her far faster than a human, and can easily make her sick if she overdoses.
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Post by KayKay on May 2, 2020 18:02:13 GMT
Name: Jenna Fox
Homeworld: Earth CH-42
Age: 28 Height: 5’7” Weight: 142 lbs
Description: The first many will notice upon meeting Jenna is her exceedingly voluminous, curly auburn hair that frames her head like the hood of a cloak. Her eyes are a subdued blue, and her skin – tanned with a warm sun-kissed glow by her years in Migma – is decorated in a thick layer of freckles. Jenna wears hand-stitched fur clothing, either bought from villages in Migma or made by hand. She carries with her a short bow, a quiver of arrows and a hunting knife. A blue bracelet made from plastic beads sits on her left wrist – a gift from her childhood friend she has kept to this day.
Info: Jenna was the daughter of Christopher Fox, a popular magician based in Toronto, Ontario. After the presence of a nearby terataur nesting in Lake Erie caused the city’s economy to spiral downwards, Christopher found himself out of work. Soon he and his family were driven to the streets. They were found by a patrol of Saberdex agents, who offered the homeless family food, shelter and work in the corporation’s largest nanosteel factory.
Upon arrival at the factory, hidden away deep in Antarctica, Jenna and her family were separated from each other and forced work under harsh conditions with no pay and only the barest of necessities. Jenna, only ten-years old at the time, soon befriended another slave – a girl named Kyra, little over one year younger than her who was born into Saberdex’s oppressive free-labor system. The two girls forged an unbreakable bond that was only strengthened by their trials. They helped each other up again when the pressure became too much; they made each other laugh and smile even during their darkest hours; they taught each other unique skills they had learned from their respective parental figures. Kyra, without a known surname, took Jenna’s last name for her own, sealing the pair’s bond as “sisters”.
In their late teens, while mining untapped recourses deep beneath the Antarctic ice, Jenna happened across a strange glowing portal. Upon entering it out of curiosity, Jenna found herself transported into the pine forests of Migma. Elated at having found an escape from slavery, Jenna turned back to the portal to tell Kyra, but by that time the portal had closed, separating the Fox Sisters forever.
The next twelve years hardened Jenna into a survivalist. Using her skills at sleight of hand and the tricks she learned from Kyra, Jenna survived by trapping and stealing. When larger cultures appeared in Migma, such as the Noraageans, Jenna was able to secure part-time work to earn coin.
She also met and befriended Kiyo, a mysterious and strangely familiar kitsune from Myythar. Kiyo was amused by Jenna’s last name, and aided her through many hard winters with her warmth.
When Saberdex Industries came to Lemuria a little over a year ago, along with the complex she had been imprisoned in, Jenna left the towns of Migma out of fear that bounty hunters in search of runaway slaves might find her. With Kiyo at her side, she has once again staked a living out in the wilderness, this time aided by newfound hunting skills. Jenna and Kiyo often use their knowledge of the land to ambush and harass convoys of Lexians who might be carrying slaves to trade to Saberdex.
Personality: In spite of the hardships she has endured, Jenna usually wears a gentle but inviting smile with friends and strangers. She is a compassionate, open-minded and overwhelmingly friendly individual, willing to look past the flaws of others to help them find their best selves. She is both Kiyo’s moral compass and a voice of reason, keeping the mischievous kitsune in check.
However, Jenna’s kindness is not to be mistaken for meekness; she is a resilient and determined survivor who has overcome the cruelty of slavery and the harshness of Migma’s wilderness since she was a child. Beneath her gentle smile is a resourceful woman with an overpowering drive to live, one who refuses to be defined by the tragedies of the past, the difficulties of the present, or the concerns of the future.
Abilities:
– Misdirection: From her father, a famous magician, Jenna has learned the art of misdirection and deception. Whether it be entertaining crowds with sleight of hand for pocket change, swiping the keys of a Lexian slaver or directing Kiyo’s use of illusions, Jenna’s knowledge of this fine art can find a surprising number of uses in her dealings with other sapient beings.
