Thread: Quantum's Character Directory

GENERAL INFO Character Name Cyrus Nevin Thane Nickname NA Gender Male Age 26 Race Human Sexuality Heterosexual ------------ Domains White Birthplace Floating Islands of Kairos ------------ Occupation Adventurer Planeswalker Affiliation The Sky Rangers ABILITIES POSESSIONS Abilities The Spark A trait native to a Planeswalkers and those who are predisposed to be one. It doesnt truly matter how it is ignited, the individual will be able to traverse between planes through portals, sense others of their kind, and with training potentially transportsummon creatures or objects from planes they visited. While it is common that most Planeswalkers were powerful wizards, since the mending none gain any bonus attributes from it. Notable Skills Investigation, Tracking, Combat, Stealth, and Navigation SPELLCASTING KNOWLEDGE Lifeburst Through channeling of white mana Cyrus can project a surge of energy to revitalize himself and others, as well mend most surface wounds and basic illnesses. This is a basic healing spell and may not be enough for severe ailments. Prismatic Ward With this spell he can project a protective ward of magic that repel an element or force defined by their mana alignment. Currently he can cast a protection against Red and Black, but only one at a time. Battle Mastery Channeling white mana through his body and mind he can make himself several times quicker with this spell allowing him to react faster than his opponents and even strike them twice before they can react to him. Fortify By using this spell Cyrus can strengthen his and his allies strength or endurance minimally allowing them to resist and overcome obstacles they otherwise wouldnt be able to. Possessions Wind Shears Made of a nigh transparent glasslike metal alloy called Gossamer the Wind Shears are pair of short sabers designed for cutting and piercing. A simple design with a very basic cross hilt and dark scabbard the blades are positioned at his waist for ease of access. APPEARANCES Hair Color Golden Brown Eye Color Amber Height 5'9 Weight 138 Lbs. Body Type Lean Athletic Description Cyrus Thane appears typical of men from the floating islands with short and messy Golden Brown locks with the complexion of a toasted white peach. He also has remarkable amber eyes that sit like swirling pools of sweet molasses about the wells of pupils. With a strong predatory brow he has a wolf like complexion with the snub end of his slightly convex nose. However still with his youthful appearance many of the opposite sex will see more of a cub than a barking hound. Hence even with average characteristics Cyrus holds a very appealing facial presence making him a malleable commodity among companions. His lips are typically thin though with the bottom being noticeably fuller. As well his carved cheekbones run along and conform to the curve of his average length chin. Cyruss body however despite the youthful visage around his face is lean and battle worn from years of training and experience. His muscle tone is strong but without the bulk that hardened warriors tend to adorn. Instead he uses speed, flexibility, and cunning so Cyrus Thane trains to be fit and small as he can so as to not be weighed down. His skin tends to be tense and wrought with scars of his own personal trials and failures. Upon his back he has three long dragging marks as if talons had rended the flesh. On his front there is another large puncture scar over his heart and another under his left rib. His arms and hands are riddled with other smaller tales that span across him as a human tapestry. Though of the marks upon his body only one is not a scar but a tattooed mark of a Kyriotate servant which are angel wings bound across the skin with a down turned blade in a kneeling position. It is positioned on his right shoulder blade in black ink. When it comes to clothing Cyrus has a preference for tight fitting slacks and a fitted cotton shirt with a fine split leather jerkin. He then usually sets this off with a side buckle-belt or sash and a pair of durable strapped tracker boots. This is usually his quaint public appearance however on Kairos he was not commonly seen among the nobles to dress as such. So he had a very different wear that befit his occupation as an Agent of the Justicars and a Sky Ranger. Hence Cyrus ditched his cotton shirt and tight slacks. Instead he was dressed with a Hardened Leather Jerkin with an inner weave of chain links held together by hunters straps. Light steel pauldrons place on his shoulder along with a narrow helm. Upon his hands he would wear a bowmans fingerless leather gloves for the grip it gave. Then he paired with durable leather huntsman slacks. Cyrus Thane always has a black buckled utility belt so his hunt blade would be in reach and the majority of his pouches linked to the front. Also bonds are hooked to his Jerkin and a