Star Wars Roleplay: Chaos

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Seydon

S E Y D O N
~DUNAAN HUNTER~
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VA: Kiefer Sutherland​
“Leviathans don’t scare me.”​
Name: Seydon (Formerly Seroth)

Faction: Independent/Dunaan

Rank: Dunaan Hunter/Dark Jedi Master

Species: Alchemical Mutant

Age: Late Middle-Age

Height: 6’1

Weight: 205lbs

Eyes: Yellow - Cat-Like

Hair: White/Gray

Skin: Fair/Albino Traits

Force Sensitive: Yes

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PERSONAL TRAITS


  • Daedalist: Independence, self-determination, personal agency, the powers of the individual versus the machine of the whole. Seydon values his ability to chart his own course independent of political cause or interference. He’s mildly contemptuous of most galactic powers and flouts overbearing authority. It’s earned him few friends.

  • Flinty: He subscribes to a rigid system of preparation. Including physical exercise, skill and weapons training, exhaustive reading. Discipline, and by extension willpower and self-control, are treasured tenets. Open hunts provide a great deal of practical experience utilizing learned skills in both urban and rural survival, alongside combat.

  • Nautics: Between legal despots and frequent wars, Seydon hopes one day for something maybe egalitarian for individual worlds. Planets and peoples and races exercising their own autonomy versus cog-in-place imperialism and weak federations. Freedom. Uncompromising. Undiluted. Total.

  • Gauntlet: A singular force of will. The Path of Embers is unkind, and rumours float of matricide on his part. Seydon shoulders on in spite of wound and tragedy, steeled by horrors witnessed treading through long nights and vicious hunts. What else can he do? What else is there to do?

  • Photophobia: As possessing an adverse reaction to certain ‘Light’ powers, the effect measured by the cast intensity and the power in question. Alongside a crippling allergenic backlash when exposed to contact with bacta and kolto properties.

  • HVFC: A private acronym shared as a running joke amongst friends and a more intimate secret between himself and his wife. A secret said to have made even Darron Wraith rosy with indignant jealousy and envy.

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SKILLS & ABILITIES


  • Xiphophyllous: Some manuals, like the old Bassandra volumes hidden deep away, still conduct lessons on traditional sword-fighting. Seydon is a seasoned practitioner of longsword combat, his favoured discipline, highly skilled and deathly formidable when steel is in hand.

  • Weapon Master: A variety of rare and antique devices exist created for the Path of Embers. More than a few require dedicated practice to achieve competency. Seydon labours perfecting their close-combat applications, including a break with Dunaan tradition by incorporating black-powder firearms.

  • Pugilism: A foundation of hand-to-hand disciplines. Mixing street fighting with learned degrees in Stava and Gand martial arts, structured but improvisational flavours for adaptability.

  • Subsistence: A set of universal skills accrued over years spent in hostile climes. Aimed at ensuring maximum survivability, whether in rural or urban environments, spanning dozens of interrelated fields from emergency medicine to foraging and crafting.

  • Haunter: Art and philosophy of quarry tracking. Imperative artifice necessary for the Dunaan mandate. Spanning thirty years experience, across numerous environs and prey types, adopting blended techniques for increased efficiency. Heavily augmented by mutated bodily senses.

  • Panosophy: An accelerated collection of Dark force powers. An offensive arsenal inculcated to augment Seydon’s combat physicality and improve scenario odds.

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TRIAL OF THE WATERS


  • Little Mouse: Following the Trial, Seydon’s body features numerous alchemical alterations. Including an acute increase in musculature strength. To cope, various nerve connections, ligaments, bones, blood vessels and organs were sympathetically reinforced. His strength, speed, and endurance thresholds are so far unknown but are purportedly formidable.

  • Sensation, Feeling, Meaning: Augmented physical senses. Sight, smell, hearing, touch, and taste, evolved with appropriate additions of nerve ganglions and receptive cells. Primarily for increased situational awareness, enhancing forensic and deductive skills.

