Seydon of Arda
Raquor'daan
Full Name:
Seydon
Alias(es):
(Formerly) Seroth Ur-Rahn
Character Class(es):
Dunaan Monster Hunter
Explorer/Dungeoneer
Homeworld:
N/A
Age:
92 (Roughly)
Birthdate:
809 ABY
Rank(s):
Dark Jedi Master (Technically)
Dunaan Tradesman
Faction(s):
Vagrant Fleet
Levantine Sanctum
Various Ad-Hoc Frontier Alliances
Species:
Human/Alchemical Mutant
Cultural Background:
Frontier/Fringe
Languages:
Galactic Basic Standard
Huttese
Various Trade Cants
Gender:
Male
Force Sensitive:
Y
Force Alignment:
Dark Side
Character Alignment:
Neutral Good
Height:
185CM
Weight:
95KG
Playby:
Geralt of Rivia
Writer:
Seydon of Arda
O v e r v i e w:
Seydon is an itinerant adventurer. An independent contractor specializing in investigating, diagnosing, and eradicating Sithspawn, alchemic monsters, and other hostile phenomena. Initially beginning his long career as a young but unblooded Jedi Knight, a series of harrowing adventures and familial revelations forever altered his destiny. Now an alchemical mutant himself, Seydon belongs to ancient but near-extinct guild dedicated to a singular calling: killing monsters. He wanders the dark between distant stars, his thoughts his only company, watching for sign against implacable enemies. All while honing both his blades and himself against the worst the unknown can throw at him.
H i s t o r y:
Seydon's initial adventures begin as a nascent Padawan nearly a century prior, growing up as a Coruscanti/Tython trainee when the Republic and Jedi Order were still coherent organizations. Through various trials, upheavals, and controversies, Seydon eventually separated from both entities and went on to join what would become the Levantine Sanctum. Happy years were spent venturing through Wild Space and the Galactic East, helping unite and guard disparate worlds against pirates, marauders, and other predatory warbands. Eventually, however, that chapter would come to a close with two difficult episodes.
The first revolved around the rediscovery of his birth mother, a mercenary named Guenyvhar he eventually learned was responsible for the betrayal and death of his father and the corruption of their treasured fellowship. Seydon eventually learned and subsequently earned the right to his birth-name, defying his filicidal mother before slaying her in an emotionally taut duel on Contruum.
The second involved the reappearance of several familial enemies. Trapped, crippled, and left for dead beneath the foundations of a Sith temple upon Dromund Kaas, Seydon's only salvation was in embracing a dangerous offer. Rescued by a stranger named Ajax and introduced to a sorcerer simply called 'the Lodge of Shade', he accepted their proposal for joining their strange and noetic covenant. Subjected to the Trial of the Waters for seven days and seven nights, Seydon emerged transformed from human into mutant. Rebuilt, subsequently retrained, he broke free of Dromund Kaas and eventually caught up with his tormentors.
Now, down across time and distance, he walks the path of the Long Hunt. Past woe and heartache, against deathly cold and pitiless heat. For him, there is only the surety of his own strength and the bite of honed steel.
A p p e a r a n c e:
Somewhat tall. Broad-shouldered. An athlete's physicality, defined by compact, stocky musculature. Pallid complexion. Frequently scruffy, sometimes bearded. Golden, cat-like eyes. Terrifically scarred, stitched and sutured with long, sunken knots of re-sewn skin. Can ordinarily be seen donning repaired field armour, usually composed of treated alchemical hides, recycled armour plating, and tough leather harness-webbing. His paired fighting longswords, Razorlight and Winterfang, are as much a part of his mien as his face and name.
P s y c h e:
Personality:
Consummate professional. Decades spent abroad dealing with all manner of investigative and exterminating contracts has left Seydon somewhat curt and laconic. Previously a self-described idealist, now just simply a survivalist, working to stay afloat in an uncertain galaxy rife with uncertain times. Reserves small-talk and banter for company he truly appreciates. There's only his work, upkeep, and training. Everything else... simply does not matter.
Strengths & Weaknesses:
+[Hard Serenity]: Thanks to rigid systems inculcated during both his upbringing and adult life, Seydon adheres to a rigorous structure of self-discipline as well as physical and mental upkeep. He's not a difficult learner, at least when it comes to physical activities such as combat and wilderness/urban survival.
