Jump to content

sunflower

Members
  • Posts

    8,783
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by sunflower

  1. IC: Leli [Ga-Koro Docks, Yukanna] "Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh-" There was a small crash, almost like glass breaking, and Leli slow turned to look back up the gangplank, where two young Dashi, each wearing a matching piece of what was unmistakably Ussalry-issue armor, stood on either side of a half-closed chest. Colorful linens and crystalline items of all shapes and sizes were spilling out from the half-closed lid of the box, and one of the Dashi was desperately attempting to shove it back closed. "...Mmmmmmmmmaybe."
  2. IC: Leli [Ga-Koro Docks, Yukanna] "Uh yes-!" There was a pause, and a moment of silence from the gangplank. And then another. And another. And then came a cacophony of clattering crystalline objects and the recognizable form of Leli stumbled down towards the lily pad next to Tarnok. Well, a recognizable form that was buried beneath what could only be called a pile of Dasakan crystal. Her armor, once the rugged heavy Ussalry plate, was gone, entirely replaced with the gleaming plates of the people which they had traveled with back home. Baubles and necklaces hung from around her neck, even her Kanohi was adorned; a set of newly made holes laced through with strings of crystalline beads. "Well... no, I still have a few other things on the ship but Mata Nui I need off this boat."
  3. IC: Dehkaz [Ostia Docks, Fowadi] "Tera?" Dehkaz sat back, nursing the drink. "She's got a good head on her shoulders and earned her spot. Loyal, dependable, I've had no issues working with her. She made it abundantly clear during the mess with Hewkii that she wasn't beholden to any particular figurehead of the village, that woman was ready to fight and die for Po-Koro during that initial wave of Rahkshi, and I have no reason to believe that she's changed since then." "I trust her to do what's best for Po-Koro and it's people, that much I can say with confidence."
  4. IC: Dehkaz [Ostia Docks, Fowadi] "Not so sure about optimist, Krayn. Just feeling a lot more aware of our situation." Dehkaz paused for a moment before adding offhand, "Don't worry about "sir", either." "As for the Akiri..." He took a drink, using the time to collect his thoughts, "Lichtgeist is a marked improvement over Hewkii, I don't know her well enough personally to comment on her character, but she's popular with the people and so far she hasn't raised any particularly telling red flags. I was weary at first, especially since she continued the same kind of expansion that Hewkii started, but as far as I can tell it's been in concert with the other Koros, rather than in spite of. She seems more focused on the unity of the Koros than Hewkii ever was, that much I can say."
  5. IC: Arms [Khy;Barr, Forge] The massive monolith of muscle watched in silence as his lieutenants gathered around. It was not for naught, as a skeletal, though not quite as skeletal as the fort's previous warlord was now, Skakdi approached the assorted group lugging a large sack, one that rattled with the unmistakable sound of weaponry. Arms accepted the pack without a word, hefting it onto a shoulder before turning towards the assembled group. "Going." Arms knelt down, the floor beneath groaning from the shifting weight, to position himself directly in front of Vana. A clawed appendage reached out, and grasped the chain between the manacles with a forefinger and thumb. The was a brief moment of unmoving, as he simple stared forward into the Lesterin's eyes, before the chain snapped in half, and Arms rose once again. "Come."
  6. IC: Dehkaz [Ostai Docks, Fowadi] The glass suspended between his fingertips came to a stop, its contents still slowly drifting around within, the slow roll of the ship tilting its contents from side to side. I'm not sure the island can handle it anymore. Krayn's words echoed around his mind, their honesty and truth resonating with and reinforcing his own thoughts. They had all come to the same conclusion. "Not alone," He said after a moment, "The world got messier, but the island isn't alone in this... we're not alone in this. Never were, it took me too long to realize that. At the end of the day we give it our best, and it that isn't enough, well-" The toa of Magnetism rapped his knuckles against the bulkhead beside them. "-some help doesn't hurt."
  7. IC: Arms [Khy;Barr] The massive form of the fortresses current and foreseeable warlord loomed behind Verakastian, his approach impressively quiet given the monster's bulk. "Leave soon." "Prepare."
  8. IC: Dehkaz [Ostia Docks, Fowadi] Dehkaz produced an unlabeled bottle from the same cabinet, the dark faceted glass painting a kaleidoscope of color around the cabin from the desert sun. He uncorked the bottle, pouring for them both, before placing it between them as he took a seat next to the de-Toa. One elbow propped upon the desk, he swirled his glass absentmindedly as he thought. "I know what you mean," Dehkaz agreed, taking another moment to collect his thoughts. "Things are different now, it's not just a single criminal, some petty gang leader. We're right back where we were before. Ko-Koro caught us, the island, all on the back foot, we should've been ready for that, expecting it. We got complacent, trusted that the peace would last, let down our guard." "They're bigger now, bigger than any single person can confront on their own, or should have to confront on their own."
  9. IC: Dehkaz [Ostia Docks, Fowadi] Dehkaz nodded, confident that Kale would be able to handle things with Tirokk from here. "Here, let's go somewhere a bit quieter," He glanced towards the door, where even now the voices from the rest of their friends and allies were filtering through. The toa of Magnetism motioned for his friend to follow, before leading Krayn up a set of stairs to the deck above. There he turned towards a door opposite to them, a wave of his hand and the small hum of his elemental power unlatching some unseen mechanism and the entryway to the captain's quarters opened. It was a moderately sized room, sunlight pouring in from portholes on one side and a cot beneath them. Another door, doubtlessly leading the sternwalk outside, faced them as they entered. Dehkaz pulled up a chair for the de-Toa at the large desk that took up the majority of the space, pushing the odd assortment of mechanical gizmos and partially disassembled weaponry that was spread across the darkwood tabletop to the side. The Commander himself stepped around the desk and extracted two glasses from a cabinet in the wall, offering one to Krayn. "Widget for your thoughts, Krayn, you look like you've thought through this pretty thoroughly."