  • Again, To Act: Mutagenic overhaul of bodily response times, rewriting portions of neural architecture to accommodate increased reaction times and reflexive abilities. Alongside heavily altered metabolic processes is an aggressively boosted immune system. Evidence point to a possibly retarded aging cycle or at least, a kind of
    longevity.

  • Deorc: Consequence of the Trial. Seydon is unable to ‘touch’ certain spectrums of the Force, left to utilize the strictly ‘darker’, more primal and arcane roots of the Force. The stigma leaves him abhorrent to Jedi devotees in general.
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FORCE TALENTS



  • Art of Movement

  • Breath Control

  • Detoxify Poison

  • Force Body

  • Force Heal

  • Force Speed

  • Buried Presence

  • Drain Knowledge

  • Force Camouflage

  • Force ‘Sense’

  • Psychometry

  • Touch of the Kiin’Dray

  • Force Sight

  • Comprehend Speech

  • Shadow Vision

  • Alter Environment

  • Combustion

  • Crucitorn

  • Deadly Sight

  • Force Bellow/Roar

  • Mind Trick

  • Tutaminis

  • Force Deflection

  • Force Destruction

  • Force Drain (Blood Var.)

  • Force Flash

  • Force Jump

  • Force Lightning

  • Push/Pull

  • Force Stun

  • Force Plague (Blood Var.)

  • Telekinesis

  • Pyrokinesis

  • Force Crush

  • Protection Bubble

  • Cleanse Mind
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BIOGRAPHY

Adamant Company
Born Seydon Gunn, lovechild between career mercenaries and errant thieves. And ultimately left abandoned upon the surface of Tund in the aftermath of a double-cross, keeping his fathers irradiated and wasting remains company until an unlikely rescue. Security forces chasing a warrant happened upon his lonely life-sign, accompanied by a Jedi Knight chaperoning the mission. Closer examination yielded an inkling of Force connection, enough for the Knight to justify secreting the boy to a Tython enclave.

His Padawan years were unremarkable. After adopting his own name, Seroth, he worked to complete his Knighthood studies, spurred on moreso by expectation than ambition. Uninspired, reclusive and with a brooding edge, distracted by unanswerable questions spurred by childhood nightmares. Until war between the Grand Republic and resurgent Sith powers broke out. Seroth was fast-tracked for promotion, with the Jedi Order scrabbling for able bodies and strong enough wits to survive front line combat. Now a young Jedi Knight, the boy fell into company with-then Grandmaster Darron Wraith, Jedi Master Benjamin Watts, and a likewise newly christened Jedi Knight Jaxton Ravos. They formed an impromptu, if short-lived vanguard: Adamant Company.

Seroth’s first and only noteworthy engagement came at the Battle of Cato Neimoidia. With Adamant Company, he helped secure the command levels of an orbiting control ship, crippling several battle-droid companies engaging Republic forces across the planetary surface. The campaign, aimed at securing needed monetary funds and materiel to lever against Darth Desmius’ onslaught, left the young Knight conflicted. Unable to reconcile the letter of the Jedi Code against political direction, Seroth bowed out of the war. He disappeared to the Outer Rim, fleeing possible charges of dereliction.

Vagrancy & Matricide
Adrift, Seroth fell into wandering, occasionally rejoining with refugee columns forming the spine of a ‘Vagrant Fleet. He sometimes adventured with old veterans that survived wounds at Coruscant and Roche. Including a former teacher: Rosa Mazhar. They formed an intimate relationship in the wake of physical and emotional woes, and quietly rendezvoused whenever circumstance allowed. Seroth undertook mercenary work for credit flow in the interim, still conflicted by questions surrounding the Jedi mission.

On Saijo V, he ran afoul of old history. Guenyvhar Gunn, mercenary captain of the Seydakin, assassin and soldier of fortune, reappeared as his long-absent mother. She muscled him into the company as a virtual hostage and retreated to a Tatooine stronghold. Seroth was thrown under the wing of old Legionnaire Shev Rayner, taught to soldier and fight according to the standards of the Seydakin. In time, as tensions and disagreements mounted, events reached a head. After a botched raid on a former Sith depot on Tund, Guenyvhar levelled her son with an ultimatum. Seroth refused. For his rebuke, Guen shot him through point blank, though not before bitterly explaining her role in her husband, his father’s demise.

After briefly healing, Seroth pursued. He followed the Seydakin to Contruum, whittling their numbers in street-by-street close firefights. In time, he tracked Guenyvhar to a safe house high in the Fang, Contruum’s tallest peak. There, they duelled, until Seroth triumphed. In spite of vengeance for the many fallen, his mother’s demise haunted him long after, next to slews of unanswered questions and deepening uncertainty.

Trial of the Waters
To cope, Seroth returned to the east and resumed his private romance with Rosa. In time, they married on Arda, adopting local custom to their ceremony before retiring for an extended honeymoon. However, wanderlust and lingering doubts pushed him back out to venture and work. The dissolution of the Sith Empire provided ample contracts. Seroth found himself responding to bleak SOS transmissions from Dromund Kaas, bombed into a triggered ice-age.

He hired out to authorities in Hythe Park, a survivor’s settlement and refugee stronghold. Following lengthy surveillance, Seroth tracked after a hunting pack of Sithspawn, following them into a charnel den. Their presence was both a ruse and a trap, Seroth being saved from certain capture or death by fellow hunter Ajax, together beating back the monstrous Harcress and a gang of masked fighters. Ajax proved wistful and mercurial, though warned his compatriot to exercise caution. Later, as Seroth tended to wounds, Hythe Park was again attacked.

Harcress stormed a refurbished chemical-electric plant, cutting off power to the settlement. Seroth optioned a second attempt at confronting him and stole into the plant through a sewer link. After a fraught duel, severing Harcress’ arm, a second combatant emerged. Stenwulf: former second-in-command of the Seydakin and once-lover of Guenyvhar Gunn, who Seroth had bested before on Contruum. Augmented by new cybernetics, Stenwulf challenged and crippled Seroth in a rematch. Now taken prisoner, the ranger was brought before Harcress and Stenwulf’s benefactor: self-styled High Inquisitor Borja Sennex. The Inquisitor explained himself as a former compatriot of his family, criticizing Stenwulf for his blood lust, attempting to cajole his captive into accepting a bargain for survival sake. He sought old materials belong to Shev Rayner, Seroth’s former fighting instructor and one of a handful of explorers to have adventured to a semi-mythical world: Ys. Seroth possessed his belongings as an inheritance following Shev’s murder at Stenwulf’s hands years prior. He refused Sennex’s offer, and was left to Stenwulf.

Out of revenge, he was buried alive in the tombs below Dromund Kaas’ Dark Temple, abandoned to die in the gloom. Through no small feat, Seroth escaped his bindings, and was eventually rescued by ally Ajax. The explorer revealed some of himself to Seroth as he convalesced, explaining details regarding Ys, Sennex, the Seydakin, his parentage, and the mysterious hunter’s guild: the Dunaan. The depths below the Dark Temple were once a secret stronghold for their kind, still armed with apparatus that could heal Seroth’s condition... If he so agreed. Fearful for friends and family if Borja was left unchecked, Seroth agreed. They delved to the bottom levels and met with a kind of ‘Guildmaster’: the Lodge of Shade. Despite misgivings, he allowed the ranger to undergo the Trial of the Waters.

The method involved total liquid immersion in a broth of alchemical poisons and mutagens, for a total of seven days and nights. Seroth hallucinated for the length of it, imagining old friends and family, confronting phantoms. Once completed, Seroth emerged healed, albeit changed. Much stronger, faster, senses far sharper, the ranger could walk again. Ajax stole him away to a hidden keep in the tunnels, as the Lodge of Shade disappeared.

The pair laboured in retraining Seroth to fighting peak, teaching him to take advantage of his strength and speed. Ajax introduced him to Dunaan arts, instructing his pupil in fighting and arcane arts. Seroth adopted the longsword as his weapon. After proving his skills through exhausting trials, he mounted an assault through the dungeons of the Dark Temple, eventually escaping to the surface. Per custom with the guild, joining as a Dunaan Hunter, Seroth adopted a second name: his birthright, Seydon.

Sennex was eventually tracked down, firstly through subordinates on Cholganna until Seydon confronted the Inquisitor upon Arda. Having slain Harcress, his keeper Sillian Cassat, and finally ending Stenwulf, they fought for possession of Shev Rayner’s travelling journals. Though Seydon took Sennex’s hand and beat back his guardian, a Sith Masterblade, the Inquisitor escaped with his life. Sennex disappeared and the Dunaan utilized the aftermath to come more into his own. He reunited with Rosa, continuing his work through the Tingel Arm.

The Path of Embers
After the dissolution of the Levant, absorbed into Jedi territories, Seydon went on with contract work. Rosa disappeared midst warfare in the Deep Core, taken in by One Sith sects. He searched after her for a time, chasing faint leads, descrying memories, clues, scents. They eventually tracked one another down on a backwater planetoid, battling one another, as Rosa had been briefly subsumed by an implanted Dark Side personality. After, Seydon worked to keep knowledge of his wife’s possible war crimes suppressed, fearing a witch hunt.

He briefly worked on a published tract detailing common phenotypes relating to Sithspawn. Even with the One Sith’s eventual implosion and collapse, their legacy of unbridled, unchecked fabrication of monstrosities wasn’t easily undone. Seydon disappeared into his work, retreating to Arda occasionally for recuperation, still hounded by personal phantoms and the doubts set in by both Guenyvhar and Borja.

Avoiding notoriety and sticking to quiet travel lanes, Seydon delved deeper into guild-life. Dunaan offered a mixture of physicality and arcane, an approach he found appealing. Several artefacts and pieces of disused kit were secreted aboard his vessel. The Relentless was later lost on Contruum, sabotaged by an unknown crack mercenary team under contract to apprehend or kill her pilot. Seydon survived two weeks stranded in the northern wastes, in time procuring off-world travel. He suspected Inquistor Sennex’s invisible hand at play, operating still from an unknown shadowy fastness.

One quiet interlude of note involved young Serena Bouie, a geologist doctorate once encountered in the Kyrikal system. Her plight involving the Knights of Ren struck close to home, mirroring Rosa’s contamination by a Sith sect. Out of his depth, he nevertheless offered up what nuggets of advice he could summon. They parted ways, Seydon hopeful for her own resolutions.

The most damning episode of his career came from Nibelungen. As a favour, Seydon joined with long time compatriots Jorus Merrill and Jaxton Ravos, coming across a previously, heavily isolated sector of colonized space. They uncovered a world under the heel of a heavy-handed variant of the Jedi way, a dystopic malaise of iron-clad propaganda and theocratic despotism. The experience compounded several troubles that’d followed Seydon since youth. Unanswerable questions revolving around dogma, morality, the efforts of government to attain absolute peace, the excesses of corrupted righteousness, and the role of the Force in all of it. Seydon delved into the Dark, albeit on his own terms, aiming to form a kind of rejection and chiding of both Jedi and Sith overindulgence and sense of self-importance.

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N O T A B L E R O L E P L A Y S
Deals In Absolutes
The Mystery Within The Mists
The Dunaan
The King Under Stone
Pariah Of Wolves
A Sum Of Lies
 
E Q U I P M E N T
~From the arcane workshops of the Dunaan & Others

[W e a p o n r y / M e l e e]

Winterfang
A steel-core sword plated with spelled silver. Some would say a rudimentary alchemical weapon. Specifically crafted to cut deeply through alchemical beings and Sithspawn. Possibly animated, with a blood-hungry presence.

Razorlight:
The companion sibling blade to Winterfang. More ordinary, imbued with indestructible properties and an immortally honed edge. Vicious against common foes.

Leviathan Claw
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Severed limb belonging to a juvenile Leviathan. Possesses curiously animated properties postmortem, and proven exceedingly durable, able to perform as a blunt mace or a weirdly articulate, thrashing sickle.

Abyssal Katar
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Or, ‘the Beast Arm’. A crudely fashioned, large push-dagger fabricated from the bones of an unknown Sithspawn. The fell practices that first imbued it life are still present in the weapon, granting its wielder a predatory edge over its kin, though prolonged use is said to imbue feral animalism and a taste for rending flesh and blood.

Spawncutter Scimitar
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Heavily modified scimitar design, featuring a double-edged curved blade and an elongated handle. Providence unknown. Through locking mechanisms, the handle unfolds to extend the reach of the sword, allowing a wielder to adapt as needed.

Heavy Club-Chain
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Combination cleaver, blunt cosh, and segmented whip. A vestige weapon from the earliest days of Sithspawn hunting, exemplified by its crude pattern, depending on sheer strength and stamina for effect. When extended, the weapon splits its blade, becoming a lashing, heavy whip that flails its target or crushes them down.

Seydakin Knives
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Once an heirloom passed down through the Gunn family. A special longknife able to separate into paired daggers, one steel, one silver. Favouring a fast, dextrous technique.

Butcherstave
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Arcane, forbidden tool of the Massassi priest sect. Its true name is lost, instead referred to by eyewitnesses and survivors of madmen wielding its might in combat. Its true appearance and function reveals when the stave imbibes on the blood and lifeforce of its wielder.

War Hammer
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Relic of Ys. A heavy battle hammer fitted with a concussive flame emitter, pile-driving scorching fire down onto enemies as they’re crushed. Unsubtle, suited to Dunaan with particular hatred of their prey. And a disregard for personal safety.

Blood Sithe
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Once belonging to Hunter Priad, student of Seyda the Unicorn. A combi-weapon invention, allowing transformation between a heavy short-sword to scythe. One of the first Dunaan weapons to divorce from common tradition. An elegant weapon.

Kalikir
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Purportedly a Mandalorian invention, but the blade’s alchemical imbuement runs contrary to their most basic tenets. Single-edged sword in the Atrisian style, with fine craftmanship from steel to hilt. When lathered in viscera, the blade purportedly leaves trace but lethal poisons in the blood stream of its victim, but demands much of its owner in turn.

Horseman’s Pick
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Smuggled battle pick taken from the halls of the Indigo Church. A clerical weapon adapted from ancient cavalry archetypes, moulded in a silver-edged steel, suggesting the Church’s familiarization with Sithspawn. Can be held single-handedly, or snapped to a longer stave rod.

Dunaan Executioner
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Ancient, nicked antique, still retaining its brutally keen edge. Once a common favourite for Dunaan who saw themselves in a more judicial role. Belying spry and no less lethal for its age, with a secondary locking-handle to extend its severing reach.

Krathhammer
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Cinnegar blade forged at the height of the Krath cult. Combination longsword and war hammer, carved with runes of doom and excommunication. Not to fell mortals, but to undo the monsters the Keto siblings brewed and unleashed. Old blood still cakes the hammer attachment.

Lotek’k Morsel
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The carcass of slain Lotek’k proffered this insane implement. Used as a deathly, scourging whip by manipulating elastic tendrils. Its malleable constitution renders it pliant to all manner of arcane conditioning, making it a favourite amidst deranged Force scholars.

Quartering Gyre
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A blunt wheel with curious properties. Left as an abandoned relic in the tombs of Dromund Kaas. Its weight and fixtures benefit combatants with appropriate strength and Force aptitude, haunted by bloody threnodies of murderous echoes. Wrath manifests when its spokes are spun for killing.

Nat’s Imperial Sword
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Dathan Gunn’s relic sword. Possibly of Dunaan forging, featuring a unique variation on the tried, true pairing of steel and silver blades. Sword and sheathe mate into a greatsword, the smaller long-blade fashioned for Sithspawn cutting and the scabbard honed with alchemical steel.

Chirikyat
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Combi-sword once belonging to Guenyvhar Gunn, Seydakin commander. Sith token, a Kagath formal weapon, tempered with a light alloy favouring overwhelming speed for arterial bloodletting. Still tinged in scents of old spices and Asahi cherry blossoms.

Sha’vah
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Ironically named sword-pistol favoured by court nobility of Serenno, upon a time. The counts and baronesses were well acquainted with the dark excesses of their distant cousins in the Tetan system and their own less-than-refined dabbling in sorcery within some circles. These weapons were prepared for a handful of brave servants left to dispose their indiscretions.

Hunter Polearm
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Spear featuring attributes of both pole-weapon and firearm. Experimental but simple beyond its blackpowder design. Sometimes decried for lacking the pure function of either role, nonetheless still favoured by old Legionnaire hunters patrolling the Outer Rim.

Dunaan Cleaver
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Brutal, visceral invention. Combination saw and heavy cleaving blade, with straight and serrated edges, able to pivot on its handle to become an impromptu heavy sword. Made solely for the effective rending of Sithspawn and beasts, with its alchemical steel and bindings of malediction. Proven deft at undoing mortals likewise.

Serrated Lance
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Derivative of the Dunaan Cleaver, slender and with additional saw teeth. Like other permutations, it too features a locking handle that turns it from short ripper into a reaching lance. Preferred by lighter hunters requiring both function and form.

Shev’s Combi-Bow
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Once Legionnaire Shev Rayner’s favoured weapon, a folding war-bow. Decried as particularly archaic, with its weight and optimum range needing particular finesse and physical power to operate effectively. Can be rapidly broken down to a wicked asymmetrical short-sword for close-quarter finishes.

Vanpaia Killer
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Appears fashioned out of industrial machinery and modified as an extreme close fighting vambrace. The VK operates on a mechanical driving engine delivering ejecting thrust to an attached stake. Said stakes can be slotted in to form short-range punch daggers or delivered into the mass of any intended target, ejected upon firing, replaced by a fresh pike.

Argent Scourge
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Refined killing whip disguised in a handsome, graceful sword cane. From ages when monsters and common folk were not easily distinguishable, necessitating articulate and flexible weaponry. The scourge unfolds into segments of razor steel and silver at discretion, tearing and dismantling at the flick of a gesture.

Volt Mace
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Peculiar conductive ball-mace once used by academia students of Korriban in channelling their Force Lightning mettle. Alchemically sturdy, offering a melee option for previously long-range ‘casters’, and simple in usage. Now regarded as queer relics of a lost fraternity.

Butcher’s Bloodvane
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A weapon to come out of Hollowend’s Sepulchral Village. Local butchers, hemmed in by monsters, would either club their prey to death with the weighty brass-head virge or eviscerate them into gory slop through the mechanical ‘bloodvane’ saw attachment. Some of the harrowing Dunaan that came to Hollowend adopted the Bloodvane as personal icons, personifying the world’s vicious, barbarous heart.


[W e a p o n r y / F i r e a r m s]

Breach Pistol
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A large bore hand pistol utilizing breach-loaded blackpowder rounds. Specifically modified by Seydon to fire silvertine hand-crafted cartridges. A break from Dunaan tradition, which frowns upon the use of chemical-projectile weapons.

Reinforced Blunderbuss
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Throaty, truncated breach-load rifle. Design suggest a modified archaic pattern, best suited for terminally close engagements. Rebuilt to accommodate Seydon’s fighting habits, utilizing personally forged silvertine cartridges for maximum effect against Sithspawn.


[I t e m s]

Remedy
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Hard medicinal tablets to ward off virulent poisons. Dunaan diet staple, processed at their custom laboratory stations, fortified through alchemy for potent dosages and effects.

Viscera Grain
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Black market oral medication. Dark Side spice with tremulous origins in Sith offshoot sects. Once taken, induces phenomenal aggression, said to bring a user closer to primeval instincts.

Ichor Injector
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Custom bottle-injectors of blood cells, plasma, and alchemic elixir derived from Seydon’s blood. Used in lieu of bacta and kolto derivatives, to restore vigour and mend hurts.

Stygian Liquor
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Caldera brew originating from Korriban. Favourite of delinquent academics. Granting near invisibility when standing still, but effect can wear off shortly. Its recipe is a guarded secret.

Dunaan Burrow Pass
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Invented by the Harrowers of Hollowend. Single use ‘spell’ parchments allowing transportation to a close nodal point, a prescribed safehouse or lode cross line. Rare and with limited effect unless in range of an ‘anchor’.

Static Cloth
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By-product of the shop research responsible for the Volt Mace. Able to temporarily grant an object high electric properties for a short period, leading some warriors to clean their weaponry regularly with static cloth.

Spawn Dust
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Gunpowder alternative, increasing cartridge power. Gathered from the shattered marrow of dead Sithspawn, ground into a fine, spicy grit.

Kri’gee
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Epithet for makeshift, improvised, or even explicitly crafted explosives, typically from liquor. Covering a range of product, simple cocktail bombs to timed ‘firebottles’. Typically favoured by those with an aversion to modern ordnance or inability to legally or illegally purchase their stock.

Infernal Cloth
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Favourite of the Hollowend Dunaan. Rough papyrus mixed with flammable alchemic agents and a coarse flinty soot, setting fire to rubbed objects. The Harrowers discovered the turned populace held an aversion to flame and heat. A detail they used to great extent executing their culling.

Old Brass Light
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A simple electric lamp made of pressed metal and glass. Fastens to the belt with a clasp.

Heavy Metal Toxin
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Old Dunaan decoction long fallen out of favour. When facing enlarged foes, a Dunaan practice was swiftly downing this hard broth and allowing its properties to lower their centres of gravity, resisting heavy blows, though the means and exact chemistry is still a mystery. Now a rarity even for their guild, though still discouraged.

Silver Cartridges
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Seydon’s custom ammunition for his blackpowder weaponry and various melee implements with a firearm kink. Forged from Demonsgate silver deposits in accordance with characters of vexation and pain. One secret ingredient completes their creation.

Anxiolytic
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Powerful relaxant stemming from Terentatek physiology. Used to cure against extreme anxiety and other mental grievances. Noetic potion in circulation amongst a handful of academic explorers well-prepared against the horrors they search for.

Rhandite Knives
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Horrific ceremonial instruments taken from the priesthood of the Rhandite sorcerers. Whittled femur knives engorged in wickedly terrific hallucinogenic poisons, meant to unman and disorient. Their exact use is unclear, a mystery better left to their dead, but their relics are occasionally adopted for combat use.

Nimh Breath
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Benumbing gas, used to slow or halt the hyperactive metabolic processes granting some Sithspawn powerful healing factors. Smuggled out of the Tingel Arm, at the edge of the East.

Crow’s Eye
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Simplest invention. Carved beads of bone and glass, used to distract or gain the attention of prey. What a thrill~

Carrion Whisky
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A foul distillation, but its combination of sickening alcohol mixed with blood siphoned from Force Sensitives makes it peculiarly irresistible to Sithspawn. An ambush tool or a last ditch trick to escape.


[A r m o u r]

Dunaan Huntsman
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Irregular alchemically treated set of old hunting attire, recovered from obscurity amongst Shev Rayner’s personal effects. Provides a standard of physical and psychic protection against most ‘Spawn of the hunt. Said to have been modelled after Dunaan Priad’s costume at the turn of the Ys Exodus. Fitted with a facial cloth to help ‘mask the soul’ against Sithspawn.
 
[member="Thengil Ri'Shajirr"]
"Out of the abysses between the stars swept chill currents that made men shiver in dark and lonely places."

[member="Darren Torran"]
Maybe, maybe. I don't like the submission process much.
 

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