+[Tersely Independent]:
Seydon values his autonomy. Long decades watching the rise, fall, death and resuscitation of republics, empires, coalitions and confederations have left him jaded against most authorities. For him, the ability to conduct his work and travel without oversight or impediment is key. However, this 'solo' lifestyle has left him little in the way of allies and even fewer friends.
+[A Little Dogged]:
There's a reason 'Seroth' earned a reputation amongst the Lords of the Fringe, enough to have a pair of high-value prototype frigates so named after him. Relentless, defiant, and ferocious, Seydon rarely lets go of a hunt or quest once his teeth have sunk in deep enough, leveraging his fighting acumen to apply disproportionate force in spite of his limited resources. Conversely, that same dogged determination can land him in enormous danger if he's lured along far enough.
S k i l l S e t:
Combat Abilities & Skills
Trial of the Waters
Force Talents:
E q u i p m e n t:
W I P
S t o r y A r c s:
Notable Stories:
[A Sum of Lies]
A routine mission into the isolated Saijo System soon turns deadly, as young Seroth Ur-Rahn reckons with the sins of his family. Isolated, betrayed, and left for dead, he'll have to summon his reserves of strength to bring justice to those who've wronged him.
[Pariah of Wolves]
It's not over yet! Enemies new and old emerge to put Seroth through his hardest tests yet. To stop an evil inquisitor from getting his hands on lost Force artefacts, Seroth will have to undergo dramatic changes just to survive! Will he make it in time to save his chosen home?
C o n n e c t i o n s:
W I P
I don't write enough with other people. I am so sorry...
Seydon
Alias(es):
(Formerly) Seroth Ur-Rahn
Character Class(es):
Dunaan Monster Hunter
Explorer/Dungeoneer
Homeworld:
N/A
Age:
92 (Roughly)
Birthdate:
809 ABY
Rank(s):
Dark Jedi Master (Technically)
Dunaan Tradesman
Faction(s):
Vagrant Fleet
Levantine Sanctum
Various Ad-Hoc Frontier Alliances
Species:
Human/Alchemical Mutant
Cultural Background:
Frontier/Fringe
Languages:
Galactic Basic Standard
Huttese
Various Trade Cants
Gender:
Male
Force Sensitive:
Y
Force Alignment:
Dark Side
Character Alignment:
Neutral Good
Height:
185CM
Weight:
95KG
Playby:
Geralt of Rivia
Writer:
Seydon of Arda
O v e r v i e w:
Seydon is an itinerant adventurer. An independent contractor specializing in investigating, diagnosing, and eradicating Sithspawn, alchemic monsters, and other hostile phenomena. Initially beginning his long career as a young but unblooded Jedi Knight, a series of harrowing adventures and familial revelations forever altered his destiny. Now an alchemical mutant himself, Seydon belongs to ancient but near-extinct guild dedicated to a singular calling: killing monsters. He wanders the dark between distant stars, his thoughts his only company, watching for sign against implacable enemies. All while honing both his blades and himself against the worst the unknown can throw at him.
H i s t o r y:
Seydon's initial adventures begin as a nascent Padawan nearly a century prior, growing up as a Coruscanti/Tython trainee when the Republic and Jedi Order were still coherent organizations. Through various trials, upheavals, and controversies, Seydon eventually separated from both entities and went on to join what would become the Levantine Sanctum. Happy years were spent venturing through Wild Space and the Galactic East, helping unite and guard disparate worlds against pirates, marauders, and other predatory warbands. Eventually, however, that chapter would come to a close with two difficult episodes.
The first revolved around the rediscovery of his birth mother, a mercenary named Guenyvhar he eventually learned was responsible for the betrayal and death of his father and the corruption of their treasured fellowship. Seydon eventually learned and subsequently earned the right to his birth-name, defying his filicidal mother before slaying her in an emotionally taut duel on Contruum.
The second involved the reappearance of several familial enemies. Trapped, crippled, and left for dead beneath the foundations of a Sith temple upon Dromund Kaas, Seydon's only salvation was in embracing a dangerous offer. Rescued by a stranger named Ajax and introduced to a sorcerer simply called 'the Lodge of Shade', he accepted their proposal for joining their strange and noetic covenant. Subjected to the Trial of the Waters for seven days and seven nights, Seydon emerged transformed from human into mutant. Rebuilt, subsequently retrained, he broke free of Dromund Kaas and eventually caught up with his tormentors.
