RPG Synopsis & RPG Players (2470)

It's the year 2470 - Sound of the Guns - and the first New Horizon Campaign has begun.

The Walk of Man is a region beset. A group of rebels called the Rusty Stars are attempting to overthrow the native Government, the Voice of the West. By sabotaging many of the exports, and driving up export costs. As a result, job security hangs by a thread for many.

Additionally, with the recent passing of New Horizons six months in the shadow of the second moon, much of the wildlife has come out of hibernation and is rising more than their usual varieties of hell.

In the hills of the Azuremars, rumors that the seemingly immortal Animus Telias has returned begin to be whispered in the ears of those in low places.

The call to arms has come, to all citizens of The Walk of Man. Your land needs you, it's time to pick up your weapon and clean up the mess.

The Season of Gunshots

Around the massive land known as The Walk of Man, many men and women are traveling from corner to corner placing adverts announcing the most important news announced in the region in over five years.

Request for Bounty Hunters:

To all the brave Citizens of The Walk of Man, in light of the recent economic down turn, rampant banditry and blatant acts of sabotage by the Rusty Stars in their attempts to overthrow local government to create a so called 'Democratically Correct Government of the Peoples' that I'm declaring open season on threats to the homeland.

Those who wish to help clean up our land, report to Trapper Town to sign up as a deputy of the Allied Regional Militia with either Kaleb or Alabaster in Trapper Town. Admission into the ARM is one Geodite, each member will be given a numbered badge and enough work to keep them busy and our land clean.

Henceforth, there shall be a bounty of fifty Geodites on the head every wanted bandit, with local law enforcement given provision to dispense up to ten times that amount for more notorious criminals. Live capture for trial of those who are not known also to be killers will award an additional ten percent, twenty for proven killers.

All the 'man eaters' and dangerous vermin native to the land will now have a bounty on their body parts:

  • Fueno tails: 1 Geodite

  • Scorpin tails: 5 Geodites

  • Peraspider legs: 5 Geodites

  • Crypto Scarabs: 10 Geodites

  • Devourer hides: 20 Geodites

  • Belianor hides: 20 Geodites

  • Ravagers paws: 25 Geodites

  • Regnant ravager claws: 45 Geodites

  • River Dragon teeth: 50 Geodites

  • Grim Stalker Skulls: 250 Geodites

Bounties on the Rusty Stars will be on a 'per mission' basis, pay will be proportional to risk, and will include salvage rights if applicable.

Ladies and gentleman, sharpen your swords and load your guns, because this will be the Season of Gunshots. God Speed, Walkers.

Vernon Klempt, Septumvir of Walk of Man speaking on the behalf of 'The Voice of the West' council.

Alabaster

  • Race: Aesir Wafan

  • Gender: Male

> 2490:

2470 - 2490:

Appearance:

Alabaster is a grizzled looking older male Aesir Wafan in his late thirties. He has medium grade armor and an energy pistol weapon on each hip. He is also fairly solidly built.

Background Information:

Alabaster is the former crèche mate of Kaleb, these two were born and raised in a Aesir and Vanir joint crèche, a very rare thing. They both took different paths, one an outlaw, but Alabaster was ever the prodigal son and worked his way up the law enforcement ranks until he became the High Marshall for the entire Walk of Man.

Before 2490 he was a member of The Voice of the West but then he was kicked "upstairs" for personality conflict reasons. During 2470 he was a member of a Sheriff's Posse for a time.

concept art by Eriance

He was raised in Trapper Town and he is the only remaining member of his family, although he follows them in politics. Extensively audits the other factions to maintain government transparency. Fights for equitable exchange rates of raw materials exported from the Walk of Man. Alabaster has to this day 135 arrests on his account, and 40 kills in the line of law enforcement duty.

Additional Information:

Those who wish to help protecting the land should report to Trapper Town and sign up for a job as deputy of the Allied Regional Militia (ARM). Talk to either Kaleb or Alabaster in Trapper Town for an admission into the ARM, which cost one Geodite. Each member will be given a numbered badge and work to keep them busy and our land clean.

Alabaster is the High Marshal or Trapper Town. High Marshall essentially amounts to Alabaster being the man who takes the reports from all the sheriffs and marshals in the entire Walk of Man, and has to deal with all their problems. He's also the local ARM contact.

Kaleb

  • Race: Vanir Wafan

  • Gender: Male

  • Faction: Trapper Town (Walk of Man)

Appearance:

Kaleb is a cigar smoking Wafan gunman.

Background Information:

Kaleb was once an incredibly notorious outlaw, with the proclamation of the Season of Gunshots, as a patriot, he offered to turn himself in so that he could put his knowledge of the underbelly of the Walk of Man to good use. His quests dispensed to Walkers tend to be less pleasant than his counterpart and former Crèche mate, Alabaster.

Additional Information:

Kaleb works for Alabaster, the High Marshal. If you want to join ARM then you have to go and talk to either the High Marshal or Kaleb. Kaleb is often found at the Goddamn Liar bar in Trapper Town, but occasionally he's been spotted at the Captain Booze's bar as well.

Kaleb isn't any kind of lawman. He's a filthy mercenary scum that saw which way the wind was blowing and offered to help out in exchange for amnesty, selling his knowledge of other criminals for freedom from a death sentence, but essentially he's just another bandit.

concept art by Eriance

Ebelan

  • Race: Vanir Wafan

  • Gender: Male

  • Faction: Trapper Town (Walk of Man)

Combat Aptitude Scores (54):

  • Body: 8

  • Power: 12 (10+2)

  • Resistance: 8

  • Speed: 8

  • Accuracy: 8

  • Evasion: 10

Appearance:

Ebelan is a well-built Vanir Wafan. He has medium long black hair, and he wears a solid armor with a utility belt filled with tools and other useful items. Ebelan wields a large broadsword.

Background Information:

Ebelan had always been a carpenter first and a fighter distant second. However, that changed one day when he became a Crèche Keeper, and father to a dozen unruly children. He spent months watching them grow and become their own people, watching the reclusive young Iris come out of her shell and ask for an apprenticeship. No father could have been more proud.

concept art by Eriance

Ebelans life took another turn as the Rusty Stars bombing of the nearby refinery to the Copper Quarter had unintended side effects. The tallest smelting tower collapsed and obliterated the "Copper Dove Vanirs Crèche", killing all his fellows and all their children, leaving a strong man weeping in the street into his hands, the tool set he'd been out late buying for his apprentice forgotten in the gutter.