thigh harness he uses for anchoring a grapple system or so that he can scale buildings and gaps. The only thing that didnt change was the track boots he so loves dearly. PERSONALITY Description Having lived a tragic life Cyrus Thane has also been gifted with many second chances to live various lives. An experienced and disciplined man he hasnt been driven into his pessimism and actively has hope. He is a man full of wit and sarcasm tending to speak well with others, and some could easily get a roguishcarefree impression from him. Truth is with friends he motivated to take on the world and has always been an explorer. As such you will never see him back away from his curiosity and will rather press-forward than risk stumbling backwards. Sometimes the risk is worth the reward for him. Deeply compassionate he is the one you go to for support and look to carry a group through. Fiercely loyal, passionate, and stalwart you cannot make Cyrus budge easily when he takes a stance. Having made many mistakes in the past he is driven to make amends or at least redeem himself in some form for his weaker moments. But at the same time he has learned from his darker past, and utilizes that experience rather than wasting it by trying to forget. Does not like attacking the defenseless and will always act on the better side of mercy. If you push him however you may just find that his mercy has quite the edge to it. HISTORY Rebirth Through Decay 26 Years Ago Born the bastard son of a Noble Judge of Meno and his servantconsort from Logo, Lord Thane with the knowledge his illegitimate child sent his servant Katarina and the boy to the Island of Phaedo to disappear. The young child and his mother would become exiles by the decree of the Honorable Judge who used his influence to erase her identity forcing her into a life of fate less than a beggar. The House of the Holy rejected her entrance without her documents of identification and wouldn't grant her charity. The Servitors of Zoe were the only to offer aid for what little they could. Katarina would die of sickness in the gutters of the Abbey for Forlorn Souls. The abandoned child in her arms and cried surrounded by a chorus of sorrowful specters. The young Spirit Child Lyria destined to never know the living world found the infant lad nestled in decaying cold arms of his mother. She would beck a flock of ravens to lift the boy nestled in a blanket into the air upon the Spirits lead. With that ravens were lead to the doorsteps of an orphanage where a Priestess of Eris would find him. Cyrus was quickly taken to the wet nurses and sought after per their responsibility. The Spirit child Lyria found a kinship between the boy and herself and would remain watchful at his side. Despite being a part of the Orphanage and being cared for by followers of Eris, Cyrus, had only one true friend Lyria who he called his guardian. For seven years they formed the memories of a care free street rat and his mischievous angel. From Nest to Holy Hearth 19 Years Ago The Justicars in a reaction to the rising rate of Orphans upon the Islands initiated an Agent program to take those children who hadn't been adopted over the age of 5 into a Youth program between the Magistrates and the Holy Priests. While the Scholars in the Colleges of Thought felt this impeded on their rights to educate the young they could not fight the Justicars movement since they couldn't fund the young for free education. Without the ability to provide the Governors Senate agreed with the Justicars that there was indeed a need for a program to utilize these children by providing a brighter future than crime and homelessness. The Magistrates took in children with potential for magic while the Priests of the Holy House would be responsible for children without noticeable magical gifts. All children however would be initiated into future subservience to the Justicars as Kyriotates. By fate the initiation of the Agent program swooped up Cyrus and his fellow future shadows of the Law whether they knew it or not. From a small monastery of surrogate mothers faithful to Eris he was escorted with limited compassion by the Guards of Orthos to the Holy Chapel. The Holy Chapel was less than a humble church but a vast and towering citadel of gleaming beacons. It was only surpassed by the Covenants Spire and the Citadel of Judges. Here in the Chapel they housed an army of the faithful and now a score of youths to be trained as servants to Law and Order. Cyrus and Lyria were at awe and confusion for the first few months within the Chapel. It was not the small home for children they once knew. It was a grand palace with hidden pathways and numerous nooks. But their freedom was limited as the children were always under the watch of knights and priests. They have trouble with Cyrus and his spiritual companion in Lyria to which they disdained. By the time he turned