Now, down across time and distance, he walks the path of the Long Hunt. Past woe and heartache, against deathly cold and pitiless heat. For him, there is only the surety of his own strength and the bite of honed steel.
A p p e a r a n c e:
Somewhat tall. Broad-shouldered. An athlete's physicality, defined by compact, stocky musculature. Pallid complexion. Frequently scruffy, sometimes bearded. Golden, cat-like eyes. Terrifically scarred, stitched and sutured with long, sunken knots of re-sewn skin. Can ordinarily be seen donning repaired field armour, usually composed of treated alchemical hides, recycled armour plating, and tough leather harness-webbing. His paired fighting longswords, Razorlight and Winterfang, are as much a part of his mien as his face and name.
P s y c h e:
Personality:
Consummate professional. Decades spent abroad dealing with all manner of investigative and exterminating contracts has left Seydon somewhat curt and laconic. Previously a self-described idealist, now just simply a survivalist, working to stay afloat in an uncertain galaxy rife with uncertain times. Reserves small-talk and banter for company he truly appreciates. There's only his work, upkeep, and training. Everything else... simply does not matter.
Strengths & Weaknesses:
+[Hard Serenity]: Thanks to rigid systems inculcated during both his upbringing and adult life, Seydon adheres to a rigorous structure of self-discipline as well as physical and mental upkeep. He's not a difficult learner, at least when it comes to physical activities such as combat and wilderness/urban survival.
+[Tersely Independent]:
Seydon values his autonomy. Long decades watching the rise, fall, death and resuscitation of republics, empires, coalitions and confederations have left him jaded against most authorities. For him, the ability to conduct his work and travel without oversight or impediment is key. However, this 'solo' lifestyle has left him little in the way of allies and even fewer friends.
+[A Little Dogged]:
There's a reason 'Seroth' earned a reputation amongst the Lords of the Fringe, enough to have a pair of high-value prototype frigates so named after him. Relentless, defiant, and ferocious, Seydon rarely lets go of a hunt or quest once his teeth have sunk in deep enough, leveraging his fighting acumen to apply disproportionate force in spite of his limited resources. Conversely, that same dogged determination can land him in enormous danger if he's lured along far enough.
S k i l l S e t:
Combat Abilities & Skills
- [Hand to Hand/Ban-Ghar]: A syncretic close-quarters fighting system developed between Seydon and his mentor, Ajax, and further refined over decades. Curt, terse, and ferociously violent, with maneuvers emphasizing massive physical trauma and demoralization. Defined as a nearly seamless blend of hybridized Gand martial arts, Changa bushfighting, Echani techniques, Forbelean defence systems, Hijkata, K'Jtari, Tae-Jitsu, Noghri Stava, and K'tara.
-
- [Longsword]: After observing a very young Seydon's swordsmanship, the Dunaan Ajax was fast to call it a travesty. He adopted him into the classical Ys systems, a millennia-old school originating from the manuals of the vaunted swordswoman and monster huntress Bassandra. Elegant, economical, brutal, complete. And with long years of patient practice and knuckle-bloody experience, Seydon's turned his mastery of the longsword into a hurricane-force of whirling liquid steel.
-
- [Longknife]: A skill-set influenced by an old friend's interest in knife fighting. Like with his longsword prowess, Seydon's abilities with the longknife are taught through the Dunaan's Bassandra manuals, which impart a similarly refined polish of economic technique and efficient brutality.
-
- [Hunting Bow]: Power packs can be weighty. Gas cartridges expensive. Seydon prefers employing a simple recurve bow and a full quiver. While normally lacking the sheer killing punch and effectiveness of slug-throwers and high-yield blaster rifles, Seydon's incredible physical strength and uncanny accuracy enables him to shoot and down targets that would otherwise laugh off his arrowheads.
-
- [Survivalist]: Operating along the galactic fringe and the Unknown Regions requires great self-sufficiency and a full repertoire of practical technique and knowledge. Spending the better part of nearly a century abroad has gifted Seydon a helpful, crucial library of invaluable survivalist skills. Incl.: foraging, herbology and natural medicine, hunting, crafting, chemistry, smithing, tracking, cooking, skinning and butchering, food preservation, carpentry, scavenging, trapping, and mapping.