  10. if y'all want guns or just wanna idk sightsee Fort Name Khy;Barr Controlling Character Arms Location Eastern Spur Description While not the largest, nor the most heavily defended fortress on the island, Khy;Barr is nonetheless a valuable location for the island at large. It sits up in the Eastern mountains, accessible by treacherous passes and steep footpaths. The land around is rocky, steep, and devoid of the few bits of flora that cling to existence on the jigsaw island. It is defensible, but the local is lacking in any apparent natural resources worth fighting over. The fortress itself is built into the side of a cliff face, buildings seemingly jutting out from the sheer rock face at random, haphazardly suspended over the gorge below. A combination of blackwood, metal reinforcements and cabling, and stone hewn out of the cliff face itself. Rope bridges and ladders connect the buildings, though some are kept in better condition than others, more than one unfortunate soul having met their end by not watching their step. The largest of these structures spans the gap between both sides of the gorge, with even smaller huts and stations built atop of it as if it were solid ground. While the majority of the fortress is visible, the whole reason for its existence within the otherwise inhospitable mountain peaks is buried within the mountain itself. Both sides of the gorge are riddled with mines, the tectonic forces which forced them up into the sky bringing with them some of the purest deposits of ore from deep beneath the ground. While raw materials such as these aren’t particularly coveted by the majority of warlords at large on the island, a lump of metal no matter how pure being no more useful to them than just any other rock, they present ample opportunity to those gifted with a scrap of ingenuity. This nearly limitless supply of material gives the smiths that primarily occupy the mountain fortress carte blanche when it comes to creating any and every manner of devices and objects, though they are rarely if ever constructive creations in of themselves. Far from it, the Fortress of Khy;Barr is most known across the island as the source of the most common Najin firearms used by or used on nearly every individual across the Skakdi’s lands. As diverse as they are numerous, and more than a few of questionable functionality, they nonetheless give the fortress a nearly permanent foothold among the chaotic and ever changing physical and political landscape of Zakaz. The sheer availability of the weaponry across the island helps dissuade those who would attempt to conquer the area, though the main deterrent comes from the lockstep operation with which the fortress works with the Broker to the south. Forces While ostensibly a fortress, those who call the mountain fort home are a larger percentage craftsmen and laborers than average. While skakdi make up the majority of the population, there is a large population of non-skakdi species. Free lesterin and kaiakan are common among the cliffside walls, though it is difficult to say whether or not Arms despises the practice or just has no concept of slavery. Verakastian (Perp) Vana (Krayzikk) Loot TBD
  11. IC: Dehkaz [Ostia Docks, Fowadi] "You'll be in good hands, Ironshaper is an excellent judge of character, and he'll be able to get you settled into things once all is said in done."
  12. IC: Dehkaz [Ostia Docks, Fowadi] There were a number of things that Dehkaz wanted to say, responses that brought themselves to the forefront of his consciousness one after another in quick succession. Reassurances, ideas... There was more behind Krayn's words than what he had spoken aloud, and both of them knew what the toa of Sonics was trying to say. In the past, Dehkaz might've pushed more, attempted to get at what his meaning truly was, but he trusted Krayn, and he trusted his judgement. More importantly, he was a friend. Dehkaz placed a hand on Krayn's shoulder, the uninjured one, and simply said, "Of course, whenever you're ready to leave." "Dehkaz, Krayn, this is Tirokk. He said he wanted to join up with the Aggressors." The aftermost mentioned toa of Magnetism turned, almost surprised. "Right," if it weren't for the focused look behind his Kanohi, one could almost say that Dehkaz was flustered. He turned to face the newcomer, a solid wall of armor that for a moment he nearly mistook for Brukin. "Captain Dehkaz," He said in greeting, shaking Tirokk's hand. "Forgive me, we don't have very many attempting to sign up. We'd be happy to have you on board, once we know a bit more about you. I'm sure you understand."
  13. IC: Dehkaz [Po-Wahi, Ostia, Fowadi] "Rumblings," Dehkaz agreed, nodding in somewhat solemn agreement, "The air isn't right." "We've been doing our best to get the Aggressors back together, Ko-Koro was... more than a wakeup call. You're always welcome back, Krayn, you're a good man. The island- we could use more good men."
  14. IC: Arms [Eastern Spur, Fort Khy;Barr] From atop his throne of twisted scrap metal and charred stone, Arms grunted in satisfaction. "..."
  15. IC: Dehkaz [Po-Wahi, Ostia, Fowadi] A smile played across the Commander's Kanohi, and he let out a short laugh of sorts with a shake of his head, "Give or take a few days, yeah I'd imagine so." His tone dropped to a more sincere note, but the smile remained. "It is good to see you Krayn, how've you been holding up?" He gestured to the arm which the toa of Sonics had been remiss to use as of late. It looked healed enough, though Dehkaz was certain underneath the armor there was a grim reminder of the injury which Krayn had sustained weeks before. "We've been worried about you, happy to see you in one piece."
  16. IC: Dehkaz [Po-Wahi, Ostia, Fowadi] The toa of Magnetism stopped on his meandering path through the ship's corridors and bulkhead doorways, a swirl of sandy dust that had accumulated on his boots continuing in his stead, and pivoted on his heel to to glance over at Krayn. His expression incredulous at first, a beat on the De-toa's expression confirmed that Krayn was indeed serious. Dehkaz's own morphed into one of understanding. "If you think the Fowadi is impressive... Iron Mahi, it's like a great big line of metal carriages. It's electric, moves under its own power. No wind needed, no beasts of burden," He explained, "The tracks go from Forsi to Po-Koro to here. Fastest way to get around the Wahi now." Dehkaz paused to consider something, before asking, "How long were you in Ko-Wahi, Krayn?"
  17. IC: Dehkaz [Po-Wahi, Ostia, Fowadi] "That can be done, the 'Mahi should be leaving for Po-Koro and make it back before we set off," Dehkaz offered, stepping forward to slide open the door to the aftcastle on the deck. Through door and down to the left a set of stairs lead down to the deck below, while another opened to his own quarters. Down the hall a small electric lamp was glowing, a plaque labeled above it.
  18. IC: Dehkaz [Po-Wahi, Ostia, Fowadi] "Absolutely," Dehkaz replied, making his way up the gangplank and onto the deck of the Fowadi. He nodded in greeting to the rest of those assembled there, Kale, Skyra, Praggos, and even the diminutive form of Luten was present. "Lot of work went into her, you're just in time, nearly ready for us to set off."