– Thievery: Jenna tutored Kyra Fox in misdirection, and in return she has learned skills from Kyra’s own repertoire. Jenna is adapt at picking locks and doors, and she is incredibly stealthy when the situation calls for it. She is capable of easily sneaking up upon animals while bow hunting.
– Survival: Twelve years on Lemuria have hardened Jenna into a skilled survivalist. She is familiar with Migma’s geography and hazards, and can provide food and shelter for herself and others when she must. When heading into the market isn’t a viable option, she can even craft her own equipment, such as arrows and clothes.
– Archery: Trained in archery by a friendly Noraagean, Jenna is skilled at using her shortbow to hunt wildlife for food. Only rarely does she turn her bow on sapient beings, and in the select cases she’s forced to fire she never aims for a killing shot.
– Strong Soul: Jenna has suffered unthinkable tragedies and hardships throughout most of her life, but she has not once been swayed from her devotion to giving empathy and compassion to others. Her mental and emotional resiliency knows few equals; she is difficult to beat down and harder still to keep down for long.
Weaknesses: – Jenna’s empathy towards others – even those who might be her enemy – means she only resorts to violence as an absolute last resort. She would sooner resort to trickery, diplomacy, or stealth than engage in direct combat. If caught by surprise, she is likely to flee, unless doing so would endanger others. Jenna’s only common use of violence is in hunting and trapping, which she sees only as a necessity to survive.
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Post by KayKay on May 17, 2020 23:33:39 GMT
Name: Diana Weschler Title: Chief Executive of Saberdex Industries
Homeworld: Earth-CH42
Age: 48 years old Height: 5’7” Weight: 126 lbs
Description: Due to the stress of running a massive global company, Weschler appears older than she is, and makes a point of trying to disguise this fact with carefully applied make-up, lipstick, and elaborate and beautiful clothing commonly seen among the rich of her world. Pictures would confirm that Weschler was extremely beautiful when she was a younger, and it’s clear by the way she dresses and presents herself that she is desperately trying to fight her aging appearance. Weschler prefers expensive, ruffled dresses – usually cooler colors such as green or violet – featuring finely embroidered silk and elegant gold and silver trims. Weschler’s long, dark hair is dyed black to hide any hint of greying hairs. She ties it back in a loose updo, which she hides under a wide-brimmed lacy hat decorated with large colorful feathers. Weschler usually walks with a black cane, with the head of an eagle made of solid gold, though it’s clear by her stride that this is only a fashion statement and not for support. Her blue-grey eyes are shadowed with make-up, and large gold earrings hang from her ears.
Info: Diana Weschler is the granddaughter of Diedrich Falkenwreth, the original founder of Saberdex Industries. She is a woman who honors her prestigious family history, and has followed in the footsteps of her mother and grandfather to become the newest CEO of Saberdex Industries. On her home world the power she held rivaled that of influential political leaders; Saberdex had grown into a corporation so vast in scope that kept its own private military, and the corporation’s unsurpassed robotics and weapons development programs made it a valued partner to nations around the globe in their desperate bid to beat back the emerging terataurs.
Weschler’s family history is an unusual one that can be traced back to the European Renaissance. Many of her ancestors were alchemists, devoted to unlocking the secret of eternal life through the study of a strange form of little-understood magic they called aether. The decline of European alchemy brought about by the rise of modern science would bring Weschler’s most direct ancestors to Germany, until the rise of the second world war would bring them out of hiding. Through studies conducted at the behest of Nazi Germany, Diedrich Falkenwreth would make startling scientific discoveries regarding aether that would lead to the founding of Saberdex Industries long after the war’s end.
