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Started by Aethyrium, October 11, 2023, 10:40:36 AM

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Aethyrium

#50

Ursoc

Ursol
Orsonn are particularly brutal Class 3 Hollow. They are large, bear-like creatures, capable of sustaining immense amounts of damage before being taken down. Though they are considered slow, they are devastating in power, and have been known to tear through armored vehicles in combat. Highly adaptable, the Orsonn can be found everywhere on Toil except Unovia. They tend to prefer wooded areas and other locations with natural obstacles to slow down their prey, but they’ve been known to wander into open lands where, if allowed to charge in a straight line, they can be quite quick.

The smaller and more well known of the Orsonn breeds is the Ursoc. These quadrupedal creatures have all the power of a Crinos, and five times the endurance. Ursoc don’t try to avoid problems, they tackle them head on. Ursoc’s are known for their ability to enter a rage that allows them to ignore wounds, no matter how grievous, and continue fighting. Some Ursoc have been known to keep trying to fight even after all of their legs have been removed, not stopping until their heads have been crushed. Ursoc are typically lone creatures, but have been known to work in pairs. Ursoc tend to be about four and a half feet tall at the shoulder, and standing on their hind legs can be as tall as seven feet. They typically weigh around six hundred pounds.

Far larger, and far more deadly, is the Ursol - which is classified as a Class 2 Hollow. If the Ursoc is to Hispo, then the Ursol is to Crinos. They are hulking monstrosities, standing on two legs and towering between thirteen and fifteen feet tall, they easily weigh in at over a thousand pounds. Their hands are topped with sword-like claws, each more than half a foot long. Ursol are so strong they have been known to lift, flip, and toss Landsharks (armored transport vehicles). Ursol are solitary Hollow, but some sightings have suggested that they are capable of compelling small packs of Hispo into their service, acting as a sort of packleader.

Orsonn have shown to be capable of being impervious to standard weaponry - their hides proving too thick for conventional ammunition, and too leathery to be sliced by typical blades. Even explosive weaponry can be ineffective. They are, however, strangely susceptible to the element of water.

Aethyrium


Groot
Groot are classified as Class 2 Hollow, a type of creature known for its cunning and ability to blend seamlessly into its surroundings. These solitary predators have an eerie resemblance to dead, rotting trees, with twisted branches, gnarled bark, and patches of moss and fungus that enhance their disguise. At a glance, even the most seasoned Champions might mistake a Groot for a natural part of the forest, but closer inspection reveals its unsettling nature. The bark is too gnarled, the shape too twisted, and the presence too ominous to be truly natural.

Groots are masters of camouflage, capable of remaining perfectly still for hours, days, or even weeks, waiting for the perfect moment to strike. Their bark-like skin blends seamlessly with the surrounding foliage and deadwood, making them nearly invisible among the trees. However, what makes a Groot truly dangerous is its ability to manipulate its environment. A Groot's roots are not mere extensions of its body; they are its primary weapons, capable of stretching out and embedding themselves deep into the earth. Once a Groot has chosen a location to hunt, it spreads a network of vile roots throughout the area, weaving them into the soil and interlacing them with the roots of other plants.

This process taints the ground, corrupting the very life force of the area. The roots can sense vibrations and movement, allowing the Groot to detect the presence of creatures within its territory without needing to move a muscle. Their ability to control an area up to thirty feet in radius around them. Once their roots have fully woven into the ground, a Groot can effectively monitor and fight within this space, striking from any direction without warning. They can manipulate the roots to form traps, barriers, and even weapons, creating an ever-changing battlefield that favors the Groot. When engaged in combat, Groots can extend their roots to lash out at opponents, entangle them, or crush them with bone-shattering force. These roots are incredibly tough, capable of withstanding blows from even the strongest weapons, and even when cut, they regenerate with alarming speed, growing back within moments.

If a Groot takes damage, it can draw energy from the surrounding environment, draining the life force of nearby plants and creatures to heal itself. This ability makes it exceptionally difficult to kill a Groot through conventional means, as any damage dealt is quickly undone by its natural regeneration. Additionally, the Groot’s bark is incredibly dense and tough, providing a natural armor that further enhances its resilience in battle. Groot’s attacks drain life force, sapping away Soul and Vitality both to empower it.

The Groot is capable of extending jagged, whip-like appendages when it is forced to fight on the move. These prehensile whips are capable of ensnaring and crushing foes, and thanks to the Groot’s long stride, even though it isn’t particularly fast it can cover a lot of ground in a short time.

Aethyrium


Ceti Eel
The Ceti Eel is a newly discovered Hollow. First encountered during the Azkaban prison break in Onyx, this creature has yet to be given a classification.