  19. IC: Dehkaz [Po-Wahi, Ostia, Fowadi] The sudden bump jolted Dehkaz from his reverie, a sharp knock that sent his teeth uncomfortably clattering together. Absently, he readjusted the small case of papers that rested on his lap. While the Iron Mahi was the fastest, and arguably the most comfortable way, to traverse the arid expanses that filled Po-Wahi, it was only just. Each buckle in the tracks sent the impact up through the metal wheels and straight into the seats bolted to the bottom of the passenger cars. And, for what felt like the tenth time since he had entered the thing, right into his skull. Though, perhaps that was more a result of the constant trekking across the island Dehkaz had undertaken for the past few weeks. The liberation of Ko-Koro and the routing of the remains of the Followers of Makuta in the frozen city had been a success, but one that cost too many lives, and had nearly cost many more. It took the combined efforts of every Koro on the island to truly put a stop to the occupation, it was powerful conglomerate of forces, though the coordination took far too long to kick into gear. Precious time that cost lives, and allowed the Followers to sink their talons into a deeper and deeper hold than they should have ever been allowed. Or ever would be allowed again. It was this spark that spurred the assorted collection of Guards to action once again, bring back the ideas which had brought them all together in the first place. A group that was made up of the Guard forces from every Koro. They would serve the island as a whole, not merely a single Koro. No longer waiting for danger to walk up to their gates, hoping that the worst had come to pass, and put on the defensive when it inevitably did. No, they would be the Aggressors. Now they just had to get the Koros of the island to get on board for it. Which was where Dehkaz had been for the past few weeks. Between traveling across Mata Nui to the various Koros gaining traction for them, overseeing the extensive refits being completed to the Fowadi, and keeping up with some of his own personal projects brought on by the extensive exchange of information and knowledge between Onu and Po, the Commander had gotten scarce little rest. On the move hardly covered it. While far from ideal, the Iron Mahi offered a brief respite from the travel, the rhythmic thud thunk of the vehicle hitting each new section of track fading off to back of his mind. His concentration returning to the present, Dehkaz turned his attention to the shifting landscape outside the crystalline window to his right. The tracks to Ostia ran just north of the Motara desert, the dry sky was clear of any clouds, and the dunes slipped by one by one. The steady increase in greenery that dotted the otherwise sandy landscape heralded his approach to the costal village. * * * Steam whistle blaring, the Iron Mahi pulled into station less than an hour later. There was a brief pause as the great metal behemoth crawled to a complete stop before the doors to the passenger cars opened fully. With the increased trade between the Koros, the Mahi was relatively full of beings going to and from the port city, and the bustle of activity spilled both ways from the doors as they entered and exited. His duster gathering itself behind him, Dehkaz rose and stepped out onto the platform, weaving his way around stacks of raw materials and goods to maneuver his way towards the port village proper. Ostia, its whitestone buildings gleaming in the afternoon sun, was as busy as ever. Dehkaz had half a mind to stop by the small building he had been using as an impromptu office, though the thought of continuing the rote work of organizing was particularly more mind numbing than normal. Instead, the toa of Magnetism continued on past, taking one elevator and then the next down the levels of the port. His destination wasn't difficult to locate, even at this elevation the white canvas sails were visible poking above the rooftops. The Fowadi, the ironclad's armored hull shining in the drydock in which she sat. It was a sight to see, the vessel nearly complete, and far cry from the nearly gutted form she had been in only a month ago when the refit was in full swing. But his ship wasn't what caught his immediate attention, rather, it was the worn but very recognizable figure of a friend. "Krayn!"
  20. Name Dehkaz Kyhrilik Species Toa of Magnetism Gender Male Appearance A burly, broad-shouldered man of impressive physique indicative of a regimented lifestyle of dedicated training. While only slightly above average in height, his heavy build and ramrod posture make him easy to pick out in a crowd. As with most Toa of Magnetism, Dehkaz's natural armor is primarily an indigo black and dark slate. These hues are accentuated by a cobalt tone that adorns his shoulders, back, and torso; as well as running down the outside of his arms and legs down to his feet. A bright orange sits beneath the rest, situated around the joints and other flexible sections. The design of his natural armor is angled and geometric, and has an overall matte quality to it. The armor he wears is rugged and plated, allowing for moderate range of motion on top of exceptional protection. It's heavier than most worn by Guard members, though makes up for the added weight with sheer durability. A collared cuirass and flat plates which wrap around his torso and abdomen provide exceptional protection. The right shoulder guard is angular and extends to most of his upper arm; meanwhile the left is composed of large, flat plates, serving as a small shield. A long segmented piece travels down the length of his spine for an extra layer of protection, forming part of the cuirass near his upper back. The gauntlets of his armor are bulky and blockish, connecting to the armored plates protecting his hands with segments that cover his wrist. His right gauntlet cuts off at his fingers to allow for unobstructed movement when using his weapons. A leather belt is strapped from his shoulder to his hip, while another is slung across his waist. Both hold the various magazines for his rifle, in addition to the holster for his pistol. His rifle is normally slung across his back. This armor is mainly a sand, flat dark earth color, and shares the general design language of the standard Sentinel armor. Markings of burnt yellow and black cover these plates in straight, parallel lines. His left gauntlet is an unpainted dark grey, and is marked in yellow. Prefers to wear a rugged, and rather worn, duster when not expecting to fight. Though it only leaves room for a handful of armor plates beneath it, the lack of clear identification as being a part of the guard has its uses. His Kanohi, in the shape of an Arthron, is stylized to match his segmented armor. With strong features and a rugged disposition the Commander is recognizable, his distinct features hinting at Lesterin ancestry. A large scar runs across his left shoulder while another smaller one runs along his jawline on the same side. His Kanohi shares the same indigo-black and cyan coloration of his body. His eyes are grim; the violet orbs holding a piercing gaze. His heartlight shares this deep violet color, as well as the various lights on his natural armor. The Po-Koro Guard symbol is crafted into his right shoulder armor, as well as his current rank of Naval Branch Commander. Kanohi Kanohi Iritak, Great Mask of Laser Vision- Its power is pretty much what the title of the mask says: It allows the wearer to shoot variable-sizing (from very thin to as thick as one's eye) lasers from their eyes. Unlike the Avohkii, it does not provide further light manipulation than that, and a wearer of the Mask of Laser Vision cannot make the lasers any wider than their eyes without help or a lens. However, the lasers can be used many more times than regular light powers and can be shot from the pupil of an eye, meaning a wearer only has to turn their eyes, not their head, to fry things with their ocular weapon. Powers Dehkaz, as a Toa of Magnetism, has all the