nine Cyrus was entered into blade training with his class lead by a Warrior of Balor. Soon a Paladin of Orthos would teach them how to defend themselves. Constantly they were all cared for by the High Mothers of Eris. Cyrus would not complain much but he was still an ever curious child always addled on by Lyria. When he turned twelve a young Lord of Meno came followed by Knights to check over the Justicars valued Youth. Lord Feros Thane took little notice of Cyrus who had not a family name at the time. However all children needed testing of their skills. The Knights of Meno would place children into squads of seven with their Leader chosen by their Priests. Cyrus was not a leader of his squad instead an older half-elf boy Caladin would take the lead of their team made of two elvish and majority Human to Near-Human children. The test was one of endurance and tactics as the Knights would be positioned to ambush and prevent them from reaching Lord Feros as the place of the Target. Caladin was a brilliant child and skilled in majority of the lessons they had only a Dwarven fellow known as Throg could best him in combat and an older Elven girl known as Alena could outlast him in endurance. Those two held their own squads as to be expected, but for Cyrus he saw an admirable heart in Caladin who would bear sigil of Orthos broad against his chest piece. Cyrus admiration aside he was adorned in light leather and a short sword along with the young Elf Rogue Mara who accompanied him as the teams scouts. Caladin relied on the two of them being the smallest and nimble to use their swiftness to hoodwink the expected knights and distract them as Caladin and his warriors would flank around and catch the Knights at their own game. For the most part they had success except for the one Hot Shot who thought he could take on one of the bigger knights alone. Suffice to say the kid had his britches cut down and he was sent running back with rivers of fear pouring down his face. Caladin tried to tell him but some you just can't convince to follow a plan. Despite that one incident a majority made it to the dining hall where the Lord rested in a chair in a lazy manner surrounded by a host of fifteen skilled Knights. Their team was the last to arrive to the scene. Three squads were already sitting out in the far back of the Hall whilst the remains of Alena and Throg's Squads seemed to be pairing together to ally against the masterful Knights. Caladin would see an opportunity to overwhelm the remaining knights and chose to split their team between Mara and himself. Mara would take the other Elf and one of the Human boys to provide diversion while Caladin and Mattik provide the muscle to keep the stragglers back. That left Cyrus whether he liked it or not to be fleet footed and claim the prize for their team. The boy would shake in his boots racing across floor of the Hall ducking and weaving through the chaos. As planned he made it to the Lord with enough time to look back and see Alena and Throg with jealous scowls while Caladin laughed with a victorious guffaw. The Lord Feros however had a change of regimen after taking a long hard look at Cyrus with some suspicion. Quick to his blade the Lord challenged the Orphaned child to a duel. Cyrus stumbled around nearly evading the glances of his better as he was not prepared to face someone in one to one combat. Caladin, Mattik, and Mara all cheered him on to which Cyrus would respond riled in fear soaked adrenalin casting a bandage cloth into the face of Feros. Then followed with a swipe with blunt edge of a knife that glanced the Lord's cheek drawing blood. All would stand back aghast as even Cyrus dropped his blade in shock of his action. Feros with a calm composure rose to his feet blade in hand. He demanded that Cyrus to lift his hand up then proceeded cut the boys hand in a sign of fair game. Before sheathing the blade the lord wiped the blade clean with the clothe and then stowed it away. Cyrus gained notoriety among his fellow learners after the events and ascended in his popularity. Many of his teachers saw his performance and considered it a vast improvement of his usual antics. Hence they tended to focus on him like they did with those older than him Caladin, Mattik, Alena, and Throg. After Feros gave his review to the Justicar Court, Cyrus and those of similar talent would ascend to the next level of training. This was the vital part of the Agent program in which the children finally became true servants of the Justicars. Hence innocence was cast aside as their teachers were Priests and Priestesses of Voss and Pandra. From Voss they would be taught to kill and maim, to exploit their enemies weakness and even bring strong to their knees. Pandra would show them how to deceive and betray the eyes and minds of those watching, and twist the shadows to their command. For Cyrus he would witness a