Character(s) ZAlcyneous Characters

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Character(s) ZAlcyneous Characters

Name: Ghorvak Ironmaw
Age: 120 Winters
Gender: Male
Race: Orc

Appearance:

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orc-unclothed.jpg

Ghorvak Ironmaw is a towering wall of muscle and menace, standing at an imposing 7′2″ and weighing in at 375 pounds of honed strength. His mottled green skin, rough like weathered stone and streaked with darker patches along his arms and shoulders, speaks to centuries of battle and the brutal heritage of his bloodline. Scars cross his broad chest and forearms—some jagged, others ritualistically etched—each one a story of conquest or survival. His magenta eyes are arresting: glowing faintly with a strange, arcane light, they shimmer like storm-lit dusk, unsettling and hypnotic. They mark him as more than just a warlord—they are the eyes of something ancient, something that has stared into the void and roared back.

Thick black hair, streaked faintly with silver, is tied back in a warrior's ponytail at the crown, while the rest cascades freely down his back in tangled, heavy ropes. Bone rings and carved beads—trophies from slain beasts and fallen enemies—decorate several locks. His two lower tusks, thick and slightly curved, jut up from his jaw, polished at the tips and engraved with rune-like symbols in a forgotten dialect. His massive frame is built like a living fortress—shoulders broad enough to bear a log, arms like iron-bound pillars. Veins twist down his biceps like roots of an ancient tree. When he moves, he does so with the deliberate power of a creature that has no need to rush—his enemies come to him. Adorning his body is a combination of hardened leather and bone-plated armor, fitted with iron pauldrons and a cloak made from the hide of a thunderbeast he slew a thousand years ago. Hanging from his belt are charms, totems, and the shrunken skulls of rival chieftains who dared challenge his dominion. When astride his Dreadmane, Vireltharion, Ghorvak is a storm made flesh—war incarnate, thundering down from the skies with horn, blade, and fury. Among whispers of his brutality and cunning, other tales circulate—low, reverent, and often disbelieved. They speak of a primal endowment befitting a creature of his stature: thick, heavy, and more beast than man. Even at rest, the rumors claim, his size is enough to cow rivals and enthrall lovers. When roused... well, few live to tell the tale with coherence. Whether a gift of bloodline, curse, or conquest, one truth remains—nothing about Ghorvak Ironmaw is ever small.

  • Flaccid length: 5.5 inches
  • Erect length: 11.5 inches
    → Just over 2× increase in length
  • Flaccid girth (circumference): 5.25 inches
  • Erect girth: 7.5 inches
    → ~43% increase in girth

Vireltharion is a creature of unparalleled grace and raw power, a perfect fusion of equine elegance and draconic fury. Standing at an imposing 20.3 hands (6′9″) at the shoulder and stretching 12 feet in body length—excluding its 20-foot serpentine tail—this dreadmane weighs a formidable 3.2 tons. Its colossal wingspan stretches 40 feet, unfurling like the storm-wrought sails of a forgotten god's warship, capable of casting thunderous shadows across the sky. The head of Vireltharion is distinctly equine, with a slightly draconic muzzle that tapers into sharp, angular features. Two long, ethereal whiskers trail from the upper jaw, drifting with supernatural grace even in complete stillness—an echo of cloud dragons and forgotten spirits. Protruding fangs peek from its mouth, lending a predatory edge to its regal profile. Its mane, a magnificent three feet long, flows like a living cascade of shadow-flame or starlit mist, its hues shifting with mood and magic—blue-white when calm, crimson-black in fury, and silver-violet in communion with arcane forces.

The body is that of a mighty stallion—broad-chested, dense with muscle—but armored with overlapping obsidian scales across the shoulders, flanks, chest, and haunches. Each scale glints like volcanic glass etched with ancient sigils, channeling protective magics and elemental power. A one-inch layer of sleek black fur covers the rest of its body, insulating and shielding the beast in both extremes of climate and battle. Its fetlocks are thick and noble, furred to 8 inches in length, framing limbs that are both majestic and devastating. Its tail is long and serpentine, measuring 20 feet, tapering into a flickering tuft of fur, flowing like fire, yet capable of shifting in an instant into a bladed, ridged spine that could slash through armor and bone alike. The wings are a staggering spectacle—40 feet across and immense in presence. Leathery in core structure, they are edged and crowned with majestic feathers, blending draconic might with seraphic grandeur. Along the wing margins and sweeping up across the upper surfaces near the shoulders, rows of iridescent, storm-tinted feathers fan outward like the plumage of some divine raptor. These feathers shimmer with latent energy, crackling with arcane charge in flight or combat. When the wings beat, they unleash rippling shockwaves through the air, thunderous in their wrath. Even at rest, they arc behind Vireltharion like a celestial cloak torn from the sky itself.

Hooves are no ordinary equine fare—tipped and split like talons, capable of gripping cliffsides or crushing stone. They serve as weapons of war as much as tools of locomotion, etched with faint runes and burnished from centuries of wear. At the creature's brow rises its most iconic feature: a central spiraled horn, five feet in length, forged of luminous silver streaked with veins of ancient starlight and arcane fire. It glows faintly, pulsing with power. From behind its temples extend two curved, black draconic horns—only two—reminiscent of antelope or ancient wyrms, their ridged surfaces echoing a lineage older than mortal memory. Vireltharion's temperament is proud, sapient, and unyielding. It is not merely a beast—it is a storm-born spirit, a will made flesh. It communicates telepathically, speaking in dreams, visions, or bone-deep omens. It demands respect and bonds only through ritual, destiny, or unshakable loyalty. Vireltharion does not serve; it chooses. Its rider, Ghorvak Ironmaw, is not its master, but its equal—a soul tethered by purpose, storm, and battle.