powers and abilities that come with that. He can shape, create, and absorb magnetic fields. Applications include magnetizing materials, flying by way of pulling his own armor through the air, firing magnetic pulses, as well as various other techniques and uses. His elemental power also allows him to indirectly manipulate metal, plasma, and even lightning; something which he has developed respectable skill with. He has a very fine control over his elemental power, as a result of both extensive use in combat and dedicated training. He commonly channels his element through his rifle to fire off shots with unprecedented velocity and power. In addition his elemental power grants him the ability to sense magnetic fields, giving him a great sense of direction. Very handy when out on the high seas. His Kanohi gives him the ability to fire lasers from his eyes, which he has become quite accurate with. After having to use this power as a means to cauterize battlefield wounds the Commander has furthered his ability to control the intensity of the beams. Skills A tactician at heart, Dehkaz is a firm believer in out thinking an opponent as a means to swift victory. That being said, overwhelming firepower certainly has its advantages, and he doesn't pass them up. He's a crack shot with his ranged weapons, and integrates his elemental and Kanohi powers liberally into his fighting style, on top of his already varied arsenal of weaponry. Much of the time he works to keep opponents pressured and on the defensive through varied and unrelenting attacks. While no longer his primary armament, he likes to keep his skills with his knives sharp. Unarmed Dehkaz is an excellent fighter, relying on an effective hybrid of striking and grappling styles of hand to hand combat which takes advantage of his physical strength. He favors well placed, powerful shots as opposed to volume striking. This focus on power translates into his clinch work and wrestling as well. Liberal use of elbows, knees, and varied kicks round out his striking repertoire. He tends to fight pragmatically so as to end a confrontation before it escalates, he does not prolong engagements unnecessarily nor spend time dueling an opponent. Equipment Throwing Knives Simple knives designed to be thrown with accuracy. They are light, strong, and easily replaced. Their triangular blades resemble kunai. He has about five normal throwing knives and two double-bladed ones to be manipulated by his elemental power. They are stored in a clip on his thigh armor. Heavy Diskette Rifle A weapon of his own idea, it was designed and built by the inventor Farzan. It was custom made for his own specialized use, and as such is markedly different from the standard diskette rifle. Visually, the weapon is long and bulky. It is constructed mainly of metal for durability, though it is somewhat heavier as a result. A sturdy stock is attached directly in line with the launching mechanism for stability, while an ergonomic pistol grip is moulded into the weapon itself. Unlike the standard diskette rifle, this version only has a single barrel, which takes the form of a deep vertical slot that runs from the launching mechanism to the end of the rifle. Two bars of alloy flank the groove on either side, in which Dehkaz can channel his elemental power. The weapon loads from a top mounted magazine, and can hold anywhere between five and fifteen shots depending on the ammunition used. Because it only has one barrel, it can only fire half as fast as the normal diskette rifle, however, this allows for a huge increase in stopping power and projectile velocity with the oversized mechanics. A recent modification of his has been to attach a four-edged spike bayonet. It may be removed for use as a normal combat blade, or reversed to be stowed in the handgrip below the barrel. Shock Bracer A specialized Toa Tool taking the form of two angled, flat bars of metal built into the back of his right gauntlet. There are no internal mechanisms or moving parts to the device, instead each blade encases tightly wound coils of wire. By channeling his elemental power into the weapon he can induce an electric charge within it. Contact will discharge it. Patero A modified version of a Patero launcher. Rather than taking the form of a rifle, the mechanisms are built into a gauntlet worn on his left side. Two flattened barrels run parallel to the back of his arm, each covered in a heat shroud. As it is more compact than the rifle variant, each barrel can only be fired once before needing to be repumped. Uses a flammable oil as ammunition, with pellets of photothermic powder within to ignite it on impact. Wrist Voto-Lutu Launcher A device crafted into the underside of his right gauntlet, this grapple gun allows him to ascend sheer faces and entangle foes with its metal cord. Designed by the inventor Farzan. Lens Channel A relatively simple device to augment his Kanohi’s ability in the form of a series of flip up lenses which are attached to the underside of his left gauntlet. These are embedded in durable metal to protect the crystalline protodermis lenses, and a flat armored plate folds over them when not in use. There are four currently installed, the main lens which occupies the space closest to his elbow, and then a series of three secondary lenses which each have a different shape. By aiming his Kanohi’s beams through the main lens and one of the secondary lenses he can focus the energy for a specific use. The first of which focuses the beams even more, giving them greater range. The second flattens out the beam into a fan shape, limiting the range but greatly increasing the target area. The third diffuses the beam to significantly less harmful levels, acting as an intense light to blind enemies. Diskette Pistol Smaller than his rifle but easier to conceal, Dehkaz' pistol serves as a backup to his main weapons. It can accept the same ammunition as his rifle in magazines that hold two to seven diskettes each. Other Possessions Diskette Ammunition The ammunition used by his rifle takes on a variety of forms, but all are about the same size and shape, and all are metal to take advantage of his power. The standard ammunition Dehkaz uses are simple solid disks of metal, their edges sharpened for penetrating power. The magazines for his rifle can hold the most of these. He does have more specialized munitions, such as thicker disks that are hollow and filled with "Stralix Powder". These are explosive, and he can only load five in a magazine at once. Another type has grooves cut into the disks, and are designed to shatter into sharp shrapnel upon impact. The final type are covered in wood and blunt, considerably less lethal than his other ammunition. Vo-Baton A half bio long metal baton, with a leather grip and side-mounted hilt. A button is inlaid with the handle, while the squared length of the weapon is pressed between two conductive bars. Buried within its length are two electric capacitors, which discharge the stored energy into the baton to deliver a shock on contact. It takes a little over a second for the capacitors to charge back up to be used again. Currently completely disassembled and inoperable. Equipment Belt Carrying various pieces of smaller gear, including things such as metal wire, handcuffs, a collapsing spyglass, and bag of metal shards. Heavy Naginata A reinforced, single bladed staff weapon. Crafted from blackwood, the staff is flattened into a rectangular shape, steel running along the length for strength. The blade is heavy, with very little curve. The weapon is currently in two pieces. Affiliation Aggressors Task Force Po-Koro (Commander in the Sentinels) Captain of the Fowadi Alignment Lawful Good Personality A previously stoic man whose disposition has since relaxed over the past few years. A strong sense of self-dependence has given way to solid trust in his comrades. He is loyal and more than willing to risk his life for the lives of others, and sacrifice it for his friends. He still retains a pragmatic outlook, though it is