darker side to the Chapel when welcomed into halls of the Dark Gods and their servants. Paranoia would take him as he couldn't contain trust for many especially when they were promoted to lie and cheat to achieve. Caladin and Throg within a year were offered positions within the Knights of Meno to which both accepted gladly. This only left Mattik to whom Cyrus was fully familiar with in his experiences with Calidan, however, Cal was gone and Mattik had always been the most competitive person other than Alena that he knew. Suffice to say at the age of thirteen his closest friend was the still mischievous spirit Lyria. Cyrus would spend more time during this training in the sleeping quarters speaking with her trying to keep as much distance as he could from others. Sadly enough the training would last only another two years until Lord Feros would return to the Chapel but not for assessments but for the boy. It would be here where Feros would announce their blood relation. At first this had overjoyed the orphaned teen but would quickly turn sour at the realization of an uncomfortable truth. Feros explained the circumstance of his conception with the responsibility of his mothers death and the reason for his Orphan status. Cyrus was piping with anger until his rage was stoked in confusing waters at the knowledge their father had died two years prior. Then Feros stated while he could not lift the status of servant from his brother he could give him a proper life if he would swear to serve as his blade. Cyrus was unsure of the offer and couldn't gather the implication of being a noble by birth yet not. Feros had become one of the most popular Judges since his father who he coincidentally replaced. But it was more than that, it was the idea somebody real had cascaded him. He was used to the story of being unwanted and abandoned, but the fact there was someone real and the fact he would never have a chance to confront them after knowing? It threw his world for a full loop. But he had family now that was aware and offering him something within their lives. Lyria insisted he be weary and not take the offer because she didn't trust him. She warned Cyrus without explanation that if he left she couldn't follow. It was tough but Cyrus believed Lyria would understand at the end of the day... Feros was his brother. The spirit child would force herself to separate but made Cyrus promise that when she would come to see him years in the future that he do the one thing she would ask. Innocently they both agreed and ended a chapter in his life. A Family Of Cutthroats 11 Years Ago The world of nobles at the age of fifteen for a boy who had only known the most of less was a shock. Even as a servant to his brother Cyrus was invited to luxuries, and given his own quarters within a mansion upon Meno. He would be granted privileges that even other servants would be envious of. The young man was second-class but his name and blood tied him to a would be paradise nevertheless, just as the Chapel had been a Heaven a darkside laid underneath. Feros demanded that Cyrus advance his training he had apparently only begun. His stepmother Lorelei had looked down upon him and referred to him as Feros pet rather than a brother. Many others looked upon Cyrus similarly and questioned his brothers choice as something queer. Feros assured him however the thoughts of others were inconsequential as long as they shared a singular blood. Cyrus would help him change the Islands or so he would be told. Slowly shaping into an Agent his brother tutored him on the politics and the underworld of the Islands. Everything was cloak and dagger and Feros used him to gain an edge. It began with scouting and spying even stealing information on Governors and other important officials. Then he was charged with stalking and intimidation all of which Cyrus did to satisfaction even though the reason behind what he did always irked him. Meanwhile Lorelei tended to watch him with increasing prejudice as concern wrapped around her actions. It was something the boy always assumed was over Feros. She adamantly stated a loathing for his birth, but she also never shunned his presence... something again that must have been Feros' influence. As time went on he saw that how people treated him was out of fear or entitlement to his brother. If they had it their way they wouldn't have entreated Cyrus to even half the limited respect they showed. By seventeen he had become a Dog of Justicar law, and realized he was born to a family of cutthroats. He would be commissioned as a private Agent to House Thane, and his total identity would be stricken to turn him into a shadow. No longer would he meet the public, but then again he was given the power to be anyone and anything through the funding of a Judge. He was immune and nonexistent to the world. His first mission was to track down an informant and