-
- [Mechanic]: Harsh environs and simple wear-and-tear take their toll on all things mechanical. A particularly fraught episode forced a young Seydon onto a ship repair crash-course. Ever since, he's made an effort to practice if not master diagnosing mechanical breakdowns, forecasting potential issues, and mending them. A side-effect of this is a begrudging but fond appreciation for old combustion ground-cars and wheel-track vehicles, hardy machines that seem to go where even repulsor-speeders will not.
Trial of the Waters
- [Power, Durability, Speed:] The Trial of the Waters lasted seven days and as many nights. For unbearable hours, Seydon suffered through unnatural and unending agony. However, he survived, and the alchemical bath submersion ensured permanent effects. Musculature was bolstered, granting him might fifteen times that of an Olympian weightlifter. Incredible strength. Impossible speed. Powerful endurance. For his body to cope, the entirety of his skeletal frame became bolstered with increased ossification. Organs, connective tissues, nervous ends, down to even lowly capillaries, were reinforced alchemically and fortified.
-
- [Senses & Perception:] With eyes dyed to gold, slit and bestial, Seydon can see in low light and dark conditions as clear as day, able to pick out detail with sterling clarity as well as peer into the infrared spectrum. His ears can perceive sound up to a 120khz. His taste buds number in the fifty thousands, four times that of a baseline human, granting extraordinary sensitivity to taste. An army of fine, microscopic hairs clothe his skin invisibly, granting an ability to measure and detect vibration both in air and solid surfaces besides tactile differentiation. And though only the nose can define and qualify smell, Seydon's brain has grown a substantial number of new olfactory receptor cells upon its lobe. He can track a Wampa through a hundred miles of Hoth snow and ice.
-
- [Reaction/Immunization/Longevity:] His nervous system has been completely re-wired, with uncountable further ganglions and sheathes of neural material overlaid across his entire frame. Even the make-up of his grey brain-matter has been subtly altered to accommodate an increase in reactive speed. Distilling the complexities of neurophysiology to an essence: with practice, dedication, and a small mote of luck, he can pick a slug-round out of the air from as little as five yards away. With luck. Better to just deflect the damn shot. But included in the Waters were mixtures of Sith poisons, Terentatek viruses, reacting and activating to chemical enablers to infuse the Dunaan's immune system. Unless he unknowingly or willingly digests fierce amounts of neurological poisons or otherwise potent diseases, he simply can't get sick. An added side-effect points to a retardation of his aging cycle, granting him an increased operational period of several centuries as opposed to several decades, referenced by Ajax in relation to his own age of some seven hundred years.
-
- [Dark of Chaos:] An added side-effect induced by exposure to blacker practices and Force magic pertains to Seydon's inherent 'alignment.' Although not an exactly understood field itself, his ability to draw on 'Lighter' powers and disciplines has been severed. 'Neutral' abilities and those pertaining to the 'Dark' are what are left to him now. Alongside a hyperactive sensitivity to shifts in dark Force power, such as those released in conducted occult rites, Sith-like abilities, or the presence of alchemically changed creations. Such is the price of a Dunaan's existence.
Force Talents:
- [Art of Movement]
- [Force Pull/Push]
- [Force Jump]
- [Force Speed]
- [Force Sense]
- [Pyrokinesis]
- [Force Barrier]
- [Force Drain]
- [Touch of the Kiin'Dray]
- [Mind Trick]
E q u i p m e n t:
W I P
S t o r y A r c s:
Notable Stories:
[A Sum of Lies]
A routine mission into the isolated Saijo System soon turns deadly, as young Seroth Ur-Rahn reckons with the sins of his family. Isolated, betrayed, and left for dead, he'll have to summon his reserves of strength to bring justice to those who've wronged him.
[Pariah of Wolves]
It's not over yet! Enemies new and old emerge to put Seroth through his hardest tests yet. To stop an evil inquisitor from getting his hands on lost Force artefacts, Seroth will have to undergo dramatic changes just to survive! Will he make it in time to save his chosen home?
C o n n e c t i o n s:
W I P
I don't write enough with other people. I am so sorry...
Last edited: