Seydon of Arda
Raquor'daan
S E Y D O N
~DUNAAN HUNTER~


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

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.

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.

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.

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

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.

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