The Ceti Eel is an insidious creature that, like a parasite, fuses with a host. Once attached it seems to fill the host with rage, pushing them to live in a near-perpetual state of stress and aggression. The Hollow melds with the hosts nervous system, and it is believed that once joined there can be no successful separation. While attached, the Ceti Eel resembles a large black tumor with deep pockets of pulsing red light.

It is speculated that the Ceti Eel makes the host susceptible to suggestion from some kind of more powerful Hollow, but no direct link to any other Hollow has been found.

At this time, there has only been a single sighting of the Ceti Eel, leading some to speculate that it was a unique creature.

Aethyrium


Ronun
The Ronun are a fearsome and enigmatic type of Class 2 Hollow, notorious for their extreme aggression and isolationist tendencies. Unlike many of their kind, Ronun will actively hunt and destroy even other Hollow. This singular focus on violence and destruction makes them one of the most dangerous entities within their classification, and one of the most feared.

Physically, Ronun are nightmarish in appearance. Their bodies are twisted and sinewy, covered in a patchwork of flesh and skin that they have taken from their victims. Unlike other Hollow, Ronun use the body parts of their victims as a gruesome form of armor and decoration. They 'glue' these pieces to their bodies with a dark, tar-like substance secreted from their skin, creating a macabre second skin that is both unnerving and effective in combat. This patchwork covering serves multiple purposes: it acts as a shield against attacks, confuses enemies with its grotesque appearance, and broadcasts a chilling message about the Ronun's lethal capabilities and ruthless nature.

Ronun are solitary hunters, driven by an insatiable desire to assert their dominance over all other beings. This behavior sets them apart from other Hollow, which may band together or at least coexist in a shared territory. The Ronun, however, reject all forms of companionship or alliances. Their aggression is so intense that they are known to attack and destroy other Hollow on sight. This relentless hostility makes them unique among their kind, as no other Hollow has been observed taking deliberate action against its own species.

Fiercely territorial, Ronun claim large swaths of land as their own and defending these areas with an intensity that deters even the bravest of Hollow. They mark their territory with the remains of their victims, creating gruesome displays that serve as a warning to any who might dare to enter. These macabre markers, often made from bones, skulls, and other body parts, are arranged in twisted patterns that both frighten intruders and communicate a clear message: this land is claimed by a Ronun, and trespassers will be destroyed. Despite their aggression, Ronun are also highly strategic about their movements. They are constantly on the lookout for potential threats and will relocate their territory if they sense that it is being encroached upon. This mobility makes them even more dangerous, as they are not bound to a single location and can strike anywhere within their range. This unpredictability, combined with their relentless aggression, makes them one of the most feared entities among the Hollow.

And perhaps most notable about the Ronun is that there are stories of them picking targets and hunting them. Ronun have been known to track a target across continents in their lust to destroy something or someone.

Aethyrium


Razorpetal
Razorpetal’s are one of the smallest Hollow. While they are a Class 3 Hollow, truthfully, when confronted individually a Razorpetal is rarely a threat. Razorpetal however have a few things going for them. First is that they are a swarming Hollow, and typically move in groups from dozens to hundreds. The second is that they are entirely indistinguishable from natural flora until they are moving.

Resembling flowers of various colors, the Razorpetal can blend seamlessly into a natural environment. While they are most commonly red, they have been known to be able to take on yellow, orange, white, and even blue shades to blend in. Razorpetals are discreet and typically only move during the night. They are capable of ‘closing’ their flower to look like a flower not yet bloomed, and then slowly open to mimic the natural growth of a flower. In addition to matching color, their blooms have been known to take the forms of many common flowers, making them that much more difficult to spot.

The Razorpetal is actually a small bulb beneath the flowering head. They are not particularly strong Hollow, easily crushed in the palm of even a normal person. However, as their name suggests, their petals are wicked sharp. Where those won’t work, the Razorpetal is a bundle of sharp stems that it can use to puncture and pierce thin defensive layers like clothing and even lighter armors. But what makes Razorpetal deadly isn’t the wounds they can inflict, but the venom that they excrete. Like acid on skin, handling a Razorpetal will leave a person with burns. But if it gets inside and mixes with the blood, it acts as a strong paralytic that, with sufficient exposure, will stop the heart.

It is because of the Razorpetal that even the bravest are wary of frolicking in fields of flowers on Toil.

Aethyrium

#55
To the rest of Toil, The Red Fang might look like a backwards attempt at governance, but to the Silenus they found the backbone of their society.

As the echoes of the Great War faded into a distant memory, the Silenus found themselves at a pivotal moment in their history. For the first time, they were granted a parcel of land to truly call their own, nestled within the borders of Hoenan. This land, which was considered by some to be desolate desert, would eventually become the thriving city of Mirat - a place where the Silenus could build a future free from the oppression that had plagued them for centuries.

Weary from generations of being dominated and ruled by others, the Silenus were naturally distrustful of traditional forms of governance. Their history had taught them to be skeptical of power concentrated in the hands of a few, as this often led to their marginalization and exploitation. Yet, they also understood that some form of leadership was necessary to ensure the stability and prosperity of their newfound home. In this delicate balance between suspicion and necessity, the Red Fang emerged. This unique governing body was conceived not just as a political authority but as a safeguard against the very tyranny the Silenus feared. The Red Fang was designed to embody the values of their people - resilience, independence, and vigilance - ensuring that power would always be tempered with accountability and that their community would never again be subject to the whims of outside forces. It was both a declaration of autonomy and a commitment to a different kind of governance, one that would reflect the hard-earned wisdom of the Silenus.

Led by the Ghira, the spiritual and political leader of Mirat, the Red Fang is an organization deeply interwoven into the fabric of Silenus society. Established to serve the needs of the community, the Red Fang plays a vital role in the daily life of Mirat's inhabitants. It is responsible for overseeing the city’s governance, maintaining public order, managing infrastructure, and resolving disputes among citizens. Initially, the Red Fang was guided by a council composed of various representatives from the community, ensuring that all voices were heard. However, as the organization grew and matured, it evolved into an independent body, entrusted with the guardianship and advancement of Silenus life. This transformation allowed the Red Fang to operate more efficiently, becoming an autonomous institution dedicated to the city’s, and the people’s, well-being.

In Mirat, the Red Fang has been exceptionally successful in fulfilling its mission, so much so that the city is often described as a utopia by the Silenus. The harmonious coexistence, vibrant culture, and equitable governance fostered by the Red Fang have made Mirat a shining beacon of hope and an example of what a Silenus community can achieve when self-governed. Outsiders - that is, humans and elves - are rarely allowed to reside within the city, reflecting a desire to protect the unique social fabric and cultural identity of Mirat. However, exceptions have occasionally been made for those who have demonstrated a deep respect and understanding of Silenus values. In contrast to its guarded stance toward outsiders, Mirat remains an open sanctuary for all Silenus, regardless of their origins. Every Silenus who arrives is welcomed with open arms and is given the opportunity to contribute to the community's ongoing growth and prosperity. It is the hope of the Ghira and the Red Fang that one day all Silenus, wherever they may be, will find a place of peace and belonging in Mirat or be inspired to build their own versions of this ideal.

But for now, not all Silenus were in Mirat. While the Silenus Appreciation Accords promised freedom and equal rights for Silenus throughout the lands of Toil, stories from those who journeyed to Mirat painted a different picture. These tales suggested that life outside the sanctuary of Mirat did not always live up to the ideals enshrined in the Accords. Discrimination and injustice still lingered, and many Silenus found themselves marginalized and struggling to assert their rights in the wider world.

In response to these challenges, the Red Fang evolved to extend its influence beyond the borders of Mirat. Recognizing the need for a stronger presence in other cities, the Red Fang appointed its first Nakhan - a second leader to the Ghira - tasked with establishing a foothold in Ruby. The goal of this new branch was to create a stable Silenus advocacy group within Ruby, mirroring the support and protection provided in Mirat. The Nakhan’s mission was to ensure that the Silenus in Ruby received the same level of assistance, guidance, and representation. However, operating in Ruby presented unique challenges. Unlike in Mirat, where the Red Fang wielded considerable authority and could make unilateral decisions for the community’s benefit, in Ruby, their power was limited. The Red Fang was subject to the laws and governance of Ruby's leaders and had to navigate a complex political landscape where their influence was far less assured. Despite these limitations, the presence of the Red Fang in Ruby served as a crucial rallying point for the Silenus community. It provided an organized structure and a sense of unity that empowered them to better support each other and advocate for their rights.

Even if they could not directly enforce change, the mere existence of the Red Fang created a sense of solidarity among the Silenus of Ruby. United under this banner, they were stronger and more resilient, able to push back against injustices and advocate for themselves more effectively. Inspired by the impact in Ruby, more Nakhans were appointed, and soon every kingdom across Toil had a branch of the Red Fang. These branches, often named after the cities - like Ruby Fang, Sapphire Fang, and Onyx Fang - became symbols of hope and resistance, each adapting to the unique challenges of their respective regions while staying true to the core mission of advocating for Silenus rights and well-being.

Given the unique circumstances and diverse challenges faced by Silenus communities across different kingdoms, it was necessary for each branch of the Red Fang to operate with a high degree of autonomy. While each Nakhan was appointed by the Ghira, the realities of their missions required them to be, largely, self-governing. The issues and needs of Silenus in one region could differ significantly from those in another, and the slow and often unreliable lines of communication between these distant territories meant that waiting for directives from Mirat was impractical. To address these challenges, each branch of the Red Fang was granted a seal of approval from the Ghira, which authorized them to act independently. This seal allowed the Nakhans to make decisions and implement strategies that they deemed were in the best interests of the Silenus in their respective regions. Empowered with this discretion, the Nakhans could adapt their approaches to the specific social, political, and economic landscapes of the kingdoms in which they operated. Though, in technicality, the Nakhan's all answer to the Ghira.

Dove

#56

Game Statistics


Strength    | ● ● ● ○ ○
Stamina     | ● ● ● ● ●
Speed       | ● ● ● ● ○
Shimmer     | ○ ○ ○ ○ ○
Soul        | ● ● ● ○ ○
Brawl       | ● ● ○ ○ ○
Melee       | ● ● ○ ○ ○
Ranged      | ● ● ○ ○ ○
Preperation | ○ ○ ○ ○ ○

Affinities
Lightning, Fire | Urban
Weaknesses
Earth, Water | None
Estelle Dawn (#16)

Character Details

Ancestry | Age: Android (Human) | 18
Gender | Sexuality: Female (she/her) | Demisexual, exploring
Height | Build: 5'1" | Lithe, lean, slender, petite
Hair | Eyes: Black with blue beneath | Blue

Citizenship: Johtan
Affiliations: Onyx Military, Hammer Academy
Titles/Ranks/Positions: Squire



Character Advantages

Weapon: Starfall Daggers; While these may look like ordinary - but still deadly - throwing daggers, they are much more than meets the eye. These are built specifically for pinpoint accuracy and swift hands. A single flick of the wrist could be a kill if she were quick enough and her opponent not aware enough. These are attached to her belt, thigh, ankle, wrist, anywhere she can conceal them. And if on a mission, anywhere she could stick 'em.

Shimmer: Astral Echoes; Estelle is sometimes able to find a connection with past events in a physical location. When she hones in on it, she can sometimes see or hear parts of a scene that happened prior. Depending on the recency of the event and other factors, she may see less or more of the scene. Sometimes she can make out a face without sound. Sometimes she can watch a whole scene from start to finish as if she were there in the room when it happened. She may be able to find a physical anchor point that strengthens the vision. What echoes might her foes or friends leave behind for her to trail?


Background

Estelle hails from the Eastern Quarter of Onyx. Her mother was quite eclectic, spending her days at home and drawing up maps of the stars she could make out at night. Lover of the stars, the sky, her drawings became beautiful paintings that Estelle helped to sell when she was still living at home. The colorful Eastern Quarter made for a fantastic showing of the art, and there were plenty of folks - tourists usually - that were eager to pick up a souvenir or two for their drab living quarters back who knows where. Her mother was the gentle soul where her father was very much a soldier. Or at least, he had been.

She didn't know much about him, having died when she was much younger. But he was a well established and even better decorated officer of the Onyx military. He believed completely in protecting not only his family, but his nation. And he served Onyx well until his dying breath. Well enough that her mother would always be taken care of. Even Estelle herself might find herself a cushy safety net if she were to ever fall from her path.

To become a Champion would honor her father. And the more powerful she could become, the more she could carry out his legacy. But she will also never forget that she is her mother's little star. Estelle.

R1. What are some notable truths about your character that others might learn about quickly?
  • Stella has a small obsession with the stars, the sky, the moon, etc. Her mother had always taught her about these things and it rubbed off on her. Not only was the sky beautiful, but it was mysterious. She could often be found stargazing, cloud watching, and the like.
  • There's something methodical about the way Estelle approaches a mission or issue. She becomes incredibly analytical and wants to understand the multiple paths of possible outcomes when it comes to taking risks. When it comes to this kind of action, she seems to lose the softer elements of her personality temporarily. In some ways it can come off as being two faced or simply having two very separate personalities. But it may also just read as concern for herself, her team, and those she cares about when put in the way of danger.
  • Stella seems to be an endless supply of random fun facts. She's very proud of them, enjoying sharing her knowledge with those around her. She'd be a great teammate to take to trivia. But where is this random fact base coming from?
  • She wants desperately to fit in and be a part of a group of friends or several groups of friends. She wants to build connections, but sometimes she needs to push herself to get there. It can look a bit socially awkward at first. She's not great with small talk. But her warmth exudes from her even when she isn't speaking. She has a strong presence in a room and hopes that she can be a comforting and good friend to those she cares about.
  • For some reason, she has grown very fond of birds. There's something about them being closest to the sky, having the ability to fly... and gosh, aren't they so cute? And smart? And cute?

R2. What are some notable truths about your character that they might not want others to learn about?
  • Estelle has some kind of memory issue. She doesn't really understand it, but it might seem to others almost like short term memory loss or something similar. She experiences strange blackout moments or spans of time. She tries to cover for herself when this happens, truly not knowing where it stems from. She's very self conscious about the fact that she doesn't always feel like she's in her 'right mind.'
  • She suffers from strange night terrors. They feel like a pattern. She always remembers this same shadowed figure lingering at the end of her bed. She can never make out their face or any features, as much as she may shine light into the darkness or shout for them to reveal themselves.

R3. What are some things that your character values, or are otherwise important to them, and seem to play a role in how they interact with the world?
  • Her mother and father were two very different individuals. Her mother is everything soft and artsy and creative, always teaching her to follow her heart and listen to her gut. She's been taught to protect those that cannot protect themselves, be charitable when possible, give back to her community and be a loyal and trustworthy friend.
  • Her father was very much a large name in the military, a well established and decorated officer that many people looked up to. There was a large part of her that wants to make his memory proud by serving her nation and honoring his legacy.

R4. What are a couple of easy - or not so easy - plot hooks that you would like to explore with other player characters / parts of your characters story that you're eager to showcase?
  • Exploring her nightmares with a select one or two close friends, people she is able to go to when she feels she can't sleep. Not an every night thing, but a safe "space" for her to hide in.
  • While she is very much good at adapting to social situations, she has not been sexually active before. Romance and love and lust are not necessarily new to her, but acting on them is. I'd love the chance to explore what that looks like for her, how she explores her sexuality and ability to open up to others.

1.07a. You have been a part of Hammer for around three months now. How has this time changed your individual goals and outlooks. Give some insight into the things that are now important to you, and story relevant ambitions and or perceptions.
While Estelle has not been a squire for as long as some of the others, her shorter time at Hammer has still been incredibly impactful. There are many things that stay the same for her in her goals at the Academy. Whereas before she had no team, she now has an added personal connection to her new teammates. Making an effort to learn the way they think, fight, and certainly feel about certain things is important to her. The better she knows them, the better she can feel she can support them in battle. So growing those bonds is one of her desires moving forward, especially with those she gels well with. Chemistry in the field is incredibly important and not every pair or group will have it.

With the fallout of Birds, she learned that there are many intricate ways that Onyx is threatened. The military, certainly, but Onyx as a whole. And many of those are ways that she never could have imagined. Her loyalty to Apple and Onyx are really pushing her to step up to the plate and be the best defender she can be - against Hollow, yes, but also against people like Paige that may be a threat in a different way entirely. Was it her official place as a squire? No. But she could make it her prerogative. Protect the land, protect the people, and protect her people.

Estelle has also learned that areas where she had doubts in her skills, she has proven to be sufficient. There's a natural tendency for her as a squire to lean in to things that make her comfortable. But it's really in exploring that which is uncomfortable that she will experience the most growth.

1.07b. What are, at least, two new character hooks that you would like to explore as time has changed them. These should be something that other characters can engage with, not necessarily large plot facing. They could be actions to take, but also important characterization things that you're looking to do.
Estelle misses her mother deeply. There is a sense of homesickness that has begun to seep into her bones now that a month has ticked by and she hasn't heard anything from her last living family. She has been told that her mother is on an expedition to chart the stars, something that she wanted for a very long time. But again, after so much time has passed? She's growing antsy and worried that something may have happened to her. What happens when she goes back 'home' and it isn't how she remembers? What lies might be spewed to keep her on the straight and narrow?

Estelle learned that her father's death was no accident and Kim'Blee Crimson is to blame. She has already begun to try to wiggle herself into positions where she might be able to get a step closer to Kim'Blee. Part of the details she was given was that Ocean may have more intel on her whereabouts. And whether or not she needs Ocean to get to Kim'Blee, there is a deep and human vengeance that Estelle feels that is spurring her to take out anyone and anything close to the woman that took her father from her. This passion extends to the military in general, feeling a very deep loyalty to those in the ranks. She would give her life to protect those that protect Onyx.

1.07c. You are part of a new team, and one that is unlike any other in Hammer's - or any Battle Academy - history. What does that mean to you? How do you reflect on your time with your prior team? What do you want to accomplish and or do differently with this team? What are you thoughts, general or specific - but meaningful - on each member of you new team? How do you feel about your squad and your partner, new or old. Finally, what is something you would personally like to see Savaged do as a team - mission, characterizing, plot facing, or otherwise?
Being on a team in general is a massive change for Estelle. She likely does not consider or necessarily care how 'different' the team is with its size and the like. For her, it's her first real team and that is the part that really excites her. There was always a sense that she didn't quite belong. She had her own quarters, originally planned on rotating between teams which may have been slightly interesting. But now she had a spot on a team. She had a partner and mentors and a dorm that she shared with her teammates. It was exciting and heartwarming.

She would really like to be a big part in helping the team find balance. While she doesn't necessarily have interest in being in a leadership position - certainly backing Thessa 100% - she does believe she can help with team strengths and weaknesses, wanting to use her analytical skills to really make a difference for all involved. This ties in to what she'd like the team to do. She loves a good puzzle and would love the opportunity to somehow be the head in coordinating a solution to a complex problem. She is highly logical and sees her value in objective wins she can offer to the team.

Wide eyed and bushy tailed, she has so many feelings about her new team:
  • Thessa | The stars have aligned for Estelle here. Not only does she trust her partner immensely, but she has a deeper connection to her that they have yet to explore and uncover. Knowing that it has something to do with the Soul transplant, Stella can't quite wrap her head around what exactly the connection is and how it works. But even that aside, she feels she can trust Thessa with her life. They are incredibly cohesive in combat, a good match with Thessa able to tank and Stella able to maneuver quickly and strike from afar. She is eager to continue to get to know her partner, learn more about the losses that came before and try to support her in her leadership of SAvAGeD.
  • Koko | Estelle is fascinated by Koko. Not just for the mechanical parts of her and the way that their first interaction went in general. But also the way that her brain works. Koko seems to be an incredibly emotional person, and that is something that Estelle is still coming into for herself. She doesn't quite understand everything she feels and even when she feels something strongly, she is going back to her mind and logic to try to make sense of it all. But not everything can be defined, certainly not the makeup of the heart. While she feels betrayed by what Koko did with Paige and the arcanite, she has trouble blaming her entirely. Koko was there for her in very difficult moments, and Estelle wants to find a way to bridge the gap in their friendship almost as much as Koko does.
  • Chee | The Silenus is a massive ball of energy, one that she cannot always match in social situations. One thing that she knows to be inherently true about Chee is that he is incredibly loyal. But Birds showed her that where his loyalties lie might be a bit hairy. That makes it quite difficult to trust him as she has only known him for a short time. It's hard for her to get over the idea that his previous loyalties will win out against the one he may have with her and even their team. All that in mind, she thinks he means well. But it will likely take Chee a bit more time to regain her trust than it would for Koko with the intimate history they'd shared. Still, this is something that Estelle wants in order to strengthen the team.
  • Lyra | There is a tiny hint of jealousy that Estelle has for Lyra when it comes to her blatant prowess with arcanite. While Estelle can hold her own, she does not believe she can be quite as capable as the elf. She wants to seek out the woman for some tips and tricks perhaps. Other than her use of arcanite, though, she has not had much face time with Lyra. She has not necessarily felt a warm presence in her, but she has an elegance and more rigid nature that Stella feels she's picked up on that may be the root cause of that.
  • Lolo | When Stella looks at Marlowe, she sees sheer emotion. Unbridled, uncensored and unmatched. She's very much the opposite of how Stella sees herself. She acts before she thinks. She seems quick to draw to a conclusion. She's bold and fearless. Somehow, though, the energy she feels from Lolo is not unlike a battery. Stella may be so opposite Lolo that she finds herself pulled naturally by the woman. Being near her is exciting. The kiss they shared was electric. And even though her feelings are not necessarily romantic for Lolo, she doesn't really know what to make of them in general. They're not entirely platonic, that's for sure.
  • Hulta | Stella doesn't know the redhead very well, but from the interactions she's had with her, she knows they will get along. She finds Hulta to be relatively free spirited and silly, even if she isn't necessarily trying to be. She has a kind and sweet presence that makes her enjoyable to be around. And she has Smidge. She really needs to try to meet Smidge. Stella will likely make it a point to get to know her better in the near future, spurred further by her learning that she has a possible mutual interest in Kim'Blee.
  • Dariaq | This guy! He is so similar but somehow so different from Thessa. The two of them have a crazy strong presence in a room, but they are vastly different vibes. His confidence exudes from every pore of his being, maybe even a little too much from what Stella has seen in a short time. But like Thessa, she feels she can trust him somehow... as long as his head doesn't get in the way perhaps.


Player Notes & Other


Aethyrium


Inkat
Among the twisted horrors that roam the ruins of fallen realms, few creatures are as reviled - or as underestimated - as the Inkat. Classified as a Class 3 Hollow and of a special qualification known as Vermin-Hollow, these creatures are diminutive, resembling bloated, dripping rats barely larger than a human hand. What they lack in individual menace, they more than make up for in sheer, overwhelming numbers.

An Inkat's body appears half-formed, its slick, drooping flesh allowing it to squeeze into absurdly tight spaces. It is not uncommon for hundreds, even thousands, to nest within the hollowed walls of a single ruined house, ready to spill out like a living flood when disturbed. Many Champions, despite their valor and power, have met their end by being swallowed whole beneath a tide of Inkat, their defenses overwhelmed not by strength, but by suffocating inevitability.

Behaviorally, Inkat show a distinct preference for targeting extremities first: they gnaw fingers, toes, and exposed flesh in a frenzy before climbing toward more vital areas. Curiously, when swarming in great numbers, they seem to hum - a soft, wet vibration - as if encouraging more of their kind to join the feast.

Most terrifying of all, the Inkat are among the rare Hollows capable of self-replication. A single Inkat left undisturbed can, over time, bud off perfect clones of itself. Even worse, when an Inkat kills a living creature, both original and clone seem to "refresh," allowing them to spawn again rapidly. A nest that begins with a handful of Inkat can, within days, become an unstoppable infestation, reshaping entire regions into their dripping dominion.

Champions who encounter Inkat are warned: fight fast, fight clean, and above all - fight completely. Leave even one behind, and the battle will never end.

Aethyrium


Taurus
In the taxonomy of Hollow, the Zod stand as one of the strangest and most troubling anomalies. Unlike the rigid breed structures that define most Hollow, the Zod defy categorization. They are not a single type, but a gathering - twelve distinct and terrifying Hollow, each unique, yet undeniably linked.

What sets the Zod apart is not just their variety, but their uncanny cooperation. While typical Hollow operate with blind instinct or chaotic malice, Zod display a form of partnership rarely, if ever, seen elsewhere. When two or more Zod are present, they seem to share enhancements between them - strange, invisible boons that elevate their strength, speed, and resilience beyond their already formidable baselines. Individually, each Zod is classified as a Class 3 Hollow, dangerous but manageable by a capable Champion. However, when different types of Zod converge, their collective threat can escalate explosively. Encounters with mixed Zod groups often turn catastrophic, as the combined powers of multiple Zod amplify one another to unpredictable and lethal degrees. Why the Zod cooperate - how they share these powers, or even what deeper bond ties them together - remains a mystery. Some scholars speculate a shared origin, a common progenitor.

Fortunately, members of the Zod are quite rare.

Among the Zod, looming largest is the Taurus. The Taurus embodies raw, merciless power, standing nearly twelve feet tall and weighing well over a thousand pounds of monstrous muscle. It resembles a nightmarish minotaur, as if some demonic womb had shaped it for carnage. The Taurus is not only a terror in its own right, but a keystone in the strange and unsettling phenomenon known as Zod Cooperation - when present with other Zod, the Taurus grants its Hollow companions incredible physical strength. In battle, the Taurus favors devastating charges, capable of pulverizing both physical defenses and the more esoteric protections of the Soul. Walls, wards, shields - none stand long before its relentless onslaught. It also wields a crushing bite, its maw strong enough to splinter bone and rend armor like wet paper.

Aethyrium

#59

Ollowphant
Few creatures in all of Toil command as much awe as the Ollowphant. As a Class 1 Hollow, the Ollowphant is one of the rarest natural-born horrors known to Toil. Towering at heights of twenty to thirty feet and weighing several tens of thousands of pounds, these immense, elephantine monsters are living monuments to raw force and inscrutable purpose. An Ollowphant's silhouette can be seen from miles away, a dark mass that moves with deliberate weight, each step shaking the ground like a drumbeat from the deep. Their forms resemble some twisted echo of beasts long lost to time - massive tusks, thick legs like tree trunks, and a hide that is often mistaken for stone or ancient metal. Many Champions claim their hide is impenetrable, immune to sword, spell, and siege alike. This is not entirely true - but close enough that most won’t live long enough to discover otherwise.