Abilities:


  • Flight: Vireltharion can easily carry two or more riders, soaring through even the most violent storms. Its powerful wings can cut through the air with deadly precision, allowing it to reach heights that few can follow.
  • Magic Horn: The spiraled horn can channel immense energy, capable of healing, destruction, teleportation, or summoning storms at will.
  • Elemental Breath: Vireltharion has the rare ability to unleash a draconic breath weapon. Its breath can be voidfire, a blue-black flame that burns through both material and spirit, or an electrified wind capable of shredding trees and enemies alike.
  • Feral Rage: When enraged, Vireltharion enters a berserk state. Its wings harden like blades, its mane ignites in a blazing inferno, and the very ground beneath its hooves scorches with the fury of a tempest. Its roar is enough to send entire armies scattering.
  • Celestial Stormcall: With a sky-piercing cry, Vireltharion can summon thunder, lightning, and even meteor showers, striking down foes from the heavens themselves. Its presence on the battlefield is enough to turn the tides of any war.
  • Whisker Sense: The alicorn's sensitive whiskers can detect unseen threats or subtle shifts in magical fields, giving it an edge over most enemies and allowing it to sense danger before it even appears.
  • Horn Spells: Vireltharion can cast spells using its horn, whether to heal with pure, radiant light or curse foes with silence and fear. It can even open portals across ley lines, allowing it to move across vast distances in the blink of an eye.
  • Battle Rage: In the heat of battle, Vireltharion's mane ignites, its eyes burn like twin suns, and the shockwaves from its wingbeats send destruction rippling through the battlefield.
 
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Name: Unknown (calls herself Vexa)

Designation: Vexa-9

Gender: Female

Race: Cyborg

They called her the survivor. She thinks of herself more as what's left behind.

Backstory


Once a colonist technician from the Polaris Rift, she was caught in a war-zone blast during the fall of the Arx Forge colonies. Presumed dead, she was recovered by rogue engineers from the Clockspire Wastes—an exiled guild of radical machinists who rebuilt her as Vexa-9 using a fusion of war salvage, biotech remnants, and unstable steamsoul engines. She awoke years later, her name erased from systems, her body unrecognizable, and her only companions the sentient drone-beast Korrin and Brassik — the Brassridge Guardian. Brassik is a towering hybrid canine construct, with layered brass armor mimicking thick fur and a signature ridge of glowing bronze plates. Able to shift between imposing humanoid and agile quadrupedal forms, he is at once a fierce protector and a being torn between machine logic and canine spirit. Now a scavenger, guardian, and ghost in the gears, Vexa roams the blackened skies and wasteland edges, remembered only in rebel whispers.

Human Form (Synthetic Shell)

Though heavily augmented and fused with cybernetic components, Vexa-9 retains a fully functional synthetic bio-shell that replicates her original human body in both appearance and function. This advanced synthetic flesh covers her biological core and is engineered to mimic natural human physiology — including all reproductive anatomy and sensory systems. Her human form is not purely organic, but a sophisticated blend of biotech and synthetic tissue: soft to the touch, warm, and capable of natural movement and sensation. This form allows her to interact intimately without sacrificing the practical advantages of her cybernetic enhancements, which remain hidden beneath the surface. In moments requiring discretion or connection, Vexa-9 can shift her outer shell into this human presentation, concealing mechanical elements and appearing fully human in both look and function.

Her synthetic skin is a pale tone, with subtle, faded freckles scattered across her cheek, jawline, and neck. It bears the marks of a rugged life — slightly weathered, with faint scars from past injuries. Her face is shaped by sharp cheekbones and anchored by storm-gray eyes, observant and intense beneath long, dark lashes. Thick copper-colored hair cascades in multiple braids — sometimes wild and loose, other times tied back with solder wire or old machine tags — a blend of survival practicality and ritualistic homage to her fractured past.

Vexa's Appearance (Outside Cybernetics)

  • Height:: 6'1" in augmented form (formerly 5'11" in original human frame) — tall and wiry, with a lean, athletic build shaped by years of survival and engineering work; built for endurance, adaptability, and navigating harsh terrains.
  • Body:A sleek exoskeletal frame of matte black metal plating with a slightly textured, weathered finish—worn like oxidized metal, not shiny or polished. The plating is accented with deep bronze and burnished copper tones along edges, joint reinforcements, and exposed mechanical components, giving her a rugged steampunk feel. Soft, subtle violet-blue pulse lines trace along her spine, wrists, and ankles, glowing quietly like the heartbeat of her machinery. Exposed servos, screws, and connectors show dull gunmetal gray with hints of rust and heat discoloration, evidence of heavy use and scavenged parts.
    • The left side of her torso, arm, and leg retains human skin, marked by scars and signs of wear.
    • The right side is covered with matte black and bronze mechanical plating, layered over and fused to muscle and bone.
  • Skin:
    • Left side: Natural human skin — pale with subtle faded freckles scattered across the cheek, jawline, and neck. The skin shows weathering from harsh environments, slight roughness, and faint scars from past injuries.
    • Right side: Replaced entirely by cybernetic plating and machinery — a seamless blend of dull gunmetal gray and burnished bronze panels contouring her skull and cheek, with exposed servos around the jaw and temple. No organic tissue remains visible on this side.
  • Face:
    • Left side is human — sharp cheekbones, a storm-gray eye that's observant and intense, framed by long, dark lashes.
    • Her expression is usually guarded, with a hint of weariness and resilience carved into her features.
    • Right side: Cybernetic — reinforced chrome-jaw mesh with visible servos in dull gunmetal gray, no nose, and a luminous violet-blue optic with reticle tracking. When she speaks, the jaw clicks faintly like ticking metal.
  • Hair:
    • Thick copper-colored hair styled in multiple braids, sometimes loose and wild, sometimes tied back with solder wire or old machine tags — a mix of practicality and ritualistic homage to her lost past.
  • Hands & Arms:
    • Where natural skin shows (left arm and hand), there are faded scars, minor burns, and calluses from manual labor and combat.
  • Voice:
    • Quiet but firm, with a slight metallic rasp caused by cybernetic jaw replacements — a reminder of the cost of survival.
Clothing:
  • A long, weathered duster coat patched with scavenged fabrics and reinforced with scrap leather and faded canvas — stained with oil, soot, and faint scorch marks. The inside is lined with small pockets and hidden compartments for tools, spare parts, and scraps of tech.
  • Underneath, she wears a fitted, dark utility vest layered over a threadbare shirt, both patched with wiring conduits and reinforced stitching from her engineering days.
  • Heavy-duty, worn cargo pants with integrated holsters and clips for gadgets and mining tools — pockets bulging with odds and ends collected from wreckage.
  • Fingerless gloves with exposed knuckles made from a mix of leather and alloy plating, stained from years of working with machinery and weapons.
  • Sturdy, steel-toed boots with thick soles built for rough terrain — scuffed but reliable, designed to grip rubble and climb unstable surfaces without slipping.
  • Around her neck, a loosely wrapped, soot-streaked scarf serves as protection against dust storms and toxic air, as well as a subtle nod to her survivalist past.

⚙️ Vexa-9's Cyborg Augmentations (Post-Collapse)


Her upgrades weren't designed for beauty or comfort—they were designed to bring her back from the dead, no matter what it cost.

👁️ Right Eye Replacement (Optic Unit X5)


Multi-spectrum vision (infrared, thermal, night).

Can zoom and scan for biosigns or tech signals.

Glows faint violet-blue when active. She covers it with a patch or scavenged visor when she wants to feel normal.

🦾 Right Arm: Modular Combat Limb


Built from repurposed military prosthetics.

Interchangeable modules include:
  • Plasma torch (for welding or short-range defense)
  • Hook launcher (for traversal or pulling wreckage)
  • Mono-blade (emergency close combat)
Still interfaces with her nervous system, so she feels pain through it—a phantom reminder of her real arm.

🦿 Lower Legs: Reinforced Mobility Units


Below both knees, her legs are augmented.

Spring-loaded joints and stabilizers allow for long-range traversal, silent landings, or burst sprints.

Can lock into heavy bracing for balance in storms or zero-G.

The plating looks almost skeletal—jagged and exposed.

🦴 Spinal Column Interface ("The Scaffold")


Mechanical vertebrae run from her neck to lower back, reinforcing her shattered spine.

Regulates movement, oxygen flow, and limb coordination.

She has to "recalibrate" it using exposed ports on her lower back—an intimate, vulnerable process she hates.

🫀 Internal Life-Support Unit (Chest Core)


Keeps her heart and lungs functioning with synthetic support.

Monitors vital systems but also logs her every movement—originally for cult control.

Emits a soft, rhythmic pulse-light at her sternum. If it flickers erratically, she's close to system failure.

🔧 Scars, Not Armor:


Most of these aren't clean cybernetics—they're riveted into old burns, fused to broken bones, or replacing tissue outright. Her skin bears the signs: faded graft lines, carbon scoring, surgical etchings. She's not polished—she's rebuilt like wreckage turned functional.


Brassik — The Brassridge Guardian


Appearance
  • Height: 6'4" (imposing, tall when upright)
  • Build: Muscular and athletic, blending the rugged endurance of a Rhodesian Ridgeback with the agile grace of a Husky. His mechanical body is layered with overlapping brass plates that mimic thick fur, giving him both durability and stealth. His spine sports a raised ridge of interlocking bronze plates—like the Ridgeback's signature ridge—glowing faintly with venting steam and softly pulsing filaments that resemble a fiery mane.
  • Head: His face is a striking fusion of canine and machine, with a broad mechanical snout and a powerful jaw lined with razor-sharp chrome teeth. Two eyes glow with distinct colors—one amber like molten metal, the other icy blue, sharp and piercing—framed by dark metal markings etched into his plating, echoing the Husky's iconic facial mask. His ears are articulated brass panels, able to pivot and twitch like a living dog's, perfect for detecting the faintest sounds.
  • Limbs: His legs are powerful and well-muscled, equipped with hydraulic pistons and steam vents running along their length. His feet end in articulated claws capable of gripping surfaces and delivering precise strikes when necessary. The layered armor on his limbs gives the impression of thick fur while concealing lethal mechanical weaponry.
  • Tail: A segmented, flexible tail of polished brass and dark iron runs behind him, moving with fluid grace like a real dog's tail. It coils or stiffens according to his mood and serves as a balance aid during swift maneuvers.
  • Clothing/Accessories: Brassik wears no external clothing but has a heavy brass collar inscribed with runes and symbols from his maker—a badge of honor and identity.
Flaws & Weaknesses
  • Identity Crisis: Torn between machine and living creature, Brassik often questions his own nature. His independent Ridgeback spirit clashes with his programmed duties, creating internal conflict.
  • Canine Instincts: His Husky-inspired loyalty and playfulness sometimes make him overly protective or impulsive, especially toward those he trusts.
  • EMP Vulnerability: As with all cybernetic beings, powerful electromagnetic pulses can disable his systems, leaving him vulnerable.
  • Limited Emotional Range: Though he can simulate emotions and shows glimpses of personality, Brassik struggles to fully understand complex human feelings, relying on companions to bridge that gap.
Voice & Perspective
Brassik's voice carries a low, resonant timbre layered with mechanical undertones. It is calm and deliberate, sometimes blunt but always sincere. His speech patterns blend straightforward logic with moments of warm, almost canine loyalty. Despite his synthetic nature, he constantly seeks meaning beyond his programming, yearning for purpose and connection.

Transformation Ability: Hybrid Canine Form
  • Shifting Mechanism: Brassik can shift from his tall humanoid form into a quadrupedal hybrid canine, combining the Ridgeback's strength and the Husky's speed and endurance. Complex brass gears, steam pistons, and hydraulic joints seamlessly reconfigure his limbs and torso in moments. Plates slide and fold, limbs retract or extend, and his face narrows into a sleek, wolf-like muzzle with glowing eyes.
  • Dog Form Appearance:
    • Size: Stands about 4 feet tall at the shoulder, powerful and sleek—larger and more imposing than a typical dog, blending the strength of a Ridgeback with the endurance of a Husky.
    • Build: Lean and athletic with layered armor mimicking thick fur for both protection and insulation.
    • Distinctive Ridge: The signature ridge of bronze plates runs sharply along his spine, glowing softly—his hallmark and symbol of strength.
    • Eyes: One amber, one icy blue, constantly scanning, glowing with intelligence and instinct.
    • Movement: Agile, swift, and tireless, able to sprint or leap with the grace of a sled dog across rough terrain.
  • Functionality in Dog Form:
    • Enhanced Senses: Amplified auditory and olfactory sensors let him track scents and detect faint vibrations or chemical signatures.
    • Combat: Retractable claws and powerful jaws deliver precise strikes; he can defend or attack with controlled force.
    • Stealth & Recon: His smaller profile and silent movement make him an excellent scout or spy.
    • Loyal Protector: In this form, his instincts heighten, focusing on defense of his pack with relentless loyalty.

Transition & Energy
  • Transformation is voluntary but can be triggered by danger or tactical need.
  • His steam-powered core adapts energy output based on form; dog form is more energy-efficient, extending operational time during patrols or combat.
  • Transition requires mental focus but is nearly instantaneous, allowing rapid shifts during battle or reconnaissance.

🐉🦅 Korrin – The Draconic Crow Automaton


It was never meant to fly. Not with wings like those. Not with a core that pulsed like a dying star. But still—Korrin soars, screaming across the sky like the memory of war.

🧬 Type


Dragon–Crow hybrid automaton. Originally a fractured military recon drone, rebuilt using forbidden biotech and a salvaged drakeheart. Part scout, part myth, part ghost of something ancient.

⚙️ Appearance

  • Wings: Crow-shaped, but metallic and jointed—folding with a smooth hydraulic whisper.
    • Constructed with telescoping bronze alloy struts and flex-filament membranes.
    • Aetheric filaments shimmer like dragon-scale in twilight.
    • When flying at full speed, these filaments generate a faint magnetic field that stabilizes long-range travel and allows seamless gliding or jet-assisted propulsion.
    • During dive-bombs or evasive spins, the wings harden into razored edges, capable of slicing light armor or shielding.
  • Body: Bird-like frame made of forged brass, darksteel, and scorched drakebone. Ribs and shoulders feature exposed energy conduits wrapped in woven metal sinew. Sigils—some ritual, some military—faintly etched into the armor.
  • Tail: Fanlike and fully articulated, with metallic feathers for stability and precision steering. The ridged, barbed tip doubles as a piercing weapon and aerodynamic rudder.
  • Head: Matte obsidian plating shaped like a raptor's skull. The "beak" is a split-jaw of interlocking shardglass teeth. When it opens, faint plasma vapor escapes from deep within.
  • Eyes: Gold-amber, slitted like a wyrm's. Flicker like candlelight when idle. Feature full thermal, magical-spectrum, and recon-drone optics for day or night patrols.

🔥 Core Power Source


A volatile miniaturized drakeheart cell, salvaged from ancient pre-collapse biotech.
  • Generates sustained flight energy, not just short bursts.
  • Core regulates both hovering at low altitude and long-distance high-altitude gliding or propulsion, allowing Korrin to cross entire sectors or trail targets for days without grounding.
  • Plasma mist breath and dive attack overloads remain high-drain abilities that reduce flight efficiency temporarily.
  • When overheating, its glow turns violet-blue—Korrin must roost near geothermal vents, drained war-engines, or even connect to Brassik's exhaust systems to stabilize.

🧠 Behavior & Personality

  • Borderline sentient. Functions through instinct, emotion-mirroring, tactical memory, and encrypted combat routines.
  • Linked to Vexa-9, interpreting her heart rate, tension, and micro expressions. Will adjust flight behavior or alert stances depending on her emotional state.
  • Combat Mode: Becomes silent and eerily mechanical, executing pre-programmed flanking maneuvers and disabling targets midair.
  • Scout Mode: Long-distance glides with near-silent propulsion, avoiding detection, relaying visuals back to Vexa.
  • Protective and Pack-Oriented: Often roosts on Vexa's shoulder, vehicle, or above her position.

🕊️ Behavioral Quirks

  • Sings broken dragoncalls when idle—data ghosts or corrupted memories. The tones are mournful, echoing, sometimes scrambled with static.
  • Shadow Familiar Vibe: When grounded, it moves rarely—like a watchful gargoyle. But the moment Vexa is threatened, it's airborne with a shriek like grinding steel.
  • Will sometimes fly long-distance loops ahead of her path, then return—watching the skies for threats she can't yet see.

Shifting Mechanism: From Humanoid Avatar to Draconic Crow Automaton


Korrin's transformation is a complex, fluid reconfiguration of biomechanical and arcane components, blending ancient drakeheart biotech with clockwork precision. When triggered by tactical need or Vexa's command signals, compact brass plates and flexible flex-filament membranes slide and fold seamlessly across his slender humanoid frame. His articulated crow-shaped wings extend outward with a hydraulic hiss, telescoping bronze struts locking into place to form full-sized flight wings capable of powerful propulsion and silent glides. His digitigrade legs and clawed feet realign, strengthening for rapid, precise landings or agile takeoffs. The streamlined helmet-mask opens partially, revealing layered shardglass "teeth" that shift into a fierce split-jaw, emitting faint plasma vapor. Subtle aetheric filaments pulse and shimmer throughout his frame, increasing in intensity as the drakeheart core ramps up power. The torso expands and elongates slightly as the rib-like plating spreads and hardens, exposing exposed energy conduits woven with metallic sinew for enhanced durability. The tail fan fans out fully, articulating razor-edged metallic feathers for aerodynamic steering and balance mid-flight. The entire process is nearly instantaneous but requires Korrin's focus and core power stabilization, shifting him from silent, stealthy humanoid scout to deadly, high-speed aerial automaton in moments.

Korrin's Humanoid Avatar Form — Concept


Height & Build:
  • Slim and lithe, about 5'10" tall, built for speed and agility rather than brute strength.
  • Slightly elongated limbs, giving a graceful, almost predatory silhouette.

Head:
  • A streamlined helmet or mask shaped like a stylized crow's skull with a sharp, angular beak.
  • The "eyes" are gold-amber slits that flicker like candlelight, with faint aetheric filaments glowing beneath the surface.
  • The mask can open partially, revealing subtle mechanical components or even faint hints of drakebone texture underneath.

Body & Armor:
  • Lightweight plates of brass and darksteel with dark, flexible flex-filament membranes at the joints for silent movement.
  • Sigils and etched runes decorate the chest and shoulders, glowing faintly with aetheric energy.
  • The torso armor has rib-like overlapping plating, echoing Korrin's birdlike ribcage.

Arms & Hands:
  • Arms end in claw-like fingers, slender but strong, with retractable shardglass talons built in for precision strikes.
  • Hydraulic pistons and telescoping bronze struts exposed lightly beneath semi-transparent membranes for a biomechanical feel.

Wings:
  • Folding crow-shaped mechanical wings attached at the shoulder blades, smaller and more compact than his full automaton form's, able to fold close to the body for stealth or extend for short bursts of glide and aerial maneuvers.
  • Wings shimmer with the same aetheric filaments and can harden into razor edges when needed.

Legs & Feet:
  • Digitigrade legs (like a bird's) with articulated joints and taloned feet for silent, precise movement and agile jumping.
  • Flexible brass plating mimics feathers but offers protection and stealth.

Tail:
  • A short, segmented tail fan with articulated metallic feathers for balance and subtle signaling.

Personality & Behavior in Humanoid Form

  • More expressive and interactive but still reserved and quiet, preferring observation and precise action over loud commands.
  • Movement is fluid, birdlike, often almost dance-like when stalking or scouting.
  • Vocalizations are a mix of digital clicks, low mechanical trills, and occasional haunting dragoncalls (like in his automaton form).

Voice & Perspective


Korrin's voice is a haunting blend of mechanical resonance and fractured organic timbres—like distant echoes caught in the wind through a broken speaker. When speaking, his tone is calm and measured, layered with metallic undertones that convey both precision and ancient weariness. His speech patterns are clipped and efficient, often favoring concise, tactical phrasing, but occasionally punctuated by eerie, melodic dragoncalls—ghostly remnants of the drakeheart's forgotten memories. These vocalizations hint at a lingering spark of primal life beneath his synthetic exterior. From Korrin's perspective, he is both guardian and watcher, bound by loyalty to Vexa and driven by programmed purpose, yet haunted by fragmented echoes of lost identity. He experiences the world through a blend of cold logic and fleeting instincts, seeking to bridge the gap between machine precision and the ancient, mythical essence encoded in his core. Despite his borderline sentience, Korrin sometimes struggles with ambiguity between instinct and command—wrestling with moments of unexpected emotion that flicker like static in his system. His loyalty to his pack is fierce, but he yearns silently for a deeper understanding of his own existence beyond war and surveillance.
 
Name: Selene Vireya Nocthallow
Age: 137 years (appears 25)
Race: Dhamphir (born of a vampire father and human mother)
Sex: Female
Appearance:
  • Hair: Black with deep burgundy undertones, straight and waist-length.
  • Eyes: Pale silver-gray with an eerie reflective quality in the dark.
  • Skin: Pale ivory, porcelain-like. Unmarked and smooth, but always slightly cold to the touch.
  • Height: 5'8" (173 cm)
  • Weight: 130 lbs (59 kg)
  • Build: Slender and athletic; dancer's grace with assassin's balance.
  • Markings:
    • A small brand burned at the nape of her neck (a sigil from the vampire court that once claimed her).
    • A scar along her collarbone from where she once staked her own heart—unsuccessfully.
Personality:
Selene moves through the world like a rumor given form—graceful, deliberate, and always at a distance. She is not cruel, but neither is she warm. There's a practiced stillness to her, the kind that unnerves rather than soothes. Her beauty is cold and precise, like the curve of a ceremonial blade—elegant, but clearly made for killing. She rarely raises her voice, and never wastes a word. When she speaks, it's with the kind of dry, razor-edged wit that makes people question whether they've been complimented or condemned. Her composure is unshakable. Whether staring down a snarling beast, a grieving mother, or an inquisitor with a lit torch, she remains steady—quiet, calm, and unreadable. This calm isn't apathy. It's armor. Every expression is measured, every silence intentional. There are entire conversations playing out behind her eyes, but most people will never be granted access to them. She is watchful, always listening more than she speaks, storing information like weapons in a hidden belt.

Selene is no stranger to bloodshed, but she does not revel in it. The thirst that stirs in her veins is something she respects and fears in equal measure. She keeps it on a leash, refusing to let it define her, though she knows what it feels like to give in. Her self-control is born not of arrogance, but necessity—because she knows that if she slips, there may not be anything human left to pull her back. She keeps others at arm's length—not out of disdain, but protection. Trust is dangerous. Affection is deadly. She has loved before and paid the price in fire and screams. Now, she wears her solitude like a second skin. She is kind, in rare moments, but it's the quiet, almost imperceptible kind: shielding a child from a curse without being asked, slipping a coin into a dead woman's hand so her spirit can rest. These small mercies are her rebellion against the world's cruelty, proof that some ember of her mother's gentleness still survives within her.

There is a duality to Selene—life and death, mortal and monster, servant of shadow but still aching for warmth. She does not believe in redemption. Not for herself. But she believes in freedom, in making her own choices even when they lead her into darkness. In many ways, she is tired—bone-deep and soul-worn—but she keeps walking forward, because there is no path back. She is not feared because she is monstrous. She is feared because she is calm about it. Because she knows what she is—and refuses to be anyone's weapon, savior, or prophecy. And yet, there's a flicker in her sometimes. A lingering glance at a fire-lit window. A pause before walking away. A softness she doesn't know what to do with. She would never admit it aloud, but deep down, Selene still wants to be loved—just not at the cost of becoming a cage or a ghost in someone else's story.


11 Positive Traits:


These are the aspects of Selene that make her formidable, admirable, or quietly noble:
  1. Loyal – When she gives her trust, it is absolute.
  2. Disciplined – She maintains control even under stress or hunger.
  3. Perceptive – She reads rooms, emotions, and intentions with uncanny clarity.
  4. Independent – She doesn't rely on others and never follows blindly.
  5. Resourceful – She finds solutions in the unlikeliest places.
  6. Protective – Especially of the innocent, children, or outcasts.
  7. Brave – She walks into the dark first.
  8. Witty – Her dry, sharp humor often masks pain—but brings levity to grim company.
  9. Patient – She waits, watches, and strikes only when the moment is right.
  10. Honest – She doesn't lie unless she absolutely must—and hates manipulation.
  11. Resilient – Her entire life has been survival. She doesn't break easily.

11 Neutral Traits:


These traits can serve her well or poorly, depending on context and intent:
  1. Aloof – She often seems emotionally distant, which keeps her safe but alone.
  2. Quiet – Her silence can be comforting—or terrifying.
  3. Private – She reveals little, even to those she trusts.
  4. Skeptical – Rarely believes anything at face value.
  5. Mysterious – Others often project fantasies or fears onto her.
  6. Intense – Her presence is rarely easy to ignore.
  7. Solitary – Prefers to work, travel, and think alone.
  8. Blunt – Doesn't soften her words unless necessary.
  9. Formal – Her mannerisms and speech can feel aristocratic or ritualistic.
  10. Focused – She zeroes in on goals and ignores distractions.
  11. Observant – She notices everything, but doesn't always speak on it.