Although the age of alchemy has long been left behind, Weschler still holds to the belief that eternal life for the human race can be achieved. To eyes on the outside her business uses its knowledge of aether – bioteratic energy as it’s scientifically known – to create advanced anti-terataur weapons and bioteratic power generators; but in the shadows Saberdex Industries experiments with methods from which to achieve eternal youth: neural-command-mainframes that can transmit human consciousness into an artificial brain, human cloning, and aether’s remarkable ability to create matter and energy where none exist.
Weschler’s goals have been thrown into chaos after the capital headquarters of Saberdex Industries arrived into the frozen north of Lemuria, but she has been quick to direct the corporation back on its feet. In Lemuria she lacks the political power she once had, but Saberdex’s weapons are as vital to Lemuria’s nations as ever, dominating the largely medieval continent and ensuring power to any faction that can afford Saberdex’s high prices. Lemuria has also given a wealth of new resources – specifically magic – and Weschler is keen to study these new forms of energy in her quest to find eternal life.
Personality: Accounts of who Diana Weschler is will change depending on who is describing her. Weschler’s supporters consider her a resourceful and strong leader with the courage to make difficult decisions, who ultimately carries only the best interests for the human species. Her detractors, on the other hand, would sooner label her as an icy, cold-hearted and evil woman who, when given the choice, will choose pragmatism and ambition over human lives.
While both perceptions can be considered true, the reality of Weschler’s character is hidden behind her extravagant fashion sense and her iron-clad will. She has been imprisoned by her family’s search for immortality since childhood. For as long as she can remember it has been her one true goal, at the expense of enjoying the company of friends or the comforts of life. She is an only child, unmarried, and sterile, with no heir to take control of Saberdex Industries – her family legacy – after she passes on. This has brought about a fear of death has only fueled her drive; she considers her work to be the last chance her family has in finding its long pursued secret. Her single-minded pursuit at the expense of enjoying life has left her a hollow and quietly miserable person.
Abilities:
– Politics: Diana Weschler is the leader of a large and powerful private military, and she has secured alliances with other powerful factions such as London and Lexia. Her influence runs deep, and known enemies of Saberdex Industries may find themselves in unfriendly territory.
– Cane: Weschler’s black cane, with a head in the shape of an eagle fashioned out of gold, hides a concealed dagger that uses the head of the cane as a pommel. Weschler has never had to use it, but it can serve as a deadly surprise attack if she finds herself cornered or captured.
– A09: Weschler is currently the only living individual on Lemuria who A09 is forced to obey by his cranial nanofiber implant. She can command this super-soldier remotely if needed, and A09 is powerless to refuse an order from her.
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Post by KayKay on May 18, 2020 21:29:34 GMT
Name: Zhu Ziyi Alias: Agent Zhu Homeworld: Earth-CH42 Age: 36 Height: 6’0” Weight: 150 lbs Description: Zhu Ziyi is a strikingly tall and lanky woman of Chinese descent. She has a narrow face with strong cheek-bones and a pointed chin. She has long black hair that reaches down to her lower back, carefully conditioned as to be perfectly straight. Her eyes are also black, and Zhu’s lips are turned downward in a perpetual frown. She is missing two fingers on her left hand – her pinky and ring finger, which were cut off in her younger days during an interrogation. Zhu usually wears whatever dress fits the location she is assigned to, so that she may blend in easier. Otherwise, she is usually found in a dark business suit and long skirt, and she wears high heels that only further highlights her height. Info: Agent Zhu is one of Saberdex Industry’s high ranking personnel, but not one known to the public eye. Zhu specializes in overseeing some of the more unsavory deals that the company would otherwise prefer to be off the record. She is often sent with armed protection to broker deals with organized crime syndicates, bounty hunters, and assassins. In Lemuria, her deals often extend to some of the more troublesome factions as well, such as the Lexians, who through her provide Saberdex Industries with slave labor away from the eyes of London and Mival. Personality: Zhu Ziyi is a stern and collected woman. She knows better than to show fear or despair. In her line of work it is a weakness that could get her killed, or worse. She is not entirely serious, however – she has a sense of humor and can adopt a more easygoing demeanor if it can ease the tension in a difficult negotiation. Even then, however, Zhu is always wary, always watching for a betrayal even while among companions. Trust is not a gift she gives easily, if ever. Zhu’s line of work has also rendered her quite ruthless by the standards of other high profile Saberdex Agents. She is willing to make calls that few would be able to stomach if it’s necessary, and her extensive trade deals with criminals and slave traders has made her particularly apathetic to the plight of the people who might suffer as a result of her handiwork. Abilities:– Gunplay: Zhu carries a 9mm semi-automatic pistol on her at all times. She is wickedly fast on the draw, which has saved her life on more than one occasion. She is a below-average marksman at long range, however. Zhi is most dangerous up close and personal. – Play It Cool: Agent Zhu’s experience has taught her to never, under any circumstances, crack under stress. This has given her great resilience against intimidation, pain or magical mind-affecting enchantments. Weaknesses:– Agent Zhu’s left hand is missing its pinky and ring finger, weakening her grip in that hand and hampering her ability to handle a firearm in that hand.