Despite their stature and overwhelming strength, the Ollowphant is not known for active malice. Unlike most Hollow, they do not hunt or harry the living. Instead, they walk. They move with a calm, methodical stride across the land, obeying some unknown instinct or command. But their gentleness is a fiction - perhaps a comfort clung to by those too far to feel the earth break. The truth is simpler: the Ollowphant does not care what lies in its path. Whether it’s a wall, a house, a caravan, a Champion, or a city - it will go through, not around. And when provoked or obstructed, the Ollowphant reveals the true scale of its destructive potential. Their most fearsome weapon is not their crushing limbs or piercing tusks, but the terrifying pulse they generate - blasts of raw kinetic force projected from the space between their tusks. These pulses are not merely concussive; they are cataclysmic. Structures detonate into splinters. Armored battalions are flung like leaves in a storm. The size and force of these pulses correlate directly with the Ollwphant's tusks - the larger and more grown their ivory, the deadlier the blast.

While typically slow-moving when calm, an angered Ollowphant can gallop with horrifying speed. Once one of these behemoths begins to charge, few things in Toil can survive the aftermath. Bringing an Ollowphant to a halt requires either overwhelming force or divine intervention - an act of the Brothers, as the old saying goes.

Ollowphants are exceedingly rare. Many scholars consider them the highest tier of non-mythical Hollow. Some speculate they are wardens, unknowingly walking the ley-lines of power that once tethered Toil to the divine. There are whispered stories of Ollowphants simply standing still for years, unmoving, silent, as if dreaming. These tales are often followed by reports of entire villages flattened when the beast resumed its path.

Aethyrium


Come close, young ones, and hear the flame
A tale of six, and one old name.
Of a wizard, ancient, bent and gray,
Who watched the world from far away.

He’d lived through storms, through wars and peace,
Through rising stars and kingdoms ceased.
But power, child, when kept too long,
Turns bitter, sharp, and feels all wrong.

So there he stayed, atop his hill,
With hands grown cold and heart grown still
Until one dawn, with morning light,
Six sisters came to end his night.

The first wore robes like twilight’s hue,
With eyes that saw both old and new.
She sat beside the wizard’s chair,
And taught him stillness, breath, and care.

“All things must pass,” she softly said,
“But time’s not foe, it walks ahead.”
“Reflect, remember, let it be
And find your peace in memory.”

He wept to feel the clock unwind,
And gave her Time - its thread, unlined.

The second came on dancing feet,
The air around her sharp and sweet.
She cleared his halls with laughing grace,
And opened doors to distant place.

“Why sit so long in just one view?”
“The world is wide - it calls to you!”
“No wall can keep the soul confined
Come feel the pull of stars aligned.”

He felt the cosmos stretch and swell,
And gave her Space - the paths that dwell.

The third strode in with shoulders square,
Her presence bold, her spirit bare.
She raised his staff, and said aloud:

“You’ve strength still left - stand tall, be proud.”

She showed him how his hands could build,
That force can serve, not only yield.

“Your might is not a thing to fear
It lifts, protects, it draws us near.”

His limbs once weak grew firm, alive
To her, he gave Power to thrive.

The fourth came clothed in drifting song,
A lullaby both soft and strong.
She spoke of dreams, of those who passed,
And reached inside his pain at last.

“The soul remembers joy and woe,
But both must stay, and both must grow.
The ones you lost still walk with you,
In every breath, in all you do.”

She held his grief with gentle grace
He gave her Soul, the spirit’s place.

The fifth wore silence like a crown,
Her voice a whisper drifting down.
She read his thoughts, not to betray,
But guide the fears that led astray.

“You’ve locked yourself within your mind.
But even mazes can unwind.”
“Let go the guilt, the weight, the ‘should’
Your thoughts can heal, if you let them be good.”

He saw with eyes no longer blind
To her, he gave the gift of Mind.

The sixth came last, in cloak of grey,
Her words like thunder far away.
She showed him trees both dead and new,
And skies that shifted shape and hue.

“The world is not just what you see
It bends beneath what’s meant to be.”
“Dreams, hopes, and truth - they all can mold
A world that’s harsh into one bold.”

She smiled and broke the stone around
To her, Reality was crowned.

For every kindness he was shown,
The wizard gave what he had grown.
Not wealth, not praise, not fleeting gold
But magic deep, from days of old.

He gave them each a sacred flame
A Relic's heart, a world’s true name.
And whispered:

  “Go forth, bright spirits, bold and wise,
Let peace and hope within you rise.
And when the world is whole once more,
Then sound the call to open the door."

So wander still, those sisters wise,
Beneath the earth and through the skies.
They walk in dreams, in time, in truth
In starbound age and bright-eyed youth.