silence him for spreading false information about the court. The memory was be vivid as he stalked the man down through the sweltering alley in exotic market district of Logos. Weaving in and out of the public shadows until he had his prey backed into a dark corner. Cyrus would not use a blade but instead preferred a more inconspicuous manner. He would take a perfume soaked rag and knock him out from behind then retrieve a vial of honey and milk mixed with the extract of Hemlock and Monkshood. Feeding it to the unconscious informant Cyrus now a functioning assassin would slink of into the shadows. Soon the informant would experience cramps and stomach sickness followed seizure induced paralysis and involuntary vomiting while his air way passages would swell up asphyxiating him to death. A form of guilt would encompass him as the image of what would happen to the man at his hand would haunt him. It honestly shook him but Feros and a few other close politicians again assured him with confidence of the good in the actions. The discomfort would slowly dissipate into a justified pleasure as he saw the reaching social influence of his brother and those like him. Kairos was going through a slump with the rising tension due to the announced failing of the World Stones and the thought of Islands fate in the skies. This was a social progression and a change to fund the islands bright minds in an investment for both an economical and tangible future. Something about this made Cyrus not mind the things he would do to ensure their sanctity. Whether he said it or not he stood positioned as a patriot to the islands in a youthful hope to push the future. He was a tool of justice an Agent to the Justicar who would spend the blood of traitors and the crooked deceivers. The world was brighter. By the time he turned nineteen he had since mastered his teachings with the blades and other instruments in combat, but more so with their unconventional uses How to use your sword to boost yourself over a wall, use hook daggers to scale the sides of buildings, or even how to turn your body into an instrument of travel. His silent footsteps and his light build gave him incredible benefits at stealthy free running. Cyrus had also been given the title of Lamb of Death due to the ram horns he had adorned to helm that masked his face. The public knew his work and something about it heightened his purpose. In a way through this moniker he was finally being accepted as something more than an orphan boy. But it also spread to the attention of the Knights and Rogues of all types. It brought a whole new dimension to his actions along with his vigilante behavior. Scaling the city tops of Eidos he would however meet a challenge from his past. Alena the swift moving elf from the Holy Chapel had grown into a deathly assassin after killing one of her instructors for correcting her sudden attitude. Apparently after Mattik passed the Agent program to join Caladin and Throg she felt left behind, and her training slipped with competition. She gained a real mean streak and a large Roc as a pet. Her current employment was to hunt him down, but she knew exactly who he was, not just as the Lamb of Death. Alena had chosen a personal vendetta against him and the others for leaving her behind. Cyrus may not have understood it then but her mind was twisted and broken by the Agent program, for it seemed she was not the only one to end up like this. The fight with the crazed elf was one hectic quarrel. The Roc had managed to rake his back in an attempt to grab him, but the nimble Cyrus managed to rope and trap its leg to a building causing it to snag then plummet and impale itself on a fence. Alena managed to jump upon one of the following building tops, but from her descent she fractured her left leg slowing her run. It was during this frame of time that Cyrus would realize the true beast in his blood. He didn't end it in the usual peace and civility he usually did. With the lack of subtlety he dropped onto her back wrenching her head off by the sharp of his blade starting at the neck. Sickened with rage and confusion from their previous discourse bringing up a very personal history he would drag the bleeding stump of her neck upon the roof till it wouldn't spill anymore. Then taking her head he jammed it onto the piked fence in a sign. Before she died she gave up the name of her sender. Lorelei Bannon-Thane, the mother of Feros and the noble lady of the house. By the time he returned to the family Mansion by pealing through his brothers bay window he had interrupted a discourse. Feros and his mother were in an uproar about the moment. His brother would exclaim to his mother how she had betrayed him, and Cyrus would stand there in his fury and confusion to witness Feros retrieve a letter opener from his desk and send it driving into the skull of his mother. Cyrus was stunned by