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Post by KayKay on May 18, 2020 23:00:10 GMT
Name: Nigel Bolek Alias: Agent Bolek
Homeworld: CH-42
Age: 30 Height: 6’2” Weight: 176 lbs
Description: Nigel Bolek is a tall, lean and good-looking Australian man with ebony skin, short black hair, and a wide, sparkling white smile. Agent Bolek is well shaven man who takes great care to dress up well and comb his hair each day, though his hair is stubborn and refuses to stay tidy for long, manifesting in short singular curls and spikes. Bolek carries a comb on her person and habitually combs his hair throughout the day in a futile effort to keep it orderly. His eyes are a shade of brown lighter than his skin, and he usually wears a black, well-fitting business suit with a blue tie and white undershirt.
Info: While Agent Zhu works in the shadows brokering illegal deals, Agent Bolek works out in the open. He specializes in securing deals with government officials, military leaders, and other rival corporations. He is also one of the faces of Saberdex Industry to the public, whom he strives to win over with his good looks, pleasant and relatable demeanor and charming smile. In Lemuria he is often stationed in the large cities of London and Mival, though occasionally he travels to more primitive cultures such as Lexia when his charms are required over Zhu’s steel nerves, provided the negotiation won’t stain his public image.
Personality: Nigel Bolek has an easygoing and warm personality, rarely without a smile on his face in an effort to win over trading partners and high profile clients. Beneath this mask however is a highly pragmatic actor who’s political and moral beliefs will often change on the fly to support the views of whomever he needs to appeal to. Bolek carries few firm beliefs himself, and what beliefs he does carry are well hidden so that they may never compromise his mission. Bolek is well aware of the more underhanded and morally questionable practices of Saberdex Industries, but he believes Diana Weschler has only the best intentions, and rationalizes that the crimes committed by Saberdex Industries are a necessary sacrifice to obtain a better future for the human race.
However, Bolek’s power and fame is perhaps the real reason for his loyalty. Out of the public eye he enjoys the authority and wealth he has accumulated through his career, and the numerous benefits associated with it. He has a strong sense of self-entitlement, and when knows he can safely get away it, he enjoys flexing his power over female subordinates, sometimes violently. Most unnervingly, even when committing despicable acts he is rarely without his trademark smile.
Abilities:
– Gunplay: Bolek carries a 9mm semi-automatic pistol for personal protection, although unlike Zhu this is rarely needed. He is not especially fast on the draw – the firearm is in fact concealed beneath his suit. He is an average marksman.
– Negotiator: Bolek’s greatest strength is in his ability to win people over. He comes across as a friendly and relatable individual, and he is incredibly skilled in the art of acting and bluffing. He can craft entirely separate alter egos if need be.
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Post by KayKay on May 19, 2020 4:06:08 GMT
Name: Kadrah Alias: Sali-Thashi (Direct translation is “Void Beyond” – the rank of master among the Ophyros represented by the black cloak. It represents the growth of a plant that has matured and reached the end of its life cycle, where its soul will pass into the unknown void and continue its eternal journey.) Homeworld: Earth CH-RP Age: Ancient, several hundred million years old. Height: 7’5” Weight: 203 lbs Description: Kadrah’s face and body are hidden almost entirely by clothing, the only exception being her eyes and the area directly around them. Kadrah wears a flowing black cloak, a deep set hood that keeps the area around her eyes shrouded in darkness, and a dark metal mask that covers the lower half of her face. According to her ancient religious practices, she will never reveal her face in public. Beneath her cloak Kadrah wears segmented and flexible dark-colored metal armor. This metal armor is as strong as nanosteel, but as light as cloth. Kadrah is not a human, but the last of an ancient precursor species called the allari. Even though she is almost completely covered these inhuman traits are still noticeable – her limbs are much longer and thinner than a proportionally sized human; she is lightly built highly muscled, carrying very little body fat; and beneath her hood one can make out that her brown skin is made of fine scales, and her blue eyes are distinctly reptilian. Unseen beneath her hood is a crown of small horns and a fifth tail-like appendage trailing down the back of her skull like hair. This “skull-tail” is tipped in a small blade, but it never sees use – it is hidden entirely beneath Kadrah’s cloak. Info: Kadrah is the last of the allari, an ancient humanoid species that existed on prehistoric Earth until their extinction approximately five-hundred-forty-one million years ago. A cataclysmic event wiped out all large forms of life on Earth, save for the giant beasts that would come to be known as terataurs, who were sealed beneath the Earth’s crust. The extinction event was so violent that not even fossil evidence remains –the “Cambrian Explosion” known to humans was not the beginning of multi-cellular life, but its recovery. In their time, the allari descended from arboreal reptilian species. Like the humans that would come into being hundreds of millions of years in the future, the allari were an intelligent race that developed incredible technology and sciences so advanced that their applications might be considered magic. Kadrah lived in the Liaziru Empire; a society of many great artisans. They were a creative people, and birthed many famous poets, storytellers, sculptors, painters, actors, vintners, weavers, singers, potters, tacticians, and architects. They were a very traditional people who continued to study ancient arts long after technology rendered them obsolete. Kadrah was one of the Ophyros, elite warriors chosen from the population every three-hundred years to join one of the gods in their temple. Each recruit was gifted with pure aethereal force derived from terataur blood. Those who survived had their bodies enhanced in a way not dissimilar to the modern day Sentinels of human society. Like the Sentinels, the Ophyros gained the ability to manipulate aether, but through their much longer life spans and thousands of years of collected wisdom surrounding the science of aether, they have achieved feats utterly alien to human Sentinels: such as the art of advanced healing and even eternal life. The Ophyros served as religious warriors: the personal soldiers, messengers, and priests of their gods – the god served by Kadrah was Liamate, the Sea God. Very little of the alari remains today. Under the two-mile Antarctic ice sheet lies the last remnants: a lost city of the Liaziru Empire, preserved and protected by Kadrah. Kadrah would occasionally visit human cultures hundreds of millions of years after, providing them with advice and primitive technology to help their growth as a society. This would change in the modern era. A few years before the Cataclysm an explosion of nethereal energy erupted like a bomb on the surface of Antarctica, wiping out the human base above the city. Kadrah went to investigate and found the unconscious and naked body of a young human girl in the center of a massive crater. Kadrah sensed the girl was brimming with not only vast amounts aethereal force like an Ophyros, but nethereal force as well. Kadrah knew the girl was a Lalartu, an aethereal individual who had survived the poison of nether coursing through their veins, cursed with unmatched destructive power. However, she took pity on the girl, and took her back to the safety of the hidden city. There she soothed the tortured girl’s mind and soul over many years, taking the role of a healer, teacher, and guardian all at once. She gave the girl the honorary title of “Vesyka:” a word in her language that could be roughly translated as “disciple.” Kadrah has since been stranded in Lemuria, along with her city, hidden beneath the Bladeback Ridge. This is not the same Kadrah from the life of Lemuria’s Vesyka, however – while Vesyka has come from Earth-CH-42, Kadrah on the other hand has her roots in a near-identical, but different dimension: Earth-CH-RP; and there are many on Lemuria beyond Vesyka whom she is familiar with. Personality: Kadrah is wise and serene, unconcerned with matters of material wealth or hedonistic pleasures. She does not grieve for her lost race, for this has long been accepted, and she has moved on to fulfill the role of a guide: first to the early human race, then to Vesyka, who has become a sort of adopted daughter to her. She is serious to a fault, but her seemingly cold personality hides a gentle and nurturing side to her. Kadrah is no longer the hardened warrior of her past. Still, when pressed into combat, this ancient warrior is not to be underestimated. Kadrah also has a deep sense of pride. Although she never reacts to verbal jabs with violence, Kadrah's mood can sour towards those who show her deliberate disrespect. She is highly traditional as well, and while she has long forsaken the gods she once worshiped she still holds onto some of her ancient religious values, such as her vow of chastity and her refusal for her face to be revealed. Abilities:–Tal'u mal Liamate (Aethereal Manipulation): Kadrah trained at the grand Temple of Liamate, in the great northwestern swamp of Pannotia – a land that would eventually move south and become Antarctica. Kadrah was taught Tal’u mal Liamate (Form of the Ocean God). Tal’u mal Liamate draws upon a clear mind and still soul. By forbidding higher thoughts and emotions from clouding one’s inner self and entering a state of harmony with their spiritual essence, the practitioner becomes as tranquil and cold as ice. This form of battle meditation has subtler effects than those taught by the other temples: for enemies will feel a cold fear when faced with an Ophyrus of Liamate – a tranquil warrior that feels no pain, or fear, or regret – one that cannot be dominated psychologically and will not hesitate to deliver the killing blow. “To find victory, one must first find peace with their inner self; for when there is no enemy within, no enemy outside can hurt you.” Tal’u mal Liamate grants her the following abilities: - –Aethereal Augmentation: Just like a human sentinel, Kadrah can manipulate aether to augment her strength to supernatural levels. She can dead-lift over 2 tons, and her blows can shatter concrete and dent steel plate.
- –Aethereal Shield: The most important skill in Kadrah’s arsenal is protecting her body from the force of her own augmented strength. Like a sentinel, Kadrah can use the aether in her body to effectively shield herself, hardening her flesh and skeletal structure against physical trauma. Kadrah can strengthen her durability to withstand incredible blows without notable injury from beings as strong as she is, and can deflect attacks from melee weapons and, if timed properly, projectiles such as arrows and bullets. This is not a passive defence; Kadrah must concentrate to react and “catch” the incoming attack.
- –Aethereal Resistance: The aether within her blood renders Kadrah remarkably resilient against poisons, diseases, and drugs.
- –Aethereal Speed: Channeling her inner aether not only increases the power of Kadrah’s strikes - it drastically increases her speed, reflexes and acrobatics as well. When pressed, Kadrah can run faster than any human, at speeds of up to 40 miles per hour, and leap to great heights.
- –Combat Meditation: Kadrah’s training in Tal’u mal Liamate’s meditative techniques allows her to clear her mind of emotion and higher thoughts. By forbidding higher thoughts and emotions from clouding one’s inner self and entering a state of harmony with their spiritual essence, the practitioner becomes as tranquil and cold as ice. This intensive mental training has the benefit of purging fear, invasive emotions, and renders Kadrah remarkably resilient against possession or mental control.
