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Saxon
07-28-06, 02:07 PM
Name: Saxon
Age: Unknown (Appears to be in his early 30s)
Race: Weird (Human)
Hair Color: Black
Eye Color: Blue
Height: 6’’1
Weight: 157 lbs
Occupation: Eldritch

Personality: Stepping into the role that Saxon plays without any predisposed knowledge of the field would be like sinking to the bottom of a lake and trying to hold your breath. Who knows where darkness goes when the sun comes up? Why the shadows wane when dawn approaches. How could one who knows such things walk among men? It’s a question Saxon has been asking himself for years.

The burden he bears with such a stoic look doesn’t come naturally, but with practice. The thoughts of lingering death and the darkness of man are not things that would settle well with most people. But who are we to judge? The gears that run the world around us turn because somebody has been applying the grease. Someone’s happiness is built on another’s suffering. What would it be like to switch roles? What would it be like to learn what Saxon fears the most? Holding the world together? Death? Who knows? Saxon does.

Appearance: Standing taller then most men, Saxon often would try to stay in the back of the crowd, trying to stay apart from his fellow man. The twinkle in his azure eyes often says far more then the stoic expression upon his face. Dressed in black garments, the pale eldritch looks incredibly well fit for someone with that kind of complexion. At first glance of the man you’d see the black cropped hair, the rugged, seldom unshaven face. The boots that wrap safely around the man’s feet wouldn’t make a sound as they hit the floor, not even on the most rickety of wood. It takes a lot more to open up to a man who holds the world together, but it often takes more then a glance and a drink.

History: Dead men tell no tales, but neither does Saxon. The eldritch didn’t happen upon his duty like someone would a job. In a way, it just happened. From the time he was little Saxon often stood away from others, keeping at least two steps behind his fellow man when he walked. It was later in time when the eldritch first learned his prowess in manipulating things people know not of. Putting a spin on what people often see but don’t believe. It was this skill that had gotten the man into a lot of trouble.

It happened just like any other day; Saxon woke from his dreamless slumber in a city he had moved to from the tiny village he once grew up in so long ago. Opening his eyes the man laid eyes upon something as strange as it was normal. An elderly beggar was within his room, covered in rags and gripping a strange coiling staff and wearing a pointed broad hat. The more he concentrated upon the visitor, the more distorted he became. What was one to do for such a man who arrived in his apartment? They had breakfast. Saxon prepared it to the letter in the way his guest had asked. Dry toast, freshly squeezed orange juice, and eggs sunny side up. It was something so common, so normal that Saxon remembers it to this day.

It was after the meal that trouble started. The beggar began to talk, in a way Saxon never heard before. Like a friend. It was slow at first but the beggar managed to pry things from the mind of the soon-to-be-eldritch. Things nobody knew, things even he didn’t know. The spin, the skills, everything poured from the host’s mouth like a broken dam. It was when Saxon mentioned his keen eye for the strange that the beggar began to laugh. It was revealed that the beggar was no beggar, that the blur in his image wasn’t because of poor eyesight. It was because he was a weird. An eldritch often never speaks of his own duty, but this nameless man told Saxon everything.

The strange thing was that the eldritch kept addressing himself as an ‘elf’. He hadn’t the pointy ears, the tall height, or the humorless tone. He was a normal, every day human with a pale complexion and a dirty, gray beard. But an elf as this weird described it was a traveler. It was then that Saxon’s life changed forever. People never take into account that there are only so many words you can say in a day before a man just cracks. It was around the phrase “Holding the world together” that Saxon fell to pieces.

The darkness that comforted him was pulled aside hours later by the eldritch that addressed his host with a proposition. This ‘elf’ or ‘weird’ was giving up his position. He needed a protégé and Saxon seemed fit for the job in every way. From the lone wolf demeanor to seeing the strange and the odd with the ability to distort it in such a way that normal every day people could pass by without a second glance. The ‘gift’ as the eldritch called it, was the first sign that he would be bearing a powerful burden. Darkness needs a master, the weird said. Somebody needs to hold it in line, to keep it from pulling the world apart at its seams. Saxon questioned why such a thing would need to be done, and if his charge was this world when the ‘elf’ began to laugh again.

