Name: Skotad Agryp
Sign: A diamond with a dot in the center with what looks like a crack in it.
Title: Guard of Hope
Land: Land of Caves and Whispers
Blood: #8c0cb8
Fetch Modus: Displacement (Must always be full. Captchalogued items are randomly assinged to a card. The item already in the card is then ejected. How forcefully said item is ejected can be modified on the back of the modus card.)
Sprite: ArmoredSwordFishSprite
Lusus: Placoderm
Consorts: Unseen
Specibus: Bldstffkind
Ancestor: The Vigilant/The Betrayer
Denizen: Orcus
Dreamself: Prospit
Trolltag: shadowsEyes
Quirk: no ending punctuation or beginning capitalization (except ?'s and !'s)
Age: 6.95 sweeps
Height: 5’5”
Build: Stocky
Distinguishing Physical Qualities: His hair is a mess, and he has deep shadows under his eyes. His small size and unremarkable looks make it easy for him to fade into the background.
Distinguishing Personal Qualities: He is usually fairly quiet. Shy isn’t precisely the word, because he has no trouble speaking up or taking certain actions that he feels are necessary. The thing is, he has trouble going beyond the necessary and actively avoids the possibility of things becoming personal in any way. He focuses on the purely intellectual as much as possible, and while he doesn’t fully avoid the emotional, he does try to keep his emotions and decisions apart. Most of this is due to a rather traumatic FLARP-related event that happened (relatively) recently. Very observant.
Bio: As he had basically the lowest blood color of his social echelon, Skotad grew up for the most part among his superiors. This impressed upon him rather thoroughly his position as the lowest of the high, and so he developed a subservient attitude to his hemo superiors. His only emotional outlets for awhile were his private interests until he befriended a highblood landweller. Over the sweeps, they became very close friends and eventually formed a FLARP team.
Shortly afterwards, his friend met and befriended another FLARPer. Said FLARPer was usually a lot less friendly and a bit condescending to Skotad, but he figured that if his partner trusted her, she was ok. It turned out that she was using them to get loot. She set an ambush for them after a boss fight with a real-life sea monster that she had clouded for them. She attacked his partner in an attempt to take their loot. His friend resisted, which led to her (partially accidental) death. Skotad, having been overlooked by the thief due to his defensive class, managed to use her ignorance and the element of surprise to take revenge for his close friend’s death. Having felt worse, rather than better, for his revenge, he severed all ties with the outside world and retreated into seclusion in his hive. There he stayed, hardly bothering to even eat, until his lusus intervened. She refused to hunt for herself, eventually forcing Skotad to go out into the world so as to care for her. After that particular event, he does maintain contacts with other trolls again, but he has never been the same since the incident.
Horns: Flat and triangular. They start spaced far apart on his upper forehead, then curve back to touch tips just behind the center of his scalp, mostly remaining close to the skull.
Attire: Wears simple dark blue pants, the ubiquitous black long-sleeved shirt with symbol, and often a dark gray coat, usually left partially open. His only finery is a pure gold chain necklace carved intricately and minutely. This trinket has sentimental value to him.
Hive: Tall, thin tower submerged near the shore. The crenellated top is just above sea level, with an excellent view of both the sea and the land. Unbeknownst to anyone but Skotad himself, it is riddled with hidden traps left over from before his incident when he spent some of his time tinkering with small and outdated electronics and machines. Many of these are defunct and completely harmless, but there are quite a few that are at varying degrees of functionality and require only his command to spring. Those that are visible (mostly just the defunct ones) blend in with the rest of the mess of odds and ends that clutter up the interior of his hive.
Land of Caves and Whispers: The surface of the world is rugged and for the most part, bare. Openings and ravines large and small are ensconced within the slopes and folds of rock and pit the rare flat surface of the world. Under the surface, however, things are much different. Many of the most significant crags visible on the surface hide huge masterpieces of architecture, cities carved out of the living rock seemingly empty, yet filled with whispers of all kinds. These huge cities are few and far between, however.
They are connected by an enormous network of caverns and tunnels, some untouched by artificial change, some partially sculpted, others fully excavated mines, and still others fully sculpted tunnel roads. The one thing all these tunnels and caves have in common are the seemingly-sourceless whispers of wisdom and foolishness, lore and lies, and most importantly, despair and hope that constantly permeate the dim ambiance of the caves. The deeper into the planet one goes, however, the fewer sculpted caves there are, and those that do exist are for the most part partially ruined.
More and more caverns have some measure of water flowing through them as you go deeper and at the deepest level, a sizable amount of the caves are fully filled with water. Orcus’ palace, the top of which is barely visible on the surface and the bottom of which extends slightly deeper than the lowest cavern, contains a mix of all different kinds of tunnels and caverns all bundled together in a nightmarish maze of a floorplan. The one thing they all have in common is that, with the exception of some of the fire-filled caverns, they are pitch dark. There are no light sources anywhere in Orcus’ palace except the aforementioned fire caves. Orcus himself is fully blind and sleeps in the deepest and most grand cave of all.
Ideas/comments/questions/quadrants? Go.