the actions but his brother could only embrace him in tears. They were blood and nothing, and he meant nothing would harm that bond. Cyrus who had been on the wall of Feros feelings for him became completely convinced that he was true. That night he tossed his brothers mother's body over the side of an island plateau looking over the sky. Nobody would find her or know what Feros had done. Echoes of Rejuvenation 7 Years Ago After the death of Lorelei both Feros and Cyrus's handle on the islands became tighter and ever more piercing. Not just traitors to the Justicars would face the Lamb of Death, but any and all who sought to violate the Leyline. Despite what the morning chronicler would like to say Kairos was sick in its underbelly. After Feros pushed the door wide open to reveal the amount of corruption that was within the inner workings of the Courts and the officials he found clarity. He must bloody his hands and make an example of these people and their ideals while Feros be the shepherd and show them the light. That left Cyrus to be the demon in the night instead of a savior, a nightmare. He was a devil cloaked in the night orchestrating this masquerade. It wasn't a time to be happy the damned spiritual flock felt the end of their world was near... he was inclined to exploit that. Yet the anger and frustration was not without its guilt and it itched at his conscience. Cyrus had never been much of a faithful practitioner, at least never in the Old Faith. Maybe it was skepticism and all the prattling of the priests of a promise and One Day blathering. While their prayers weighed in on coincidence and silence he couldn't bear to believe that which he couldn't see, nor feel, and maybe why magic in general shook his nerve. This didn't mean he wasn't open to the concept of faith if anything he wished he could believe in something direly, to find a silver lining amongst all the storm clouds. So what does a spirit do when they are lost? They come home to where it all started. Phaedo the Island of spirits was once home and sanctuary to the Great Spirit Zoe, but as the priests of the Old Religion fled to this holy land to preach their world kindness was abused. Eventually from the dominance of the House of the Holy's interactions with the Islands the preaching and comfort ofZoe was left to the lowly. The spirit was no deity of any type but an old Gatekeeper, as some would say, that peered through the void of death to bring life. She sought after those neglected by the islands in time gathering servitors despite her protests. They flocked to her to gain hope, to find a home from the world disenchanted with itself. Some even come to her in hopes to see those that were close to them and passed. This wasn't on Zoe however but on the deceased if they made a choice before crossing over. When he turned twenty-one he found himself broken and battered by his mission drawn in the blood of others. Drunk on special medicines to subside the nightmares crushing in on his nightly slumbers, when Cyrus crossed over to the underground Catacombs, a district belonging solely to spirits, he would witness many of those he had vanquished wandering aimlessly. Even after death the first kill an Informant named Barkley still sought to speak ill in a confusion of souls convulsing in mass. Then the countless horde that followed were some he had once stared down a blade. But Cyrus however saw no presence of Alena, nor as it came to him his childhood friend of a specter Lyria. The maze like paths seemed endless for the boy, now man, until he stumbled upon the old temple that was surprisingly desolate except for the few monks shuffling about in low chants. Passing out at the doorsteps he awoke in what would be the morning though you could hardly tell underground. Awake in the temple upon a healers bed where he is met by not souls of the dead, but celestial bodies never born. Much like Lyria a Kindred spirit, but they were not of the same vein as the unborn spirits, they were healers known as the Chorus who watched and protected without a mind individually of their own. What always baffled Cyrus was whether to call them a They or an It since theyit spoke so broadly when theyit managed to talk, then he questioned why call them the Chorus when they never sang let alone spoke much. Towering ghostly statues is all he could think to describe them. It couldn't matter anymore then morning dew at that point as Cyrus was ushered forth with impediments to the Causeway of Eternities that lead to the Nexus that was the literal gateway to the spiritual realm. There Cyrus still reeling from the previous night was allowed council with the Great Mother Spirit Zoe. She was a soothing presence for him and though at first she didn't speak her mere presence rattled through his mind a tapestry. A touch if you could call it that was pressed between his brow and his senses were