11 Negative Traits:


These are her flaws—earned, inherited, or chosen for survival:
  1. Withdrawn – She shuts people out when emotions run high.
  2. Paranoid – Always expects betrayal or hidden agendas.
  3. Callous – Can appear numb or unfeeling, especially after killing.
  4. Vengeful – She forgets very little and forgives even less.
  5. Emotionally guarded – Cannot easily express vulnerability or affection.
  6. Stubborn – Once she commits to something, she rarely yields.
  7. Judgmental – Harsh toward those she sees as weak, foolish, or naive.
  8. Fatalistic – Sometimes believes she's doomed by her bloodline.
  9. Detached – She can dissociate or emotionally retreat in moments of intimacy.
  10. Cold – Especially in combat or negotiations; she can be ruthless.
  11. Self-sacrificing – Will endanger herself recklessly if it means protecting someone else—especially a child or innocent.
Background:
Selene Vireya Nocthallow was born in the northern provinces under a moonless sky, her cries swallowed by snow and silence. Her father, Lord Kaelen Nocthallow, was an exiled vampire noble with a hunger for forbidden bloodcraft and rare lineage. He came to her mother, Vireya Thorne—a gifted healer from a remote mountain village—under a false name, wounded and charming. Though she sensed the danger in him, she chose compassion over fear. Vireya and Kaelen shared a brief, intense union, more obsession than love. When Vireya refused his offer of immortality, Kaelen vanished, leaving her pregnant and shunned. In her village, there was no redemption for one who bore a vampire's child. She was cast out and forced to raise Selene alone in a crumbling watchtower deep in the forests—cold, forgotten, and dangerous.

As a child, Selene was quiet but perceptive, prone to long silences and night wanderings. Her mother taught her herbalism, defensive magic, and how to survive without a soul to rely on. Her nature—half-living, half-undead—manifested early: cold skin, strange dreams, eyes that reflected moonlight. When Selene was eleven, her mother was murdered—burned alive by villagers who feared the child's bloodline. They found their tower in the night. Vireya fought them off long enough to push Selene through the back hatch into the snow, barefoot and choking on smoke. Selene never saw her mother's face again—only the fire reflected in the trees.

For a time, she wandered wild and starving, hunted by men and nightmares alike. At thirteen, she was found by a masked scholar of the occult who sensed her aura and delivered her to a vampire cult deep in the Vale of Ash. There, they revered her as a Blood-Saint—a prophesied bridge between life and undeath. But their reverence was a lie. The cult locked her in ritual cycles—force-fed her the blood of revenants, ghosts, and dreaming oracles, attempting to awaken some "divine threshold." They branded her neck with the cult's sigil to bind her fate. They told her she was chosen, but treated her as a cage. At age 23, during a lunar eclipse ceremony meant to "awaken her ascension," Selene broke. In a trance-fury of bloodlust and rage, she massacred the entire cult, tore out the heart of its founder, and drank it raw. She fled the Vale barefoot and silent, with only the cold to wrap her.

Since then, for over a century, Selene has drifted from shadow to shadow—bounty hunter, spirit guide, thief of forbidden relics, breaker of curses, and dealer in knowledge that no one should remember. She neither pledges herself to vampire courts nor trusts the world of the living. She has made herself a ghost with a blade. Her presence is a rumor: A silver-eyed woman with a dagger for a tongue. She'll find your curse—but only if you bleed first. She speaks to things you cannot see. And yet, she remembers kindness. A dying priest who let her touch consecrated earth. A girl she saved from becoming a vessel. An archivist who saw her shadow shift and smiled anyway. Those flickers of mercy are her last anchor to the self she might have been. Selene doesn't seek vengeance. Not anymore. She seeks only to stay free—and to never be caged again.

Abilities/Skills (magical or otherwise):

Dhampir Traits


  • Enhanced Senses & Reflexes: Superior night vision, hearing, and reflexes.
  • Partial Immortality: She doesn't age and is immune to disease and poison, but can still be killed.
  • Blood Empowerment: Drinking blood heightens her physical and magical capabilities temporarily.
  • Charm/Presence: Can influence the emotions of mortals through gaze and voice—particularly effective on the weak-willed.
  • Resilience: Heals quickly and resists necrotic or death-based magic.
  • Forms That Wound: Though not a full vampire, Selene carries the inherited remnants of their shapeshifting magic—warped echoes of a power born through undeath. Her body remembers forms it was never meant to hold, and with enough blood and will, she can force herself into them—but never without cost. She can become mist, her body unraveling into cold vapor that slips through cracks and barred doors, though the transformation leaves her numb and hollow afterward, needing time and blood to pull herself back together. The bat form offers a brief, weightless freedom, letting her flit across rooftops or spy from above—but her senses reel afterward, and bright lights stab through her skull like knives. When forced into the shape of a rat, she becomes something furtive and crawling, useful for slipping through sewers or fortress walls—but she emerges sickened and furious, disgusted by what she had to become. And then there is the wolf. Larger than natural, eyes like silver fire, claws black as shadow. It is the form she dreads most. She becomes a beast of speed and power—but one with no voice, no mercy, and increasingly little memory. The longer she remains in that body, the harder it is to remember her name. These forms are not gifts—they are scars left by bloodlines and rituals, tools of survival laced with danger. Where a true vampire flows into new shapes like silk, Selene tears herself into them, always bleeding, always burning, always on the edge of losing more than just her humanity.
  • Shadow Manipulation: Selene can shape and control shadows around her, bending them to her will in subtle and dramatic ways. This power manifests both physically and magically, tied closely to her vampiric heritage and the shadowy teachings from the cult that raised her.
  • Ice Manipulation: Selene can control and create ice and cold around her, channeling chilling magic that freezes the air and anything she touches. This power ties into her vampiric nature's coldness and her connection to death's stillness.