Ebelans future however was not in doubt. There could only be one answer to this: Justice. Not the justice of a court room, but the justice of a father. To that end he joined A.R.M., hoping one day soon to find leads which would help him discover who was responsible for the destruction of his life.

Frost

Character created by Cryo Mantis

2470:

  • Real Name: Kale "Frost" Garreth

  • Race: Vanir Wafan

  • Gender: Male

  • Height: 6'5"

  • Weight: 220 lbs

  • Faction: Trapper Town

  • Objective: Animus Hunter

Combat Aptitude Scores (54):

  • Body: 8

  • Power: 10 (8+2)

  • Resistance: 7

  • Speed: 10

  • Accuracy: 10

  • Evasion: 9

Appearance:

Frost is a light skinned, dark haired Vanir Wafan of average height and medium build with a neatly trimmed goatee. He is typically clothed with a large brown trench coat and a wide-brimmed fedora to help conceal weaponry and armor. Concealed beneath his coat is a silver-bladed broadsword and maroon colored armor with silver and black trim along various joints and edges.

concept art by Eriance

His left eye features no iris or pupil instead just being a faint glowing red light within the shadow of his wide hat and is surrounded by a metal plate that disappears just under his hairline.

Personality:

Frost is a very mission oriented individual concerned with fulfilling a contract that he is either assigned or hired for. He could be termed as a mercenary, bodyguard, enforcer, bounty hunter or any number of other terms. He takes his work very seriously with the understanding that any error or mistakes, no matter how insignificant it may seem, can not only cost him a mission, but possibly even his life.

He is peculiarly social outside of his mercenary work though not exactly in a vocal, charismatic, or sometimes even friendly manner. He understands the necessity of acquiring contacts and the need for assistance where and when it is required.

Origin:

Frost was born Kale Garreth in a crèche, specializing in combat training in the Copper Quarter of Trapper Town that called itself The Guild. He had always had an interest in close combat and edged weapons seeing them as an art form rather than an archaic and crude method of fighting. He favored the sword out of all the bladed weapons he had experimented with not only because it seemed an elegant weapon to him but because it was a staple and symbol of the crèche he had been born and raised in. He eventually set out from Trapper Town as a Walker at the age of 12 with no small amount of urging from The Guild. He sought adventure, fame, and the chance to actually test his sword skills that he had often practiced. Living in the wild presented its fair share of challenges but none were as tough as dealing with competition from fellow Walkers. He had learned to deal with them through numerous trials and it only served to toughen his resolve. The drawback to Frost's experience was discovering just how cruel his fellow Wafans and humans could be. This gave a formerly adventurous Kale a rather cold and cynical view of the world and which also provided him with the alias he currently goes by - Frost.

Once he had returned from being a Walker at the age of 19 he sought to make a name for himself as a sell-sword and attempted seeking mercenary contracts around Trapper Town. He was able to acquire numerous assignments through his "family" of retired Walkers that he had networked throughout the town. Some of his earlier jobs included simple courier and bodyguard work. He eventually moved up into becoming a bounty hunter and occasional enforcer for wealthy individuals.

Zebotzei

Character created by Karasawa

2470:

  • Real Name: Zebotzei Arevon

  • Race: Olympian Human

  • Gender: Male

  • Height: 6'1"

  • Weight: 170 lbs

  • Faction: Independent

  • Objective: Animus Hunter

Combat Aptitude Scores (48):

  • Body: 6

  • Power: 9

  • Resistance: 8 (10-2)

  • Speed: 7

  • Accuracy: 6

  • Evasion: 12

Appearance:

Zebotzei sports a messy, medium straight hairstyle of salmon-white color. He has a youthful facial structure with no facial hair. His eyes are a bright teal, and the dark purple rings below his eyes from constant sleep deprivation which often creates a frightful look. His frame is by no means muscular, and he stands contra pose at all times to enhance his balance.

concept art by Eriance

He cares little for extravagant clothing other than his tattered beige manta, always unbuttoned as to conceal his weapons while also having them at arm's reach. He wears gloves which are designed with special notches for wiring mechanisms. The wires are connected to small, ellipse spools on the sides of his knees. He wears pointed boots designed to withstand harsh terrain stolen from his father. Beneath his manta is a large stock of explosives and traps attached to a skin tight, tactical body suit. Where he received this was unknown, but it is likely he gained most of his supplies from temporarily teaming up with bandits, plundering the loot of combatants passing through, and killing bandits when they attacked unarmed civilians.

Zebotzei can easily take on groups of foes at all sides by quickly littering his surroundings with a mess of wires and bombs if the situation calls for it. He also carries a laser-bladed pick ax, formerly used by the miners in Crane Hill.

Origin:

Born in Crane Hill, Zebotzei lives his early life out in misery and neglect. His father Pepperem, a gruff bigoted miner, cares nothing to note so much as the slightest detail of his unknown mother. After he became eight years old however, Pepperem tells Zebotzei (in a drunken stupor no less) that his mother was a brothel maid in the red light district, the Rats Nest. Crushed, Zebotzei runs away to the mines. There, he meets a Promethean Cyborg named Laos. Laos has known Zebotzei since his infancy. He also knows of his abusive father. For Laos, Zebotzei is the closest thing to acceptance he would ever find in his relatively short lifespan. As such, Laos is very open about himself, often showing Zebotzei the cybernetic implants and giving him lectures over history he would not find in the biased, ill-legitimate history books at home. Life became a lot easier for Zebotzei now that he has a friend to socialize with. On the days when his father is especially cruel, he would often run away from home for days, or even weeks to live with Laos. In his company, he learns much of tolerance, and having an overt mind. Because of Laos, Zebotzei sees no difference between living beings, organic or otherwise.

As time went on, Laos started to reach the end of his short life. It became evident to everyone in the mining operation that he was becoming weaker, and his secret was made public. Pepperem sees this, and accosts Laos one late night at the mines. He threatens and berates Laos for filling his son's naive mind with nonsense and acceptance of an abomination such as himself. Laos argues that Zebotzei is sheltered, and that he needs to see the world with his own two eyes, not his fathers. In a fit of drunken rage, Pepperem kills Laos while his back is turned and afterwards disposes of the body, claiming that he had merely deserted town. When Pepperem returns home, he promptly beats Zebotzei, chastising him greatly for associating with cyborg scum. Bruised and battered, Zebotzei cries out for Laos. Pepperm tells him that Laos is dead, and that he is better off.