subdued. That moment was like a winding clock that had frozen as she ciphered his thoughts and memories. The man had become a pensive and when her touch was relinquished he felt his entire being alight in the glow. Folded in light she only told him that he was forgiven and passed through to the spiritual realm where he could not follow. Whether he had known it or not that day something inside him was connected. His new found resolve gave him the purpose to turn off his blood lust and let go of his anger. No longer did Cyrus let himself get caught into a strife that had no part in his life. The dysfunction caused by the ideal of entitlement through his family name and the need to be recognized by the public as an individual, a tangible identity. Cyrus realized soon that he had been doing it all the wrong way from the shadows where nobody would see. It was with this revelation that he sought to relinquish his service to his brother or at least his contract as an Agent of the Justicars. He had been nothing more than an assassin for the Court, than the versatile informant most Agents were trained to be. With all that in mind he gave up his mantle and called upon the Kyriotatic Rite of Succession. Whenever a servant has fulfilled a dutiful amount that has paid their initial Head Price they can call this Rite. Their LordMaster then can release them or deny them if they felt inclined to. Feros while not enthralled by his younger brothers decision posed a question to Cyrus if it was something he wanted. If he was relinquished from service he would not be in the luxury they were now. Nor would he have the privileges of a security blanket. He would be forced to fend for himself on the islands. At least as a servant he was provided for and given the treatment equitable to his masters wealth. Severing it Cyrus understood he would be on his own, but he would have his name. That accounted for more than any of his brothers baubles and comforts, and though he loved Feros dearly it was not his life any longer. So with the blessing of his blood and an official Judge Cyrus's name and identity were reinstated. He would find himself moving to the Isles of Logos where business was busting out at the seams. Surely among the home of magic and incident he felt confident he would find some use of his skills. A Soul Ignited 5 Years Ago No sooner had the courts released him from servitude to a Lord and let him move did he find familiar faces flood into his life. Cyrus's new home was a small shack within an impoverished residential distract of the island outside cities and next to various market sectors. A town called Anathema was also the central hub to an up and coming group of Bounty Hunters. Due to all the legalities many of the Justicar's Knights could reach some of the low priority settlements in time. A year before Cyrus was released from his servitude two knights of Meno withdrew their blades from the order. When they left they centered themselves within Anathema which at the time had been plagued worse than the presence with curses and magical manifestations. In that time these two mavericks would build a small militia housed by an entrepreneurial tavern owner. Those two Knights were Calidan and Throg who would manage gather many of the old crew from the Holy House that either dropped out of the Agency Program or merely quit. Of them was a bright fellow Mattik who Cyrus knew of, yet never knew in this state, mere strangers to one another. This militia would become the blades for higher known as the Sky Rangers of Anathema. They based themselves inside a tavern named The King's Prawn though originally intended to be called the King's Pawn, but grammar of the signs painter was at a disadvantage. It didn't matter much the Tavern owner Mathilda Went made the best of it after inheriting the lot from her deceased husband. With the aid of her daughter Elodie as a Barmaid they created a cozy establishment that served cheap Ale and a foul Cabbage and mystery meat stew, with a side of stale bread if you were lucky. To Cyrus's luck his small shack would be subject to an angry drunk and his oil lantern that set it and a few other homes ablaze. This predicament had the now homeless ex-Agent of the Justicars find his way to the Kings Prawn. The moment he passed through the doors of the tavern he was guest to a gang of loud merry fellows. Immediately he picked out Calidan, Throg, and Mattik from the crowd, who in turn noticed him with a vocal surprise. Throg and Mattik were first to comment on how they thought he went and got himself killed. Caladin was quick to remind them that though Cyrus was a runt during training he was the swiftest and managed grab their squad a win. Conversation progressed between them catching up on the past. For Cyrus he made only reference to his blood relation to the Lord Thane and his public service to him. They were a bit