As it turns out one eldritch is needed in every world. But this eldritch was from another, from some place he kept mentioning as ‘Althanas’. Nobody seemed to be a suitable candidate there. None could see the strange and the odd for what is was, nobody could hold the world together. None could even make a perfect sunny side egg. Saxon was given an opportunity to leave his boring world, a world where even the strange seemed dull. How bad could it possibly be? Saxon kicked himself when he awoke in a forest rampant with the odd, the strange, and the weird. Everything was out of order and it was then where Saxon noticed he was gripping the same coiling staff and wearing the same broad-rimmed hat. What had he gotten himself into?

Years later Saxon found himself fit in his job. He was older, he was wiser, and he was a dead-man. For such a powerful man, Saxon found himself running. Never staying in the same place twice, never sleeping in the same inn, or staying in touch with a friend. How was he to know what was after him at the time? How was an eldritch supposed to know he was being hunted? Nowhere he could run was safe, no haven would hold back the ‘thing’ that had turned its sights towards him. The thing, Saxon often called ‘she’, ‘her’, or ‘woman’ could never be explained to someone without ‘the gift’.
To this day Saxon never stays in the same inn twice, never keeps the same friends, and seems to periodically drop off the face of Althanas. Nobody knows as to why this is, nobody knows how it is possible one man can erase his entire existence and then return a few days later. What will become of a man who holds the world together at its seams? What will become of a man who addresses himself as a ‘weird’? Only Saxon knows.





Skills:


-Passive Abilities-

The Sight I: Ever since he came into being, Saxon was able to see the strange distortions in the fabric of reality. The things normal people cannot interpret and what breeds fear. It’s hard to describe what lies in this category, but as this ability becomes honed Saxon can see ghosts, demons, the invisible, and in some cases even disease. The price the eldritch has paid for this gift was a hefty one. The more Saxon detects these little anomalies the further the weird is pulled from reality and is under a growing sphere of paranoia.

-LOCKED- Paranoia I: Given to him by his gift to see the strange, Saxon is able to hear certain thoughts that directly pertain to him. With training and time Saxon could one day hone this skill and curse into full-fledged telepathy. Saxon can detect these thoughts from three to four paces away and must have used the Sight within the last couple of hours or else the thoughts become distorted and often misread.

-Active Abilities-

The Twitch I: Given to him by his predecessor, Saxon has the ability to blur and distort his entire image into a crude form of invisibility. The Twitch cannot be done in plain sight of someone with knowledge of the ability and must be done within the blind spot of someone’s vision. The Twitch cannot be used for long periods of time and often causes great amounts of fatigue due to the constant use of muscle manipulation. If Saxon is seen in the process of attempting to use the “Twitch” by a non-eldritch the ability is lost forever. This ability can only be performed in non-well lit areas and only after visiting Tsep within the last two days. This form of invisiblity will last for a few minutes or as long as Saxon can keep up the constant muscle control.

Control I: Taking on the role of Eldritch, Saxon has gained the ability to control the darkness around him into a keen form of manipulation. From state of matter, to density, to even where it is placed, the weird can manipulate and even control the very thing he is charged with watching over. Due to the extremes of this newfound ability, Saxon must have full concentration in order to grasp his control over the shadows. This ability must be performed in complete and utter darkness, and if operated in any known source of light the need for concentration doubles and there is a chance the darkness will turn on him.

The Gift I: Ever since Saxon was a small boy he has had the ability to distort the strange and weird into a form of normalcy. With time the Eldritch has gained several other improvements to this gift. From the distortion to the silver tongue for persuading normal people that there world is just as it is. Because this ability is a natural characteristic of Saxon it exceeds his aptitude towards control of his charge. The Gift is both linked and intertwined with the Twitch and could be lost forever in the same manner.


-Weaknesses-

Daylight: Being affiliated with the Eldritch for so long, Saxon has had a harder time staying in natural light for long periods of time. At this stage in the weird’s development, daylight can both hinder and possibly stop Saxon’s ability to control the darkness or the use of the Twitch.

People: After being isolated in Tsep for extreme periods of time, Saxon has developed a dissociate complex that can hinder his ability to function in every day life. The Eldritch cannot be in places with more then forty-seven people at one time or else he becomes completely catatonic and must be removed to another location before there is permanent brain damage and risk of loss of abilities.

Disease: In his adolescence the Eldritch was diagnosed with a debilitating, crippling condition that makes him unable to fight or become immune to illnesses. Because of this it takes longer for Saxon’s body to become attuned to new areas or even worlds. There is no current cure to this condition but the symptoms seem to weaken after a certain amount of water been consumed.



Equipment:

Syvriak: Given to him by the former eldritch who watched over Althanas, this strange coiling staff seems to always be within reach of the weird. Still learning what exactly this strange device can do, the Eldritch has only been able to discover Syvriak helps him channel his abilities and even gives him access to the realm of Tsep. Although made of some ancient, foreign wood the Syvriak can withstand infernal flames or even the bitter cold. However for some reason whenever a cat is within earshot the Syvriak disappears.

For some unforeseeable reason the tiny pouch attached to this staff seems to be full of coins and other things from time to time. Most commonly the pouch is filled after passing through towns full of people unable to keep track of their pockets.

Amalarj: Another gift from his predecessor, this plain, dark leather hat seems to always sit atop Saxon’s scalp outdoors. Like Syvriak, this hat is more then meets the eye. When worn, Saxon seems to have a heightened sense of observation to his surroundings and the darkness seems to bend towards him wherever he goes. Saxon knows not much about this but it seems to be holding many secrets like Syvriak, just waiting to be discovered.

Brameg Clothing: By his own design, Saxon managed to craft a specific type of dark clothing that seems to be plain but aids him in his duties. Although each piece has its specific use, it seems to be the only thread woven by shadows that he can wear to and from Tsep. This clothing seems to thrive on darkness and no matter where the location, their must always is a shadow nearby, even if its Saxon’s own.

Canteen of Water: Because of his condition, Saxon must always have water ready and available in case the symptoms of his illness kick in. Although water acts as an inhibitor for this disease, it also seems to accelerate it to the point where Saxon must remain in Tsep for a matter of hours after consuming a certain amount of water.

Jiisik: Appearing in his pocket one day, Saxon happened upon an icy cold, black key. Although it’s made of an unknown metal, the key seems to always be frigid in darkness and hot in the daylight. Discovering this key’s use, Saxon can use it and Syvriak in order to melt into the realm of Tsep. Tsep can only be accessed during the night and always has the risk of launching Saxon into an alternate reality until he has mastered his Eldritch abilities.

Pocket Watch: Although given to him by his father at an earlier age, this pocket watch’s former golden sheen was replaced one day with the same cold, black material that made up Jiisik. Nothing seems to be special about this watch but it seems to always disappear in the late afternoon and appear the next day. This watch keeps perfect time within his own world, but seems to be utterly useless in Althanas.

Lockpick Set: Although his title precedes him, Saxon discovered that often times he must destroy records or files that pertain to events of ‘strange’ occurrences. This lockpick set was found upon a dead pickpocket in Alerar and seems always be warm to the touch.



Fibonnachi (Familiar): Although he almost never tells his own tales, Saxon seems to have inspired the interest of a storyteller who travels from city to city, telling of the Eldritch’s adventures. Though Saxon and this ‘Fibonnachi’ have never met, they seem to be linked some how. This link serves no real purpose but the two exchange vivid memories involuntarily in brief periods of time. Saxon convinced himself he was losing his mind long ago, Fibonnachi decided to capitalize on these ‘visions’ and has to this day.

(NOTE: This familiar is used as a ‘narrator’ for my stories so I decided to give him a name and a brief back story, though the two have never met, it gives the option of a couple stories down the road.)

Ther
07-28-06, 02:33 PM
I like your profile very much. I"m curious, however, as to what exactly your character can do with the shadows he controls.

Saxon
07-28-06, 02:38 PM
I've heard of sort've an open-ended magic system on Althanas so I tried to keep control open to make the possibilities even more diverse. I think the best way to think of his manipulation of shadows is like making something with clay. It can be changed, thickened, thinned, hardened into something more permanent. I don't know if this pertains to something you'd actually allow, but I thought it'd be better then listing four different abilities on how he manipulates the darkness.

Ther
07-28-06, 02:46 PM
Thanks for the clarification. Since we do like to limit character starting abilities here, if you could save one of you current abilities for when you level up later, and clarify how long the Twitch can last I'll approve you.

Saxon
07-28-06, 02:53 PM
I clarified the time limit on the Twitch (I didn't know if you would like a set number of minutes), and I locked paranoia away for either a level up or a story down the road.

Ther
07-28-06, 02:55 PM
I clarified the time limit on the Twitch (I didn't know if you would like a set number of minutes), and I locked paranoia away for either a level up or a story down the road.

That looks fine. Your character is approved and you can begin role-playing whenever you'd like. Also, if you'd like, we have an Introductions forum in the "Flying Stone Tavern" where you can introduce yourself to the community here. Welcome!