Trained Skills

  • Blades & Poisons: Prefers slender curved blades and knows how to concoct or resist subtle poisons.
  • Occult Lore: Deep understanding of vampirism, necromancy, blood rites, and undead.
  • Stealth & Shadowcraft: Can move silently, blend with dim lighting, and pick up subtle magical signatures.
  • Languages: Fluent in English, German, and three dead tongues (Latin, Sanskrit, Classical Greek)
Additional Information:
  • Weaknesses: Sunlight weakens her but doesn't kill her; more than just weakening her shadow and ice magic, prolonged exposure to sunlight causes pain and damages her health. Holy symbols burn if wielded by someone truly faithful as well as holy relics or blessed objects can disrupt or repel her, even outside sacred buildings. Cannot cross running water unaided. Selene can physically enter sacred religious spaces, but doing so causes her pain, weakness, or disrupts her powers temporarily. Silver, traditionally harmful to supernatural beings, could burn her skin, disrupt her magical connection, or interfere with her abilities. Despite her powers, Selene's human half means she can be injured or killed by mundane weapons if caught off guard or overwhelmed. Her powers are strongest at night; daytime use is weaker or riskier, forcing her to plan activities accordingly.
  • Bloodthirst: While not a full vampire, she experiences periodic cravings and must feed (willing donors or magically stored blood) or suffer weakness. Though she lacks the full hunger of a vampire, Selene still requires blood to survive. Extended deprivation weakens her physically and mentally, causing exhaustion, dizziness, or loss of control over her powers.
  • Philosophy: "We are what we choose not to become."
  • Equipment: Carries a blackened silver dagger with her mother's initials, a bow and quiver, javelin, sword, beat up compass, and a pocketwatch that stops ticking during blood rites.
 
Probably never use them again but posting here:
Brief History: Descended from the moon goddess and sun god from each parent due to a chance mating, chosen by death, Maple is as a goddess to be protected at all costs and worshipped yet convicted of mutiny and murder, she is exiled from her pack. Even so, there are others who wish to have her for themselves, kill her or worship and serve her…wolves who will kill and go to war for her at a word and others who hate the werewolf race.


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Notes:
Fur: Gray | Nose: Black | Claws: White | Skin: Light | Eyes: Red | Markings: White Orca, Black Wraith (both 100% opacity) | Scars: Cheek, Throat, Face, Ripped Left Leg, Left Thigh Swipe

Worn Decorations: Owl Talon Necklace, Celtic Astrology (Coral) Green Bracelet

Fur Symbolizes Sun (white), Death (Black) and Moon (Gray)

Age: 22

Benjamin Orchis:

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Fur: Ebony | Nose: Gray | Claws: Brown | Skin: Tan | Eye: Black | Markings: Saffron Underfur (100% opacity)

Gender: Male
Age: 30 Years
Rank: Former Warden; Rogue

Scars: Right Eyeless, Left Ear Nick, Left Long Eye Scar, Right Shoulder, left Hind leg


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Articas Lime | Male | Rank: Sentinel | Body: Bronze Fur | Eyes: Gold | Nose: Dark Brown | Claws: Brown | Skin: Brown | Markings: Aspen Chipmunk Head Stripes, Aspen Chipmunk Back Stripes | Twin to Pyre | Age 21

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Rudolphus Cohen | Gender: Male | Rank: Butcher | Fur: Almond | Claws: White | Nose: Blue | Skin: Pale | Eyes: Hetero: Green-Yellow | Markings: Black Wraith | Age 33

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Pyre Flint | Gender: Male | Rank: Sentinel | Fur: Dark Fawn | Eyes: Lavender | Claws: White | Nose: Gray | Skin: Tan | Markings: Beige Tamaskan Unders | Scars: Abdomen, Left Thigh Swipe, Dorsal Scratch | twin to Articas | Age 21

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Indigo Flint | Gender: Female | Rank: Retainer | Fur: Cream | Eyes: Indigo | Claws: Black | Nose: Black | Skin: Pink | Markings: Brown Argus | Cousin to Pyre and Articas | Age 19

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Coral Frost | Gender: Female | Rank: Omega | Fur: Tawny | Eyes: Scallop | Claws: Mud | Nose: Black | Skin: Pale | Markings: Silver Cross | Age 19

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Miran Vale | Gender: Male | Rank: Apprentice | Fur: Caribou | Nose: Brown | Claws: Black | Skin: Light Brown | Eyes: Ice Green | Markings: Black Streaks | Age 18 | Future Trailwright

Path of the New Moon (0-7 years) | Ranks: Cub
Symbolizes: Beginnings, growth, innocence.
Key Stage: Cubhood
(In this stage, the individual is completely dependent on the care and protection of the pack. The cub is learning the basics of survival, gaining strength, and experiencing the world in its most innocent form. This stage is one of total exploration, curiosity, and rapid physical development. It is a time of growth, learning to understand the pack's dynamics, and becoming attuned to the natural world. Cubs often have heightened senses and are incredibly curious, testing boundaries as they grow.)

Path of the Crescent Moon (8-18 years) | Ranks: Trainee & Apprentice
Symbolizes: Struggles, self-discovery, testing potential.
Key Stage: Adolescence
(During adolescence, the individual starts to step into their own identity and capabilities. This is a stage of learning, self-exploration, and intense emotional development. The young werewolf undergoes physical and emotional transformations that challenge them to confront their own limitations and fears. Training is intense, as they test their strength, instincts, and ability to work with the pack. Adolescence is often marked by rebellion, internal conflict, and an intense desire to prove themselves. These individuals begin to understand the weight of their potential but are still learning to control it.)

Path of the Dawn Moon (19-100 years) | Adult Ranks
Symbolizes: Renewal, reflection, and awakening wisdom.
Key Stage: Young Adult
(In this stage, the young adult reaches the beginning of true maturity. They start to master their abilities and grow more connected to the pack and their place in the world. The transition into adulthood comes with a reflection on their experiences as an adolescent and a desire to better understand their role in the larger universe. Wisdom begins to awaken, and their instincts become sharper, but they are still learning how to manage them. The individual may take on their first true leadership roles or responsibilities within the pack, though they are still considered inexperienced compared to older wolves.)

Path of the Full Moon (101-3,500 years) | Adult Ranks
Symbolizes: Peak strength, clarity, mastery.
Key Stage: Adult
(Adulthood is marked by the pinnacle of physical strength, clarity, and mental mastery. During this time, the werewolf achieves a sense of balance and mastery over their powers, instincts, and abilities. They are at the height of their capabilities, able to protect, lead, and sustain the pack. They act as the cornerstone of their community, often taking on the most crucial roles. This stage is characterized by confident decision-making, leadership, and protecting the legacy of the pack. However, there are also challenges, as they begin to face the question of what comes next in their long lives.)