- –Aethereal Vision: In order to navigate pitch black conditions, Kadrah has learned to “see” the aether in other beings or objects, enabling her to fight in pitch-black conditions, while blinded, or while fighting invisible opponents. This is one of the powers Kadrah has taught Vesyka, so that she may see the three-dimensional world while navigating kurnugia.
- –Aethereal Healing: Kadrah has a powerful healing factor, as the aether within her body can quickly rebuild and regenerate damaged living tissue. Kadrah is also capable of healing others by channeling her aethereal particles into their body through touch, capable of regenerating entire limbs if needed. This is another power she has passed on to Vesyka.
- –Aethereal Surge: By focusing aether into her fists, Kadrah is capable of delivering blows that create a surge of aethereal energy into the opponent’s body. This manifests as a flash of silver light, and the additional aethereal force can increase the energy of her blow tenfold. In addition, should the sheer force of the blow not kill her opponent outright, the aethereal surge can damage the opponent’s cellular makeup and cause serious internal damage or even organ failure. Kadrah is trained to focus this surge even beyond her body – enabling her to channel an aethereal surge through her meteor hammer just as a sentinel might channel an aethereal surge through the limbs of a massive Colossus. Due to the severe physical and mental toll this maneuver has, Kadrah may only use it roughly twice in any given fight.
– Meteor Hammer: Kadrah’s weapon of choice is a double-ended meter hammer – a long chain of metal, weighted on both ends by a dense, melon shaped weights. It is a versatile and long-ranged weapon capable of both attack and defence. The weapon is swung around the body, building up incredible speeds. To attack, one end of the hammer is released to strike at any angle. When being swung, the meteor can be wrapped around one of Kadrah’s limbs, her back or her neck, before being unwrapped to deliver devastating punches. It’s speed, accuracy, and unpredictability makes the meteor hammer difficult to dodge, and nearly impossible to counter. Kadrah is also capable of ensnaring objects or opponent with the meteor, placing opponents in locks or holds, initiating throws, and bouncing the chain off her body or other objects as a way to make the meteor hammer even more unpredictable. Due to the speed of which the meteor hammer moves, a blow from this weapon is very powerful, capable of knocking opponents off their feet, smashing through armor, and breaking bones. Kadrah may also channel aether through the hammer to augment the force of its strikes, much as she might do the same to augment her own strength. – Mastery of Combat: Kadrah wears the black cloak of a Sali-Thashi, the highest rank an Ophyros can be given. Her skills and knowledge in the art of combat are supernatural and knows few equals. As a master of Tal’u mal Liamate, combat is instinctive to her: It is a state of total awareness and reaction not impeded higher mental function or emotion, a mind more open and reactive to subtle sensory input, initiation, and spontaneous action. Kadrah can augment her abilities to almost supernatural levels, moving and fighting almost flawlessly, as though her body is automatically fighting for her without her needing to direct it with her conscious mind. – Armor: Kadrah wears a suit of dark, segmented armor beneath her cloak. This metal is stronger than any known alloy, matching nanosteel in its toughness, yet as light as air. The armor is nearly immune to ballistic projectiles, and protects most of her body. Her mask that covers the lower half of her face is made of this same metal, though the rest of her head is unarmored. Weaknesses:– Kadrah’s armor is incredibly durable, but it is not foolproof protection. Her armor has little shock resistance and does little to protect her body against severe blunt force, forcing her to rely on her quick reflexes to either dodge or shield against incoming blows. In addition, to preserve mobility, the armor has many exploitable gaps that skilled shooters or fighters can exploit. These gaps are most noticeable behind the legs, in the abdomen between the torso and waist piece, between the waist and thigh pieces, on the elbows and armpits, the neck and her relatively unarmored head. – Kadrah is a very old woman, and despite her eternal physical youth and powerful abilities, her endurance is not what it once was. Long stretches of intense aethereal usage can exhaust her if she does not have time to rest.
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