distinctively less brutal and cold than it once was. A strong sense of justice guides his moral bearing. While he does not shy away from necessity, he takes no pleasure in taking a life, as unfortunate as it may be. All this paired with a strong concept of duty and commitment lead to a driven, honorable man. Confident in his abilities, though keenly aware of his limitations, he nonetheless strives to overcome them. As much for his own sake as for those around him. Failure in any situation could mean losing that which matters the most, an outcome the Commander is never willing to let pass. Weaknesses Prefers hand to hand or fully ranged fighting to melee weapon ranges. His loyalty and sense of selflessness can lead to his undoing, would not see harm come to those he cares for or deems as his responsibility while he has any breath left in his lungs. Fowadi Fore - Side - Top - Deck - View - Calm Physical Description The Fowadi has undergone a number of incremental and large-scale refits over the warship’s service in the Sentinel Navy; the most recent of which has extensively overhauled the ship’s physical structure and capabilities to keep up with the rapid technological development of the island. Large, imposing, and heavy, the ship’s hull flares out towards the waterline in a pronounced tumblehome design, as with all Po-Koronan ships to greatly increase stability whilst also allowing for a higher overall profile, providing both a greater number of decks as well as better seakeeping in rough weather. The ship’s bow cants forward and out into a reinforced ram, sitting just below the waterline. Armor plating covers the entire length of the ship, with hardened metal belting wrapped around the hull lines, only broken up by portholes and weapon positions. Amidships and protruding from both sides of the hull is the heavily-armored central battery. Jutting out from the tumblehome, all the way up to the main deck, it provides expanded arcs of fire for the mounted weapons within their casemates. The ship’s sheer size and armament has led the Sentinel Navy to give the Fowadi an entirely new naval designation -Anakepakaru. Each of the Fowadi’s sails is a crisp white and, although an occasional mended tear can be picked out, well cared-for. Additionally, the rigging is simple, yet efficient - all these innovations indicate just how much time and effort the Sentinels have put into R&D, all to design a ship able to be crewed by much less than its official complement as needed. Two Sentinel skiffs are held in davits on the main deck, serving as scouting vessels for the mothership, as well as the vessel’s lifeboats. Each is equipped with a single disk-launcher for defense. Armaments The Fowadi's armament includes a mixture of disk-launchers, heavy ballistae, and patero. Two heavy ballistae are mounted on the surface deck (fore and aft respectively) giving them clear arcs of fire. Various types of bolts are stored on deck, including explosive and incendiary. The ballistae are the Fowadi’s longest-ranged weaponry, able to accurately fire bolts out to great distances. Supplementing these are nine upsized disk launchers on swiveling mounts, positioned four to the port and starboard sides respectively, plus another towards the fore-end. Larger than standard disk launchers, their projectiles allow for ranged elemental control to those so inclined. Enshrined within the ship's armored citadel are casemate-mounted patero launchers. The Fowadi is equipped with a total of twenty spread over two decks; two guns positioned fore, with the remaining eighteen making up the main battery to port and starboard. The fore launchers have slightly better degrees of articulation. Complement - Deck Plan The Fowadi has accommodations for a full complement, with personal cabins ranging for the ship's Captain and senior officers, plus hammocks hung up along the weapons deck for the rest of the Sentinel crew. The Captain’s cabin is located on the starboard side of the aftcastle, connected to a sternwalk that wraps around the aft of the ship. Cabins are positioned on the waterline, crew, and gun decks. Officer cabins are larger, with enough space for a berth and personal storage, while still retaining some space to spare. Crew cabins have between 4-6 bunks per room, with storage space adjacent to each bunk. At the stern of the ship, and underneath the Captain’s cabin lies the Fowadi’s radio. A large and powerful affair, it requires so much space that its room spreads through both the gun and crew decks. Most of that space is taken up by the radio itself, which is as bulky as any other on the island. Above the radio, positioned at the aft of the forecastle is the radio operator's room. Said operator is here at all times to monitor communications. The ship’s pump sits amidships and towers up between the waterline and crew decks. Capable of switching between pumping in air for the vessel’s patero and pumping out water in case of flooding, it is powered by a series of photovoltaic batteries, ensuring capable performance whenever needed. On the starboard side of the waterline deck lies the armory, stocked with the latest technology available to Po-Koro. Next to the armory, at the behest of some of the Aggressors, is a training room not unlike those found back at the Sentinel HQ, albeit smaller. The sickbay is centrally located on the waterline deck, with a number of beds and the tools needed to maintain the ship’s crew. Situated at the foremost on the ship's crew deck is the galley, fully stocked for several months' travel, with the crew's mess attached to the galley on the starboard side. The officer's wardroom sits in the aft of the next deck up - the gun deck. Adjacent to the wardroom is the workshop, equipped with the necessary tools to repair and maintain both the ship's heavy weapons and equipment, as well as those of the crew. Additional training spaces are located in the remaining space on this deck, though are commonly used for weapons testing. The forecastle on the main deck has been cleared for use as a gukko stable for Destiny, though also is used to store deck weaponry during rough weather. The aftcastle, in addition to the previously mentioned captain's cabin and radio room, holds a general meeting and readyroom, as well as a heavy equipment room where specialized mission-specific gear is stored. Up on the quarterdeck sits the ship's wheel, just before the navigation and map room. Name While he undoubtedly had a name assigned to him at some point, he is known simply as “Arms” by those who know of him. If this is some sort of ironic joke given his biology, or a descriptor of his occupation is not entirely clear. Species Vakar Gender Male Appearance A giant among giants, the being known as Arms is of massive scale, as if his form has reached the upper limit of what a sentient being can attain. Unquestionably not Skakdi, though he is neither Lesterin nor Kaiakan either, Arms is a unique creature on the war torn island of Zakaz. Besides his incredible size, the largest deviation from the common species of the island are his, perhaps ironically, arms. All four of them, to be exact. Each massive appendage sprouting from his monstrous upper body ending in a four fingered hand that looks as though they could, and have, crushed bodies in a single grip. His form is roughly comparable to that of the other known bipedal sentient species of the land, though slightly off in disconcerting ways. Animalistic proportions, a hunched posture, and an almost carapace-like quality to his natural armor give some merit to the theory that Arms is some incredibly intelligent Rahi twisted and shaped by the Antidermis on the island. Sitting atop his tree trunk of a neck is what in the loosest definition for even a Skakdi could be called a face. Elongated and broad, four slit-like red eyes stare out from either side of his head, the upper one on the left covered by an eyepatch. A pair of ridges, starting at his forehead and terminating into curving horns adorn either side of his skull. His armor is primarily jet black, with a haphazard collection of plates and leathers intended for much smaller beings augmenting it. Powers None apparent, save his prodigious strength and resistance to bodily harm. Skills It’s said that Arms killed a Tahtorak with a single blow, though he himself has never validated these claims. He is unsurprisingly a brutally effective warrior. While his appearance may not indicate as such, also in possession of a cunning mind. Equipment Somewhat surprisingly given his command, Arms eschews the use of weaponry save for his own earth-shattering fists. Other Possessions Rare for the island, a rather large collection of texts and books. Inexplicably, some of them are burnt and ruined beyond comprehension, but still occupy the shelves regardless. Affiliation Khy;Barr, the rocky fort of which he commands. Alignment Chaotic Neutral Personality An enigmatic mystery even to those closest to him, his motivations and desires would be bordering on insanity if not for the cold, calculated dedication with which he applies himself to them. Not interested in wealth, and yet he readily engages in lucrative trade. Not motivated by conquest, yet defends the small fort which he claims as his own with ferocity. Some say he is a being lost, amassing a collection of knowledge in the hopes to return to whatever land he previously called his own, or banished from it for incomparable crimes. Whatever the reason, on Zakaz, Arms simply is. History The beginning of Arms’ story before his appearance on Zakaz is a mystery, perhaps even to him. He was found, for lack of a better word, on the rocky shore of the Spineless Bay by Lesterin traveling merchants. Unconscious, and appearing to be nearly dead, the giant was loaded up on their caravan and taken to the nearest fortress, perhaps being seen as an oddity or beast of burden to be sold to the warlord which occupied the fort. The senseless giant was hauled before the warlord, whose ambitions for conquest crafted many a plan involving using the being who would come to be known as Arms for a weapon of war. These ambitions were stopped short, as a tremor rocked the fortress even as the giant was shocked to consciousness. About half a body length’s short, as the Tahtorak defending its domain from the encroaching fortress relieved the warlord of that excess weight. The ensuing chaos gave the giant, while understandably confused by the situation he found himself in, the opportunity to escape his would be captors and to the island at large. Arms spent time wandering the island, the unforgiving land a familiar place for him so it seems. At times he offered his services for food or equipment, which usually entailed leaving mangled bodies in his wake. As he was no Skakdi, the giant was still very much a second-class citizen of the island, the only respect he garnered was that which he claimed through sheer brute strength. It was this mercenary work that brought him to what would become his eventual permanent station on the island. After a number of missions involving the eradication of rivals of the warlord in control of the mountain fortress of Khy;Barr, the giant returned to find the warlord unwilling provide compensation for his efforts, assuming that the giant would have met his end at the hands of the countless foes he faced. It was, then, understandable that Arms took the warlord’s head, and fortress, as payment. Here he resides to this day, seemingly satisfied to carry on with the production of weapons which the fortress had been known for prior to his taking control. Weaknesses A gigantic target, with a distinct lack of any sort of ranged combat capability. Fort Name Khy;Barr Controlling Character Arms Location Eastern Spur Description While not the largest, nor the most heavily defended fortress on the island, Khy;Barr is nonetheless a valuable location for the island at large. It sits up in the Eastern mountains, accessible by treacherous passes and steep footpaths. The land around is rocky, steep, and devoid of the few bits of flora that cling to existence on the jigsaw island. It is defensible, but the local is lacking in any apparent natural resources worth fighting over. The fortress itself is built into the side of a cliff face, buildings seemingly jutting out from the sheer rock face at random, haphazardly suspended over the gorge below. A combination of blackwood, metal reinforcements and cabling, and stone hewn out of the cliff face itself. Rope bridges and ladders connect the buildings, though some are kept in better condition than others, more than one unfortunate soul having met their end by not watching their step. The largest of these structures spans the gap between both sides of the gorge, with even smaller huts and stations built atop of it as if it were solid ground. While the majority of the fortress is visible, the whole reason for its existence within the otherwise inhospitable mountain peaks is buried within the mountain itself. Both sides of the gorge are riddled with mines, the tectonic forces which forced them up into the sky bringing with them some of the purest deposits of ore from deep beneath the ground. While raw materials such as these aren’t particularly coveted by the majority of warlords at large on the island, a lump of metal no matter how pure being no more useful to them than just any other rock, they present ample opportunity to those gifted with a scrap of ingenuity. This nearly limitless supply of material gives the smiths that primarily occupy the mountain fortress carte blanche when it comes to creating any and every manner of devices and objects, though they are rarely if ever constructive creations in of themselves. Far from it, the Fortress of Khy;Barr is most known across the island as the source of the most common Najin firearms used by or used on nearly every individual across the Skakdi’s lands. As diverse as they are numerous, and more than a few of questionable functionality, they nonetheless give the fortress a nearly permanent foothold among the chaotic and ever changing physical and political landscape of Zakaz. The sheer availability of the weaponry across the island helps dissuade those who would attempt to conquer the area, though the main deterrent comes from the lockstep operation with which the fortress works with the Broker to the south. Forces While ostensibly a fortress, those who call the mountain fort home are a larger percentage craftsmen and laborers than average. While skakdi make up the majority of the population, there is a large population of non-skakdi species. Free lesterin and kaiakan are common among the cliffside walls, though it is difficult to say whether or not Arms despises the practice or just has no concept of slavery. Verakastian (Perp) Vana (Krayzikk) Loot TBD Name Leli Species Matoran Gender Female Appearance Leli is around average height for a Matoran, if a few inches smaller. She wears a single vambrace on her left arm, has minimal shoulder armor, and light torso armor; all of which is a dark black. This allows her great freedom of movement and allows her to move quickly, at the cost of protection. Unlike most of the Matoran in her village, Leli's natural armor is different variations of green. Her shoulder armor, hands, and feet are a green-teal color; while her torso, arms, and legs are Mata-green mottled with lime and dark green accents. Her Kanohi shares this color, and is shaped like a Great Huna stylized for a Matoran with an angled, feminine quality to it. She is athletically built, which shows her agility and speed. Leli's heartlight and eyes are a greenish-yellow color. Commonly has a light backpack around her shoulders, as well as a hunting knife strapped to her thigh. Her vambrace has straps that carry darts coated with dagger spider venom, and she has recently taken to wearing a few gukko feathers near her Kanohi (for "flair"). Her shoulder armor is painted with white markings showing her as one of the Ussalry, as well as her current rank. A length of rope is wrapped around her body, from her left shoulder to her right hip. A necklace of wooden beads sits around her neck, which she frequently fiddles with when nervous. Skills Leli, as a Matoran, has no powers of her own. However, she is extremely quick and nimble, her light armor and natural skill giving her an agility that surpasses even the Le-Matoran in her village. Her smaller size allows her to move quite quickly through the trees without problem. She is incredibly acrobatic, and is actually quite strong for her size. She can be stealthy, something she uses to her advantage. Equipment Blow Dart Launcher A fairly simple bamboo tube that she uses to shoot her darts, this is quite accurate. Curiously enough, it can also be used as a flute of sorts. 5 Darts Coated in dagger spider venom that causes temporary paralysis in the target, she is quite accurate with the darts both when thrown and when shot out of her blow dart launcher. These darts are carried on her vambrace. Knife A fairly average survival knife. The blade is made of a protosteel alloy, and so is very strong. The blade curves a bit near the tip, and is serrated on one side about two thirds of the way up. This is strapped to her thigh for easy access. Rope A length of light, but strong rope. It has a grapple-like hook on one end, and can also be attached to her vambrace. Bladed Staff A weapon of Ta-Koroan origin, it's basically a reinforced metal staff with two collapsible double edged blades built into either end. It's light and sturdy, able to be used as both a weapon and as a means to block attacks. Other Possessions Spyglass Something that comes in handy during her job as a scout. This is stored in her backpack. Map A map of Le-Wahi, which she uses when out on her adventures. Also kept in her backpack. First Aid Kit Because one never knows what's going to happen out in the jungle. Notebook A journal of sorts she keeps in her pack. Affiliation Onu-Koro Ussalry (Division Head, Light Cavalry) Alignment Lawful Good Personality Bubbly, sly, and always-in-a-good-mood. Leli is extremely adventurous, wanting to see as much as she can in as little time as possible. She is friendly, energetic, and seems to almost never slow down. She is quite loud and talkative, even for a Le-Koroan, and is almost never shy. She absolutely loves to travel and see new places, recording it all in a small notebook she carries. Leli likes meeting new people and making friends, and is always willing to help anyone, or anything, in need. She can be possessive and overbearing, getting defensive of her friends. Extremely stubborn and competitive, she will never, ever, give up. Gets a kick out of crazy stunts that are always dangerous, which has gotten her into trouble more than once. She is an adrenaline junky in every possible way. Has a thing for dramatic flair and is more than a bit of a show off. Eccentric is another nice word to use to describe her. Weaknesses Leli does not have any powers, and so despite her quick reflexes and agility, she will be at a disadvantage against those with powers. Her light armor, while still effective, isn't as strong as normal armor. Name Vezok Species Skakdi of Water Gender Male Appearance Tall, broad shouldered, and muscular; Vezok is athletically built, his limber form packed with lean muscle that belies an immense, animal strength. His scarred armor is mainly a deep navy blue highlighted with lighter accents, with his chest being a silver color, which is shared with his clawed feet. His red eyes burn with an intelligent, maniac gleam, a trait enhanced by his permanent wide grin. Powers Vezok has impact vision, which allows him to hit a target with incredible force. Additionally, he can absorb the powers of those around him, temporarily storing them for a few hours for his own use. As a Skakdi of Water, he has access to elemental Water powers, though only when used in conjunction with another willing Skakdi. He is extremely agile, a trait made obvious by his lean build, while still possessing a prodigious strength. Equipment Water Harpoon A dual-use weapon that can pull himself through the water through the use of the harpoon or by way of water jets. The opposite end has a buzz saw that hurls water daggers – blades of compressed water that strike a target with great force. Zamor Launcher A fairly standard zamor launcher that has the ability to fire a multitude of spheres. Affiliation Piraka Alignment Himself Personality Vezok is calm and collected, totally indifferent to the world around. Or at least, at first glance it seems that way. Burning rage is paired with an extremely clever mind in a deadly combination just barely held in check behind his cool exterior. Though an excellent tactician, he's far too intelligent for his own good, and harbors a “healthy” amount of either paranoia or contempt for those around him. This definitely extends towards the other Piraka, where as he can barely stand the likes of Hakann or Zaktan, with Reidak being the only one he can tolerate to any degree. And only because he doesn't believe the big brute to be smart enough to plot against him. He manages to keep his calm demeanor up, save his outbursts of rage in which he normally finds his weapons a better communicator than words can ever be. Nonetheless, when he does talk, it normally amounts to a non-too-subtle threat hidden behind some brutal observation of the world around. Any who spend a great length of time in his vicinity get the impression of a bomb just waiting to be set off at the slightest disturbance. One that wants to be set off, for that matter. Weaknesses Vezok's greatest flaw is easily his temper. His bouts of sheer rage leave him with little to none of the sharp intelligence he normally possesses. Name Kalih Species Ga-Matoran Gender Male Appearance Around average height for his species, Kalih is of generally fit build that’s common to many of the matoran living on the island. His armor is primarily a deep sea green, the squared plates framed by grey blue. The additional armor he wears, as well as his Kanohi, is a bright, somewhat translucent, teal. Kanohi Great Komau (Powerless) Powers Increased lung capacity, innate swimming ability. Skills An excellent shipwright and sailor, he possesses a creative and analytical mind that has served him well over the years. A pretty good shot with his diskette, recreationally practices his marksmanship. Equipment Diskette carbine A handy stocked weapon which he keeps for self defense. Affiliation Po-Koro Alignment Good Personality A bookish individual whose curiosity nonetheless tends to get the best of them. Deeply fascinated with the technological progression of the island’s industry, his appetite for knowledge is only matched by his love for experimentation. While not particularly social, he’s easy going enough and enjoys like-minded company. History Kalih’s early life was spent in Ga-Koro, working as many did as a fisherman out in Naho bay, though it was not a life that he was content with. Fortunately, his knack for repairing damage to the boats which he worked on did not go unnoticed, and it wasn’t long before he began working under the shipwrights of the village of water. While he was a sponge for knowledge, eagerly learning everything he could from anyone who would tolerate his incessant questions at the shipyards, it took disappointingly little time for him to outpace what was known. Frequently at odds with the more traditionalist shipwrights of his home village, and bored of building yet another bamboo fishing boat, Kalih struck out on his own for a time, making his way around the island in an effort to satisfying his curiosity, accompanied by his trusty companion the amethyst-shelled keras Haa. Opportunity presented itself not long after, as the expansion and development of the island's Koros meant that many a mind like his own were needed, and Kalih soon found himself working as one of the premier shipwrights in the rapidly growing port of Ostia. There he played a large part in the development of the Po-Koroan ships with their distinctive, sturdy iron