Suddenly a fight breaks out between Zebotzei and his father, which ends in his father locking him up in a cellar closet that's no wider than the poor boy's frame and no taller than the tips of his hair. In this dark, windowless room, he only has room to lie down and nothing more. Zebotzei stayed in this closet for weeks, while trying to absorb what water he could from the chemical products that sat on the shelf to stay alive. After some time his father finally lets him out. Whether it was the chemicals Zebotzei had to ingest to survive on, the darkness of the cellar, his starvation or his neglect, his soul begged for respite. Zebotzei finally comes to the conclusion that he wants to kill his father.

As a miner, Pepperem often uses timed explosives for clearing out new areas to extract resources in the underground. Being a miner's son, Zebotzei knows how they work. Zebotzei modifies his father's explosives by doubling the amount of plastics in them, effectively making it powerful enough to level a fraction of the mine, hoping that his father would use these explosives soon. The next day, Zebotzei's father uses the explosives during his work, which are detonated causing part of the mine to cave in. This massive collapse in itself kills at least 20 workers. Though he denies any fault of the incident, the other remaining miners would not let it rest. Already, they dislike Pepperem for his arrogant, ignorant attitude towards others. However, for such a large and pre-inept mistake, those dislikes start to escalate into hate. That night, as Pepperem walks home in a drunken stupor as usual, he is assaulted by a group of miners, cyborgs, and cyborg sympathizers who had found out not only about the mining accident but also about Laos' murder. The next day Pepperem is found lying in the streets, dead. As social worker units investigated Pepperem's home to find Zebotzei and put him in foster care, they find nothing but an empty house. Zebotzei had taken everything: His father's modified laser pick ax, all of the surplus explosives lying around, and whatever clothes or armor he thought useful to take. Foster units eventually gave up after a week long search.

In the meanwhile, Zebotzei trudged across the wilderness of Youzem on his way to Trapper Town...

Suen

Character created by Moon

2470:

  • Real Name: Suen

  • Race: Aesir Wafan

  • Gender: Male

  • Height: 6'1"

  • Weight: 165 lbs

  • Faction: Aquilon's Reach

  • Objective: Animus Hunter

Combat Aptitude Scores (53):

  • Body: 9

  • Power: 9

  • Resistance: 7 (9-2)

  • Speed: 10 (8+2)

  • Accuracy: 8

  • Evasion: 10

Appearance:

Born into the sixth generation of the "Blue Moon Aesir Crèche" in Glacier Run City, Suen has the characteristic blond hair and pale yellow eyes of all those of his generation. Exceptionally tall in height for an Aesir, and quite thin, Suen is nonetheless a strong and quite capable individual.

concept art by Eriance

Though not the most attractive Aesir ever made, he has the typical beauty of his race; though he would be considered merely above average by Aesir standards, he would still be considered very attractive by human standards. In fact, it is often commented that he looks slightly like a woman. Suen detests this, and it's part of the reason he joined the military and tries so hard to act the part of a 'man'.

Suen tends to leave his hair long, and braids it into a small tail that reaches between his shoulder blades. This is a homage to his mentor, Dr. Actaeon, who wore his hair in the same style. His bangs are also long, but are generally pushed back behind his ears to keep them out of his eyes.

Origin:

Born into a crèche of 15 Wafans, Suen was one of three raised by the Dr. Timothy Actaeon, a former surgeon. Dr. Actaeon had long ago been stripped of his medical license. The reasons were never made clear to Suen. He volunteered to raise the three Wafans for his employer, the Ashitanaru Heavy Industries Shipping Division.

For the next two years, Suen and his siblings lived peacefully, attending orientation courses for their mentor's employer, while also receiving schooling from the doctor himself. Thanks to these courses, Suen has a basic understanding of some of the fundamentals behind the sciences; chemistry, biology, and physics. His knowledge is would be considered equal to that of a first year university student.

Following the collapse of Ashitanaru Heavy Industries' Shipping Division, the three found themselves in need of a real job to make ends meet. Feeling that they would be better served working alone. Suen's siblings departed, leaving only him to care for Dr. Actaeon.

Seeing no other viable options, Suen enlisted into the Aquilon Navy for a four-year tenure. Despite being away from port for months at a time, Suen found that he enjoyed the military lifestyle. During this time period, he was introduced to Lt. Commander Jack Long. An academy graduate of Asian-descent, he hailed from a military family in the Garden of Zen. Long initially regarded Suen with indifference, but the two would grow close during their time serving together. It was from Jack that Suen first learned of the opportunities that mainland Youzem presented. He would later fall back on his friend's advice after leaving the navy. In the months following Suen's departure, Jack Long was promoted to Commander, and has been out of contact ever since. Suen still considers Jack as perhaps his closest friend, despite their lack of communication over the last year-and-a-half.

Suen finished his tenure with the rank of Lieutenant, and returned home. For six months, he lived a relatively uneventful life with Dr. Actaeon, supporting himself with the remains of his military funds. Suen considered setting out on his own several times, but found himself unable to leave the doctor alone. In the months of his absence, the Doctor had grown increasingly secluded and sickly. Suen feared that, if he left, the man would kill himself. Ironically, it appeared that it would have made no difference. On a morning in mid-October, Suen had departed the house to talk to a local shipping company regarding potential employment. When he returned home, he found Dr. Actaeon dead in his home, face-down on his desk, a bullet in the back of his head.

Following a brief investigation by the authorities, the case was deemed unsolvable; there was simply no evidence. Suen, unaware of his sibling's locations, attended the funeral alone. Saying his final goodbye, he departed Aquilon for Youzem, seeking a new life on the mainland.

Sear

Character created by Aclex

2470:

  • Real Name: Elizah Stark (Sear)

  • Race: Aesir Wafan

  • Gender: Male

  • Height: 5'6"

  • Weight: 147 lbs

  • Faction: Independent

  • Objective: Animus Hunter

Combat Aptitude Scores (52):

  • Body: 7

  • Power: 9

  • Resistance: 7 (9-2)

  • Speed: 12 (10+2)

  • Accuracy: 10

  • Evasion: 7

Appearance:

An Aesir Wafan of average height and slight build, Sear prefers rather plain clothing of dark reds, browns, grays, and blacks. He usually wears a light-weight, long-sleeved shirt and a pair of nondescript working pants. He wears an old vest full of pockets when working, which would have been neon orange if not for age and dirt. He is never seen in public without gloves. When traveling, Sear wears his work-vest, boots, and a dark brown cloak, with his bow a gear strapped on his back.

concept art by Eriance

Quite fond of the stylized eye symbol which he created for himself, Sear often marks hidden corners of his possessions and clothing with it. It also figures prominently on the line-work done on his body. Although his skin incorporates a rather extensive amount of custom line-work, it is usually fully covered by clothing, except for the face. The only lines on his face are a single instance of his eye-symbol in the center of his forehead, but it is much fainter than normal lines, visible only upon close inspection.

Origin:

Born and raised in Warhead, Sear worked as a mechanic in one of the many small weapon/armor outfitters that are ubiquitous throughout the city. Though he is quite talented in engineering, he has forgone extensive schooling, not wanting to carry around a large amount of debt. Disliking the rigid, militaristic bent of life in Warhead, Sear has taken up "walking". However, his true goal is not adventure, but rather to find a similar job to his old one, in a more agreeable place to live. Maybe he'll try to build up some money for schooling along the way, as well.

His eye symbol and name comes from an incident while he was working. It was one of the extremely busy weeks, where the whole city was overstressed from fighting. Something exploded while Sear was working, damaging half of the shop. Luckily, Sear got away with only superficial damage. It did however mess up his face considerably, leaving a strange eye mark on his forehead. Since work was so tight, and now the shop needed to be repaired as well, it was several days before his face could be attended to. During those few days he was given the nickname Sear, because the explosion had given him a third eye (as in a seer). He also adopted a stylized version of the mark as his symbol.

Kae

Character created by Dakitty

2470:

  • Real Name: Kae

  • Race: Jotun Wafan

  • Gender: Female

  • Height: 7'

  • Weight: 260 lbs

  • Faction: Aquilon's Reach

  • Objective: Animus Hunter

Combat Aptitude Scores (51):

  • Body: 9

  • Power: 13 (9+4)

  • Resistance: 12 (10+2)

  • Speed: 4 (8-4)

  • Accuracy: 6 (8-2)

  • Evasion: 7 (9-2)

Appearance:

Kae is a rather peculiar looking Jotun, having originally been built as a Vanir before a tragic accident caused her to look like quite an odd Wafan. Taller than a Vanir, and with limbs seemingly incapable of supporting the massive armor chest piece, boots, and gauntlets fitting for a Jotun, her every movement seems to scream cumbersome and clumsy.

concept art by Eriance

Her face is also fleshy, and her exoskeleton is very slim looking and completely in contrast to the giant hunks of metal her limbs dip into. She has long bright red hair done up in a ponytail. Her eyes seem to lack direction, the blue pupils rarely seeming to move in any particular direction, but she always seems to keep upright and from trampling over anything, ruling out any thoughts of blindness.

Origin:

Originally a pair of designs in a crèche, the supplies and time constraints for a new batch of Wafans in the Glacier City region lead to the addition of a few inexperienced Wafans to try and speed up production of a new batch.

During the construction phase, the young Dr. Taus Vinsulf was left in charge of the maintenance of the Luminous Cores to be inserted into the future citizens, but due to negligence on a criminal level, one of the cores was lost. Desperate to make the most of a bad situation, he decided to frankenstein the remaining parts for the Vanir and Jotun types and piece them together to make a single Female Wafan model.

Convinced after basic assembly and function tests that his efforts had borne fruit ripe enough to overlook his mistake, he went about his tasks and resumed work on the other units in the crèche and did his best to ignore that a core was destroyed at all. It didn't take long, however, before the others involved noticed the model's peculiar hybrid build, and the lack of a whole unit. The trial was swift, and resulted in the ban of Taus from the area, and his being hired in his field of weapon design from anywhere in the region, as well as the dismantling of Kae prior to activation.

In a fit of arrogance and rage, Taus activated Kae and used her peculiar strength to work out an escape from the city, ending up in Perpetua Glacier once the chase for the fugitive finally ended. Using his gifts to find employment as a weapons manufacturer for a group of Jotun raiders, he struggled to keep them happy enough to keep himself maintained. The hell of degrading his talents to such a level made him exceptionally vengeful at his creation, despite her vital aide in his escape while she was still in an innocent state. His cruel treatment of her kept her mostly mute for years, and in order to make her pay her own way to some degree, he often lent her out to the raiders as well, forcing her to conflict against her own morality in order to survive. Still, in the trials and daily struggles of life in the frigid cold, the young Wafan found peace in aiding those too weak to support themselves and thrust into a similar lifestyle.

Eventually, a dispute between the raiders and Dr. Vinsulf gave Kae a chance to escape, and she found herself walking all the way south to Fort Horus, the trek resulting in drastic damage to her legs and back. The locals were quite amazed to see the peculiar creature walk into view, obviously suffering from wear on all her parts, yet never even thinking to take off her armor...

Ever since, she's dedicated herself to odd jobs and charity work, passing herself off as an exceptionally tall yet clumsy Vanir. While despising conflict, the act of heavy welding and transport repair has earned her enough to scrape by, but as the times become increasingly turbulent, the pacifist nature of the girl slowly starts to slip away, as a sense of obligation to those less fortunate than herself stirs her to action.

Howard Hipshot

Character created by Arasoi

2470:

  • Real Name: Howard Hipshot

  • Race: Olympian Human

  • Gender: Male

  • Height: 5'8"

  • Weight: 135 lbs

  • Faction: Trapper Town

  • Objective: Animus Hunter

Combat Aptitude Scores (49):

  • Body: 7

  • Power: 7

  • Resistance: 5 (7-2)

  • Speed: 10

  • Accuracy: 9

  • Evasion: 11

Personality:

Howard Hipshot is man of below average build, average height, and about average appearance. Except the locations of the planet not having a proportional population of dark skin, Howard would never stand out from a crowd , except for his mangy taste in clothing. Howard dresses about like one might expect a cartoon character to dress, wearing an owl themed serapi that's two sizes too big and with enough holes to let in daylight.

concept art by Eriance

He also wears a shirt and pants so tastelessly gauche and passe that being in their presence too long has been known to cause suicidal impulses. He carries a sword on one hip, but he's never been seen to use it before. He wears a pair of especially mangy yellow motorcycle goggles. He possesses a modestly sized and unstyled afro, and sporting a mangy goatee as well as a strong chin.

Origin:

Born at the height of the automobile boom of Red River City, in the beginning of 2445, Howard Hipshot is the only male heir to the Hipshot family, once famous for its gunslingers and bounty hunters. He is the son of Wallace Hipshot and Jasmine Beech.

When Howard was growing up he came to learn he had an impressive aptitude gor machines. He demonstrated this by striping anything and everything electronic or mechanical to its base components and resembling them with a few extra parts leftover. After young Walter recovered from his bruised fanny, he was hired out as an apprentice engineer at age thirteen, the same year his mother adopted a young Wafan named Winter, who had been orphaned during the first three months of her peerage at a nearby crèche.

Growing up next to the older/younger Wafan sibling, who seemed to be bonding quite well with his father, Howard spent much time with his mother, growing up as an eclectic man, eventually becoming a journeyman electrician, vowing that one day, he'd leave town to pick up his grandfathers Rosshauer legacy and be a great bounty hunter, bringing criminals of the land to justice.

At the age of 20, Howard's sister left town, taking with her their grandfathers Rosshauers infamous custom rifle 'Sonic Vision.' This upset him greatly, but after five years had passed, he was as good an engineer as he'd ever be. He spent what little of his money he hadn't squandered on bad investments on some traveling clothes and when the Proclamation of The Season of Gunshots was made he decided to leave town and make his dream reality.

Beta

Character created by Beta

2470:

  • Real Name: Volupsa White

  • Race: Vanir Wafan

  • Gender: Female

  • Height: 6'

  • Weight: 216 lbs

  • Faction: Trapper Town

  • Objective: Animus Hunter

Combat Aptitude Scores (54):

  • Body: 8

  • Power: 11 (9+2)

  • Resistance: 7

  • Speed: 10

  • Accuracy: 8

  • Evasion: 10

Appearance:

Volupsa's overall form and demeanor is slightly different than most Aesir and Vanir Wafans. Her creator had the sole purpose of creating a battle type Vanir with little connection to social encounters. Taking a step back from traditional means Volupsa's social prowess is severely crippled but in turn her mannerisms and behavior during combat are exceptionally proficient.

concept art by Eriance

Feeling only comfortable in the fray, Volupsa is very uptight around large groups and in social affairs, feeling most comfortable alone where she can meditate or tend to her routines.

Her appearance is slightly odd but has a strange 'alien' beauty about it. Her facial features are soft, round cheeks and plump lips but strange 'scars' trail from the sides of her mouth to the back of her head. Volupsa's eyes are more like black orbs which never blink and have a slow pulse of red light that emanates from deep within. Her hair is shiny, straight with a slight wave to it making it appear a bit wet, and jet black hanging down to her mid-back. Her skin is a very light shade of cream.

Personality:

Beta is a very uptight character, she feels very uncomfortable around large groups of people and social events. When it comes to describing herself its more or less like talking to a brick wall as she is terrible at describing herself. Although socially bizarre, she is absolutely ecstatic when it comes to her job; which is body retrieval and retirement of deceased Wafans and Humans. She has a vast medical knowledge and is absolutely delighted to share stories of morbid death and carnage she’s been witness to from the Grim Stalker’s assaults on Trapper town. Beta generally likes morbid tales and anything dark, dreary, baroque, or gothic. She is fascinated by Grim Stalkers and is one of the primary informants about said creatures and why they do what they do.

Beta is burdened by a certain longing, her everyday job, although loved, isn’t what she wants and craves some sort of relief from the everyday mundane schedules. She is a very lonely person, living where she works, constantly alone without the affection of others. Although she longs for it, her few encounters with other people are awkward and seem to pull her farther away from reality. She feels that being a Vanir and operating a cemetery is a waste of her yet-to-be seen talents. The very few times she has had to fight, her personality pulls a 180 and she becomes very loud and excited, to the point to which its unsettling.

Origin:

Born into the personal crèche and artificial 'daughter' of Vanir Wafan Professor L. James White of the House of Grim, Volupsa was one of three sister Wafans created to inherit and work at the 'White Hills': A Wafan internal studies laboratory and cemetery located within the walls of Trapper Town. The three sisters were called the Grim Sisters and they all had similar appearances to Volupsa, keeping her pale and dark demeanor.

Volupsa, being the only Vanir of the sisters, developed at a much slower rate and was designated as the Grim Sister's personal bodyguard. The other sisters gave Volupsa the nickname Beta because of her awkward demeanor and not-quite-accurate appearance. Aside from nicknames the three sisters were very close and worked the Cemetery on a clockwork routine as their father had desired.

One day Professor White and the Grim Sisters were attacked by a single Grim Stalker. The Professor, being a Vanir, fought valiantly alongside Beta. However, not being military designed units they had little to no chance of surviving this battle given their inferior weaponry. In less than half an hour Beta was incapacitated and two of the accompanying sisters were slaughtered. Professor White, having exhausted his strength fell under the weight of the Grim Stalker and unloaded nearly all which was left of his energy into the underbelly of the beast causing it to retreat into the plains where it came. Professor White returned to the aid of Volupsa whose luminous core and internal workings were severally traumatized by the Grim Stalker's massive bite.

Soon after, a group of Walkers headed for Trapper Town stumbled upon the remains of Beta and Professor White. An unknown scientist within the group opted to repair the two using his new 'Black Box' technology and spent the night repairing Professor White and Beta the best he could. Waking up the Next afternoon in a small camp just in sight of the Trapper Town walls Beta found herself repaired to her original state but to her surprise Professor White was nowhere to be found. After days of searching with no sight of the Professor or the unnamed scientist that had helped her, Beta retreated into The White Hills alone, to carry out her past duties, hoping that the Professor would one day return.

Xemposacez

Character created by Xemposacez

2470:

  • Race: Vanir Wafan

  • Gender: Male

  • Height: 5'9"

  • Weight: 65 kg

  • Faction: None

  • Objective: Animus Hunter

Combat Aptitude Scores (54):

  • Body: 7

  • Power: 11 (9+2)

  • Resistance: 8

  • Speed: 10

  • Accuracy: 8

  • Evasion: 10

Appearance:

Xemposacez's origins are unbeknownst to any who still live, including himself. Coupled with a rather intimidating stare, many who first encounter him believe him to be a hardened mercenary. However, his personality is very friendly and curious to new knowledge, and he is found to be quite agreeable. His line of work varies greatly as he aimlessly travels from community to community, though it is apparent to those who observe him that he was designed for fleet-footed combat.

concept art by Eriance

Xemposacez's physical appearance gives a strong impression of speed and power. His legs are lean, and appear to be covered in thigh-high boots, and a large, off-white pad rests on the outside of either thigh. His shoulders appear to have plated armor coverings that trail down to his elbow, and his forearms have large bracers mounted on top of them. His hands appear gloved, with the back of the hand a dull violet and the tops of his thumb and fingers gray, with the underside off-white. His upper body is covered in a large plate which possesses a two-inch collar around the neck.

An oval crystal the color of his eyes rests on his chest, and three smaller ones can be found on a plate on his back. His hair is very long, reaching down to the middle of his back. His face is also partially obscured by this hair, which forms three distinct spikes of hair across the right side. His face is very stern, and his slit-iris eyes glow somewhat. When he's excited, he appears to leak a glowing green mist from the palms of his hands, his feet, and the gems on his chest and back.

Personality:

Due to lack of a proper upraising, Xemposacez's psychological state is still underdeveloped, making him still very childish. He tends to treat almost any other individual he meets as a senior, addressing and speaking to them in as formal a way as he possibly can. He does his best to mind his manners and pays as close attention as he can when others are talking to him. He is mildly impressionable, but is still somewhat wary of how and when he should behave in certain manners. One of Xemp's more predominant characteristics is his friendly personality, which can even persist through mild amounts of rejection, insult, or other negative and harmful reactions. However, his psyche undergoes a drastic change when exposed to acts of physical cruelty to others. If exposed long enough, he flies into an intense and terrifying fit of unearthly rage, during which he blindly attacks whatever he had witness committing aforementioned acts. This has only happened twice in the past (though, fortunately for him, neither resulted in irreversible injury or death), and both instances have forced him to relocate to another part of New Horizon. He remembers these instances all to well, and is always worried about when it will occur, again.

Celeste

Character created by Zoberraz

2470:

  • Race: Aesir Wafan

  • Gender: Female

  • Height: 5'8"

  • Weight: 130 lbs

  • Date of Birth: June 14, 2455

  • Faction: Unknown

  • Objective: Animus Hunter

Combat Aptitude Scores (54):

  • Body: 9

  • Power: 9

  • Resistance: 7 (9-2)

  • Speed: 11 (9+2)

  • Accuracy: 9

  • Evasion: 9

Appearance:

Celeste is an emulation-type Waveform Android that was created with a fairly-solid, well-balanced bodytype. She was customized by her mentors into a slender caucasian woman looking in her early twenties, with soft-facial features, blue eyes and straight black hair worn midback - pretty, but in a girlish homely fashion rather than that of a sexualized beauty.

concept art by Eriance

A life mostly spent with Olympians make her choice of habitual clothing conservative by contrast of other Aesir; Celeste favors pale-colored sundresses as they show plenty of skin without looking very revealing, and occasionally complements with light buttonable vests.

Personality:

Celeste boasts levelheadedness and earnestness; though she is currently plagued by a lack of ambition which stems mostly from a no longer having much direction in her life. This Aesir girl possesses a remarkable mental fortitude that grants her a solid resolve to prevail against adversity, the willingness to adapt in order to survive and a ruthless streak to do what needs done. Celeste is about as polite as a well-raised country-pumpkin can be and she generally means well, though her sense of right-and-wrong is not keen to the point of selflessness.

Origin:

Celeste was born from Trapper Town's 2455 "Pine" Wafan crèche. She enjoyed an unusual diversity in her mentors which provided her with a well-rounded education before she was apprenticed to the elderly Olympian Rufus Brenner, an astrologist. From there on in she lived most of her life in an observatory with the Brenner family... which was reduced to Rufus, his wife Margaret and herself.

With their children and grandchildren flown from home to build their own families, the elderly couple took Celeste as their own not only as an assistant but also as a surrogate daughter. The Aesir girl soon became invaluable to the aging couple to run errands, tend to the observatory or accomplish more vigorous labor. Because the Observatory was on the outskirts of a village, jaunts outside were not always safe but Celeste eventually learned how to handle herself thanks to a good head on her shoulders and some weapon handling tips from Rufus, whom had been something of an explorer in his heydays.

Years passed by until Rufus passed away, acquainting Celeste with mortality. Soon after, Margaret joined her husband and Celeste was left alone to tend the observatory. The Aesir pondered what to make of her future, seeing that she recognized the observatory as lifeless and empty with only her to inhabit it, but decided to stall until New Horizon emerged from its planet's shadow.

A thieving crew shattered the stillness and monotony of her daily life, raiding the Observatory and taking her captive, as they planned to use it as their latest hideout until their next big hit on the nearby railways. Out of ruthless pragmatism, Celeste bore with her predicament with submissiveness and docility, enough so that the thieves assented to treating her as a serving girl. She patiently served them, doing her utmost to allay any suspicion of treachery, and observed them as they went about their activities unmolested, listing to their planning's, the details herein from contacts, informants, and even underground gossip.

The thieves grew lax in their watch for her - or simply trusted her to have no backbone - but Celeste bid her time until after the period of perpetual twilight passed, when they were ready to stage their hit. Knowing they would rest and recharge during the evening to be at maximum readiness, she added sedatives to the food the humans ate at lunch and then waited until they were at rest before retrieving Rufus' antique energy sword. She snuck up and beheaded the Vanir Wafan on watch, then rigged the observatory breaker box to create a power surge that fried the primary power supplies of the recharging Wafans. Celeste was swift in returning to methodically and ruthlessly put them down (beheading being the ongoing trend) before she tied up the humans and ran out to alert the local authorities.

The local law enforcement ended up being rather stupefied by the situation and did not have the means to pay her the newly offered bounty and instead framed a letter for her, referring her to the main office at Trapper Town. Celeste left the thieves in custody of the deputies there and then decided she finally had her excuse to leave along with the promise of funds to strike out on her own at Trapper Town. After giving the observatory's deed to the village's mayor, packing up and palming her meager geodite savings; Celeste took the train to Trapper Town.

Resplendent Ghede

Character created by Blind Hornet

2470:

  • Race: Aesir Wafan

  • Gender: Female

  • Height: 5'11"

  • Weight: Unknown

  • Faction: None

  • Objective: Animus Hunter

Combat Aptitude Scores (50):

  • Body: 10

  • Power: 7

  • Resistance: 10 (12-2)

  • Speed: 8 (6+2)

  • Accuracy: 6

  • Evasion: 9

Appearance:

Ghede is patient and warm, a caretaker by trade. Slightly tall, she speaks softly and moves with careful, soothing grace that makes time seem to slow down. Her waist-length hair is a pink tint, curled at the ends. Her long bangs are drawn back over her head to keep them from hiding her face, forming a half-crown of curls like a tiara worn backwards.

concept art by Eriance

Due to a defect during her growth, Ghede's eyes are a color just outside the visible spectrum. Depending on the acuity of the viewer, her eyes may be described as "gray," "kind of blue," or "weird". She dresses in clothes long out of style, received as gifts from elderly patients, and wears a faint perfume to disguise the smell of medicine.