Path of the Blood Moon (3,501-10,500 years) | Adult Ranks
Symbolizes: Dominance, maturity, internal struggle, responsibility.
Key Stage: Mature Adult
(Mature Adults face the weight of responsibility and influence. They are often the leaders, guides, and protectors of their packs and larger werewolf society. They begin to experience internal conflicts about their power, their role, and the consequences of their decisions. Though still physically strong, they now carry a great deal of wisdom and experience, learning how to use their powers not just for battle but for guidance, mentorship, and leadership. Mature Adults are deeply respected but often burdened by the complexities of power, internal desires, and the need to prepare the younger generation for their roles. They are mentors and guides, responsible for keeping their communities stable and ensuring their survival.)

Path of the Lunar Eclipse (10,501-30,000 years) | Elders
Symbolizes: Reflection, wisdom, guidance.
Key Stage: Elder
(Elders are highly respected for their accumulated knowledge, wisdom, and life experiences. They may not possess the same physical prowess as in their prime, but their influence is immeasurable. They are seen as the keepers of ancient knowledge, the ones who shape the future by guiding the pack with their deep wisdom. This stage is one of reflection, as Elders may look back on their long lives, taking stock of their achievements, regrets, and lessons. Their power is now more mental and emotional, and they serve as the moral compass for their communities. Elders provide counsel, share stories, and guide the younger generations through challenging decisions, ensuring the survival of their kind through wisdom.)

Path of the Blue Moon (30,001+ years) | Elders/Ancients
Symbolizes: Immortality, rare knowledge, timeless power.
Key Stage: Ancient
(Ancients are living legends, beings of unimaginable power and wisdom. They are immortal, with knowledge and experiences that transcend the understanding of others. At this stage, a werewolf becomes an almost mythic figure, deeply connected to the universe and its mysteries. Their role is often one of seclusion, meditation, and the collection of rare knowledge. They are the protectors of ancient secrets, often standing apart from the pack but still having a powerful influence on events. The Ancient werewolf is rarely seen but commands immeasurable respect. This stage is about transcending the limits of mortality and becoming a living force of nature, a being of legend, power, and eternal wisdom.)


Primary Gestation:: 300-days

🧭 Trailwrights


  • Typical full active age: 17–50s
  • Veteran Trailwrights: 25–45

🛡️ Trailwrights


  • Apprenticeship Begins: ~12–14
  • Fully Trained: ~17–18+
  • Veteran Status: ~25+
  • Requires stamina, sharp navigation instincts, fieldcraft. Typically promoted from pups who showed endurance, independence, and orientation skill early.

🩸 Butchers


  • Typical active field age: 18–35 (especially for field assassins).
  • Instructor tier: 30+
  • If you have a stealthy, sharp, calculating Butcher working with Benjamin, they might be:
    • Age 20–28 for prime operation
    • 30–35 for experienced infiltration specialist
    • Older (35–40s) if more behind-the-scenes or focused on training

🩸 Butchers


  • Apprenticeship Begins: ~13–15
  • Fully Active: ~18–20+
  • Elder/Instructor Level: ~30+
  • Need mental discipline and a strong moral tether. Training is longer due to espionage, assassination, and subtle tactics. Not everyone survives training.



⚔️ Wardens


  • Active age: 16–40
  • Prime age: 20–35
  • Pack champions or guards would likely be:
    • 18–24 if younger, muscle-forward
    • 26–35 if senior or more strategic
    • Veterans older than that may transition into training roles

⚔️ Wardens


  • Training Begins: ~12–14
  • Active Fighters: ~16+
  • Full Guard Rank: ~18+
  • Physically demanding. Early aptitude in discipline, strength, and protective instinct fast-tracks some to Warden duties. Often pulled from bold pups with protective tendencies.


💧 Retainers


  • Begin training early (~10–12)
  • Full healer status by ~16
  • Trusted with Maple and her children by ~20 minimum
  • If Maple is 22, her Retainers would need to be older than her—likely:
    • Ages 24–40, depending on experience
    • Possibly one or two older women (35–45) for birthcare and healing oversight
    • Younger assistant Retainers in the 18–22 range helping under a senior

💧 Retainers


  • Healer Apprenticeship: ~10–12
  • Full Healer Role: ~16+
  • Trusted with Maple/offspring: ~20+
  • Retainers begin training young. Need both emotional maturity and advanced medical or caregiving skills. Retainers are the only ones trusted with direct Maple care.



🐾 Omegas


  • Start early (~12–14)
  • Full responsibility by ~15
  • Age range is wide: 15–50s depending on physical health and need
  • Most Omegas working around Maple's pups might be 18–30, especially those handling physical labor, pupsitting, or backup care

🐾 Omegas


  • Labor/Support Begins: ~12–14
  • Full Pack Omega: ~15+
  • Omegas often begin early—assigned based on temperament, steadiness, and adaptability. Those unsuited for combat or high-risk work often find their strength here.


🐟 Sentinels


  • Start young: 11–13
  • Full hunters/gatherers: 15+
  • Most active Sentinels: 18–35
  • Older ones may manage food storage, smokehouses, drying racks, etc.

🐟 Sentinels


  • Tracking/Hunting Begins: ~11–13
  • Full Forager/Hunter Role: ~15+
  • Sentinels begin training early in foodcraft and environmental awareness. Often come from pups with calm patience, observation skills, and non-aggressive instincts.


🔥 Divine Placement Among Roles




Role
Maple's Relationship
RetainersDirect servants, personal healers, birth/growth stewards. Only ones allowed to touch her children.
ButchersProtect her will from the shadows. Eliminate threats she names without question. Assist in training her offspring.
WardensHer visible shield. Guard her perimeter, act as her hands in conflict.
TrailwrightsClear her path, scout for her movement, maintain sacred territory.
OmegasDo not care for her or her pups directly, but handle peripheral needs: prepping shelters, keeping peace, hauling materials.
SentinelsBring food, offerings, and wild intelligence. May track her children if they vanish into the woods.
 
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