hulls and integration of the rapidly developing technology of the time. Weaknesses Kalih is, at the end of the day, still a matoran, with all the disadvantages that come with that. Name Lii Ihlian-Long Species Dasaka Gender Female Appearance An athletically built young woman of relatively average height for her species, Lii gives the impression of one who is certainly no stranger to a physical lifestyle. Her toned physique, while unmistakably feminine, speaks of a strength and endurance born from a rigorous training regime. She tends to the heavier build of a powerful fighter as opposed to lithe and lean. A crafty gaze sits beneath her Kanohi, all too often paired with a confident smirk and relaxed posture. Her features are overall angled and sleek, this look extending to the lines of her natural armor as well, which noticeably compliments her figure. Her Kanohi is similar in appearance to an unmutated Mohtrek. Her natural armor is primarily a neutral black, though a deep yellow makes up a fair bit of her form, her Kanohi sharing the lighter of these two tints. Indigo blue accents these colors along her body. Generally wears a bright red uniform, sleeves rolled up to accommodate various plates of crystalline armor. The little armor she does wear takes the form of minimal shoulder plates, in addition to gauntlets/vambraces and greaves. The knuckles of her armor are noticeably reinforced. Her crystalline armor is pure white, akin to quartz. Intricate tattoos, the stark white ink contrasting sharply against her natural armor, wind their way up her right arm and chest, displaying a motif not dissimilar to the Kanohi Dragons which inspire her training. These can also be seen on the upper left of her Kanohi. Kanohi Kualsi Powers As a Soulfire practitioner Lii possesses slightly different psychophysical abilities than the rest of her species. With it she journey's down the treacherous path of Dragon's Rage, the martial artist having a preternatural knack for the technique. However, while she shows potential, the ability is no less risky for her to use. It requires an intensity of mind that will quickly burn through energy if great care is not taken, in addition to the far more hazardous consequences of self harm. Push too far and the body starts to rip itself apart from the power; an experience which she is none too eager to repeat. While the costs can be great, the benefits are worth the risk. While under the force of Dragon's Rage her physical attributes are greatly enhanced, pushing past normal physical limits into uncharted territory. Unfortunately there is no subtle way to use this ability, with a fiery crimson aura of psychophysical energy wreathing her body that grows in intensity with the strength of the ability. Skills Unsurprisingly, her style of fighting is entirely physical. She leverages the benefits of her powers to augment a highly kinetic style of striking that melds well with her prodigious physical power. While she still has much room to grow as a fighter, Lii's skill is not to be taken lightly. Alignment Chaotic Good Personality A spirited, hotheaded young warrior. One who showed a talent for martial ability at an early age, and was pushed to pursue this skill to her absolute best, and beyond. While her competitiveness can land her in trouble, it is born from an innate desire to improve herself; her biggest opponent has always been within. Impatient, and frequently frustrated with what appear to be setbacks and slow progress, she nonetheless views effort and hard work as being the end all path for the betterment of self. Something which has more than once caused her more harm than good and resulted in injury, exasperated by her refusal to quit despite what state her own body might be in. Hungry for knowledge, and eager to improve. Possesses a vehement distrust for Imperialistic Dasaka, one that teeters on the edge of derision. Lacks a brain to mouth filter at times, though she is working on that, honest! History Lii was born in the faceted shadow of the Imperial Palace, the only daughter of a Tajaar textile trader and artisan. The details since then are difficult to ascertain, Lii herself refuses to speak of how she ended up a Soulfire disciple, or how she ended up on the mountaintop. Weaknesses Overconfidence in her abilities, and underestimating those of opponents is her biggest flaw, in addition to all the risks inherent with using her Soulfire power. more to come
  21. IC: If it weren't for the slight feeling of nausea induced by the massive warship's stasis fields coming online once the ship had jumped to hyperspace, it would have been nearly impossible to tell that the Insight was hurtling towards their destination. The blackened transparisteel viewports give the impression that the ship was motionless, suspended in an empty black void devoid of even stars. Whether this was a more reassuring alternative to the other-wordly swirling mass of energy that hyperspace remained to be seen. The lack of light almost gave the bridge of the Star Destroyer a serene quality to it, a polished austere amphitheater that belied the war machine it commanded. There was a faint hum of voices, though hardly conversation, as readouts, status reports, and commands were relayed across the bridge from the technicians and officers that filled the space. "Captain," A single voice, raised above the rest, the astrogator on station turning in his seat to look up at the aforementioned grey-uniformed human standing on the gantryway above the recessed section. "Dropping out of hyperspace, we've arrived on station. Holding above Dantooine." "Excellent," The response came, the captain's laconic tone not matching the word as she regarded the triangular viewports which began to clear to show the Imperial flotilla before them. "Keep our current orbit, don't form up with the Fleet just yet." Unclasping a hand from behind her back, the captain keyed in a sequence into the console next to her position. Elsewhere, deep within the massive, black-plated capital ship, a small chime came over the intercom, followed by the captain's voice. "Inquisitor Vespula," A low rumble filled the space, the unmistakable sound of the Insight's giant ion engines powering up, "We've arrived at Dantooine, currentl-" Then it hit. A wave of unease and fear that drowned out the hum in the air. One that impacted with the force of a laser cannon to the chest, surrounding and engulfing the space with a deafening intensity that threatened to suffocate. It dampened all sensation save it, clawing up and into the mind. But there was more... An undercurrent within the onslaught of emotion. An eagerness- no, a yearning. A want, hedonic desire. Every Inquisitor on the warship felt it wash over them. And every Inquisitor could recognize its Darkness. "-holding in a high orbit outside of the fleet," The captain's voice continued from over the intercom, completely unaware of what had just occurred. "Awaiting orders before hailing, I presumed you wish to be discrete with our dealings with the Navy." The wave had dissipated completely by the time the captain finished speaking, though its euphoric effects had not. * * * Far closer to the the planet, within the confines of the comparatively diminutive freighter, a small chime emanated from a pocket on Tallik's person, a note that was unfamiliar to those around and him. Investigation would reveal that it was the data chip, but something had changed. A blip was pulsating from the small viewscreen, and the numbers scrolling through were no longer the coordinates of Dantooine itself. Rather, they appeared to be planetary positioning information, outlining a sector east of the capital city. It was then that the Dark wave hit. Unlike the experience felt by the Inquisitors in high orbit above, the one felt by Kaal, Tallik, and Sunorhyyn was less intense, but just as unsettling. It was, for those lacking the familiarity with the unrestrained side of the Force, almost inviting. But an invitation tainted with a rotten, blackened core.
×
×
  • Create New...