Personality:

Ghede is happiest when she has someone to look after. Her rare kindness allows her to work tirelessly for others and forgive easily. Although some may see her as a saint, Ghede is highly critical of herself and responds badly to failure. Ghede is very morbid privately, preoccupied with thoughts of death that have given her a fascination with religion. Her attempts to join religious communities as a wafan have met with mixed reactions, reducing her fascination to something purely intellectual and increasingly unfulfilling.

Nero Forrest

Character created by Zmanwarrior

2470:

  • Race: Medean

  • Gender: Male

  • Height: 6'3"

  • Weight: 204 lbs

  • Faction: Trapper Town

  • Objective: Animus Hunter

Combat Aptitude Scores (53):

  • Body: 8

  • Power: 9

  • Resistance: 7

  • Speed: 9

  • Accuracy: 13 (12+1)

  • Evasion: 7 (6+1)

Appearance:

Nero's completely covered in fur, and has a short snout. His hair, which unsurprisingly resembles the Regnant Ravager's mane, arches down his back. He's often seen wearing a dusty overcoat that reaches down past his shins, with a fedora, and black scarf that he keeps pulled over his snout to hide his enhancement from the general public. It is unknown if the enhancement has given him a tail, as he hasn't been seen since without his overcoat.

concept art by Eriance

Personality:

Hero is a heartless mercenary who will work for the highest bidder. No one quite knows where he came from. When he tells his background story, he often changes it. However, there are some consistencies.

Nero was raised by a poor family. His mother died soon after his younger brother was born, and his father was highly abusive towards the both of them. According to him, during one of his father's drunken fits, his brother was killed. In retaliation, he stabbed his father in the back with a rusty knife, killing him instantly. So began his life-long destiny of killing.

As Nero grew older, he realized that he could put his talents for death to good use by becoming a hitman. During that time he worked under an old man named Roland Eastwood, who taught him how to handle a gun with deadly speed and accuracy. Eventually, his skills surpassed even that of Eastwoood himself. That would be something he put to good use when one of his hits offered him twice his yearly pay if he'd turn on Eastwood. After the deed was done he decided to go solo, working as a mercenary.

As a mercenary Nero will work for whoever gives him the highest offer. He'll even turn on his benefactor if his target offers more money. He'll work with a partner, but prefers not to, saying, "If I have to turn on my boss, I'd need to get them out of the way too".

Due to his supposedly abusive past he's very cold, and antisocial. He's never felt love towards anyone, aside from his brother. He's an avid chain-smoker. He seldom speaks when he doesn't need to.

Nero was once a full human, but saw the Medean experiments as a way to make his job easier. He elected to have his own DNA spliced with that of a Regnant Ravager. The enhancement worked perfectly. Now he's faster, stronger, and deadlier than ever before. Another "perk" of the enhancement is that since the enhancement he's been offered less jobs that require him to work with another individual.

Orobas Goetia

  • Real Name: Orobas Goetia

  • Race: Medean

  • Faction: Trapper Town (The Walk of Man)

Combat Aptitude Scores (56):

  • Body: 10

  • Power: 10

  • Resistance: 8

  • Speed: 8

  • Accuracy: 11 (10+1)

  • Evasion: 9 (8+1)

Appearance:

A tall whipcord lean and muscular Medean, with fleshy catfish like whiskers, wolf like incisors, a fine roman nose, golden eyes like a cobra and dark red hair hair slicked back into a large flaring ponytail. His body is a dark indigo color, with patches of light gray chitin with a hint of green.

Orobas has an enormous pair of extremely durable foot long spikes that he can retract beneath his skin which have an enormous puncturing capability. His knees, shoulders and elbows are covered in a dense spiny patch of chitin. From his chin, back along his jawline and down his neck he sports tiny half inch barbs. This pattern repeats from the side of the outside of his ankles up to his knees and along his inner wrist to elbows as well. His bare chest is decorated with a series of claw like shapes in semi circles on either breast.

concept art by Eriance

He wears a pair of black rubber goggles with red lenses, short pants bedecked with pockets, a utility belt with a silver skull buckle, heavy spiked boots with skull toe tips and fingerless gloves. He also has a large high tech looking backpack with hevay straps which cross his chest to make an X shape.

Background Information:

His past is clearly traumatic to him, however since he lives outside of society at large there are no records which make it easy to find his origin. He will admit that he's a Medean, which is fairly obvious, that he 'should be old enough to know better' when asked why he's become involved with the proclamation of The Season of Gunshots. What is known is that he's a Medean approaching middle age, that he's fairly strong and durable and that he suffers from a variety of blatantly obvious mental disorders including OCD which may or may not be the result of how his DNA was spliced. That he has entered the field of Walking against his better judgment seems apparent as well, or perhaps even against his will. He is a competent fighter, and seems to shun large groups of people.

Lucia Draconis

  • Race: Promethean Cyborg

  • Faction: Trapper Town (The Walk of Man)

Background Information:

Lucia Draconis was born an Olympian Human the Port of Narehl. Her current age is 32 and her last known residence was The Port of Tilaya in the Chain of Tears. Unusual genetic abnormalities left her sterile and at the age of 12 she suffered a pretty nasty accident which made her become a Promethean Cyborg. Lucia's father was a Medean who was spliced with a River Dragon, and because of that people called him 'The Dragon'.

Lucia has no known criminal records but she is linked to a number of unsolved murders in Tilaya. The Tilayans called this murderer 'the dragon' without really knowing exactly who it was. They were almost exclusively male victims, except for the occasional scrawny, somewhat pretty girl in her late teens.

Lucia is an obscure sort of artist who likes to make art out of leather and bones, primarily. She prefers to work in earth life, since according to her it's considerably easier to work with. She's a dangerous woman with a villainous smile.

concept art by Eriance

Valance

  • Real Name: Valance

  • Race: Medean

  • Gender: Indeterminate

  • Faction: Trapper Town (The Walk of Man)

Combat Aptitude Scores (65):

  • Body: 10

  • Power: 10

  • Resistance: 7

  • Speed: 8

  • Accuracy: 12 (11+1)

  • Evasion: 18 (17+1)

Appearance:

Valance is a Medean whose third helix is difficult to place, in exact terms. It wears a rustic hat and vest with shorts, thigh high boots, and finely woven serapi blanket to cover a very large spined Medean arm. it is nearly impossible to tell what gender Valance is.

Personality:

Valance has what could be construed as an abrasive personality, making fun of those it meets in a sarcastic manner. It has been known to be quite hospitable as well however, if it finds someone in trouble.

Background Information:

concept art by Eriance

Very little is known about Valance, save its abrasive personality and wide away of incredible technology, apparently kept in some sort of pocket dimension.

Valance is an enigma in every sense of the word. Valance can be described as a gender indeterminate person who totes experimental guns. She is both a tinkerer and an adventurer, with no observable moral center, who's simply floating around, testing increasingly bizarre and sophisticated weapons, all the while searching for... something. This unusual Medean is well known for her exceptionally rare ability to expand limbs in size. This, coupled with her spiny exterior can only mean she has Jabberwock as well as Bandersnatch DNA, a rare and exceedingly difficult pairing.

Valance has been sighted all over the world, but has most recently been observed in The Walk of Man, testing out experimental gauss weaponry, as well as something eye witnesses only describe as 'unpleasant'. Valance can often be encountered in the towns or wilderness of Youzem, it's goals are unknown, and it is resistant to questioning in most circumstances.

Yue Liang

  • Real Name: Yue Liang

  • Race: Medean

  • Gender: Female

  • Faction: The Port of Narehl

Combat Aptitude Scores (59):

  • Body: 6

  • Power: 6

  • Resistance: 6

  • Speed: 14

  • Accuracy: 15 (14+1)

  • Evasion: 12 (11+1)

Appearance:

Yue Liang is a Medean from the Garden of Zen. She is of an exotic physical beauty, skin lightly patterned with soft green and blue scales moving between those colors depending on temperature, long hair with the same color characteristics, though it is often worn in a neat set of buns. She has two long antennae on her forehead that are often swept back into her long hair. Her eyes are covered for aesthetic reasons. She generally wears silk robes with simple Asian designs when indoors, keeping her hair and antenna rolled/swept in neat buns. Outdoors she wears functional clothing like dresses, jeans, and shirts, and lets her long hair down to the center of her back, letting her antennae move freely. She can most often be seen fencing, or training her wide variety of Earth based birds grown from stock DNA, which she takes great pleasure in taming and training. Yue Liang's DNA was taken from a species of fish, to counteract a vicious disease which ravaged her senses. It left her without eyes, because the fish had none, but restored her.

concept art by Eriance

Yue is an inner circle Medean with a third helix from a rare type of New Horizon deep sea fish. She is blind, but her senses of smell, touch, and hearing are far beyond most land based creatures. Her long antennae, when unfurled allow her to sense movement in a very precise manner, and to some extent predict future movements from living things around her.

Personality:

Yue is soft spoken and kind, and with an ever present small smile that hides a sharp intelligence and shrewdness. She is also known to be a tease, often confusing her guests with riddles or harmless tricks. When speaking to her father, she makes heavy use of sharp wit, their conversations not unlike a fencing match.

Background Information:

Yue Liang is the daughter of the crime lord Don Graven, and a middle class Chinese woman from the Garden of Zen named Xia Liang. She was born blind, deaf, and mute, the only option to give her a normal life was to give her a third DNA helix, making her a Medean. Yue's mother made great personal sacrifices to make Yue a higher class Medean of the inner circle, becoming the concubine of a high ranking official in the Zen Government. Graven was unaware that he had a daughter until Yue was about 10 years old. He came to visit his estranged daughter shortly after, but Yue hated him from the moment she laid eyes on him, despising his lifestyle and means of income. Her mother who was already sick from a native silicone based disease for a few years died shortly after the visit. Yue has suspected foul play, but has no proof. She was given no choice by the government of Zen but to go live with her father, as those are not full blooded are only allowed visitation periods in Zen of 5-6 weeks at a time several times a year, and not full citizenship.

Yue has chosen to keep her mother's name, and currently lives in the Port of Narehl with her father, Don Graven as he has manipulated local laws to keep custody of Yue far past the legal age limit. Their relationship is adversarial, and Yue lives in a larger separate portion of Graven's expansive mansion.

Coyote

  • Race: Olympian Human

  • Faction: Trapper Town (The Walk of Man)

Background Information:

Coyote is the leader of the Iron Mustang Tribe due to his many successful years of trade negotiation, his keen personal insight, and his excellent use of his preferred assault rifle. His wisdom is somewhat enigmatic, but he's considered to be among the most insightful people in all of the Walk of Man.

concept art by Eriance

Thread

  • Race: Olympian Human

  • Faction: Trapper Town (Walk of Man)

Appearance:

Thread is an Olympian human, of slight build. He's missing his left arm and left eye. His left eye is always closed, and healed shut, with a nasty scar. He wears a loose fitting plain shirt, with an ornate black vest, sensible trousers, a belt buckle that looks like a miner's pick set over a circle, trousers with triangular stitching along the outside seams, and kickass boots and an impressive looking glove. Thread wears a bandana around his neck. He has short stylish haircut, clean shaven face and looks to be around thirty years of age. Thread carries an incredibly gnarly handmade high tech six shot revolver named Excalibur. It loads as slow as any six-shooter, but is in fact a .45 caliber railgun, which allows him to stand toe to toe in a one on one firefight with pretty much anything that can bleed.

Background Information:

Thread was born as James West, and he was the fifth generation of gunslingers and lawmen produced by his family. His reputation for never missing a target was well earned.

Escorting Hubart Savant through the Cultural Revival region, his quick thinking managed to save the venerable professors daughter, Dyani, from a group of bandits called The Cunning Claw. Refusing to allow Hubart to place himself in danger, he took off alone armed only with a pair of six shooters. Rescuing her and many other beautiful young captives from the Cunning Claws lair, James killed twelve bandits with twelve bullets and their leader armed only with his knife.

concept art by Eriance

Losing both his arm and his left eye Thread released the girls just before fainting. He was not expected to survive but miraculously his rescuers managed to stabilize him. For his valiant effort, saving half a dozen women from the slave trade nearly at the cost of his own life, he was awarded the newly created title of 'High Protector', and given a Native American name by the grateful Iron Mustang Tribe, The Thread That Binds, or simply 'Thread' for short.

Don Graven

  • Race: Promethean Cyborg (human)

  • Faction: The Port of Narehl

Background Information:

Lucius Graven, the most powerful Trader Don of The Port of Narehl. He is a very powerful and influential Promethean who made his fortune by many shrewd and legally ambiguous business deals which devoured many of his rivals. His current empire is threatened by the lack of raw materials from The Walk of Man, to that end, he's sent his personal squad of investigational enforcers, The unassumingly named Cat's Cradle, to help shake things up.

concept art by Eriance