thrown aback by that revelation especially when he brought up his recent secession. He only commented that his service was fulfilling, but his identity was lost even in the shadow of someone as dignified as his brother. To which he followed a speech of freedom and self-discovery, in turn they all let out a triumphant cheer. It took only that night for Cyrus to find his place in the world. That was among the Sky Rangers who were a militia taking bounties and requests, and chose to do what was right in favor of what paid well. Something about the purpose they brought was visceral and clear this was something he realized he hadn't had in his life. As an Adventurer hed come to relate with the Islands in a new way and found a taste for true justice when he found mercy for others. Something else was different about the man as well ever since his encounter with the Great Spirit Zoe. His senses were renewed and he found himself capable of tapping into the Mana of the Islands Leylines the way the Magi did. With the aid of his friends Cyrus would come to learn spells of healing, protection, and magical enhancement. These new powers made him a vital part of their team but also revealed a greater future for the Adventurer. At the age of twenty-five Cyrus would follow the Sky Rangers in their adventure to the low-lands in order to explore the greater world of Vesta. Aboard a Cloud-Cutter named The Intrepid they ventured forth only to become caught in the wake of tropical storm. It would seem all was lost but from within Cyrus Thane a great power emerged as his Planeswalker Spark ignited and he transported the Intrepid into a brave new plane of existence. Attuned to the Planar scape he quickly realized he was capable of walking through portals and even bringing his allies through. Further Down The Spiral Present Time With only a few adventures under his belt trying to find his way back to Vesta, Cyrus and the Sky Rangers push forward to new lands. BEHIND THE SCENES GenreFandom Magic The Gathering Eras Post Mending Other Info See the next post for an Appendix of World Information. ------------ Character Threads ------------------------------------------------------------------------------------------------------------------------------------------ The World Appendix Lexicon of the Floating Isles TitlesRanks Kyrios'MaxiMaxis - CommodoreLeader Doul'maxim - General or Liege to a Maxis Doul'stratiote - Soldier in allegiance to a Maxis. Doulos - Servant to a Maxis KyriosKyriote - Lord Kyriotate - Lord's HostServant Anax - King or Leader of a foreignenemy land. Stratego - General or Liege to a ForeignEnemy Leader. Stratiote - Soldier in allegiance to a ForeignEnemy leader. Apago - An Exile, Betrayer, and servant to an Enemy. Geography of the Floating Isles Floating Isles of Kairos - Located within the plane of Vesta, this is an ancient land formed by the four floating Islands Logos House of Knowledge Prophecy, Eidos House of Governors Philosophy, Phaedo House of Worship the Synod of Zoe, Meno The House of Generals and Laws. Each Island has a Maxis that represents the people and leads its local parties. The isles of Kairos were founded by the fabled Four. With the blessings of the Great Spirit Zoe they lifted the islands from Vestas seas some 700 years ago. The Islands origins were based upon the liberation of invention without fear of Watcher peering over the shoulders of brilliant minds. Hence Kairos exists as almost a myth to those below, just as those on the Island believe a lower world to be fiction now. Logos - An island of ebony ivory towers with flowing canopies where the Council of the Magistrates guard the Libraries of Kairos and regulate those of mystical origin. It is also where the Magi, Doul'maxi, and Kyrios'Maxi keep the Oracles. Even now Logos possesses the greatest flow of Mana, it is such that it catches the air and amplifies those who bond themselves to its Chasm. This is also a home to the Islands largest Exotic Imports and Niche Markets. Eidos - Mainly a scattered series of beaches, jungles, and a luxurious city divided between the Nobles and the lower social class. Despite a few slums it is its own paradise with plentiful markets and farmland. Eidos is also a home to various sky-ports. This island is also host to the Governors Senate along with the Pedagogues and Colleges. Among the Islands this is a place of proverbial paradise and acceptance of mostly neutral parties. Phaedo - Less of a sanctuary for the living and more of a mortuary with chapels and churches atop. However this stone island is not as dreary as one would expect. It is a place where all walks of faith come to commune with the dead through the Synod of Zoe which is a font for dead Spirits and those souls that have never lived. Much mystery revolves around Phaedo and the Synod that even the Scholars of the Magistrates are still befuddled by them. Home to the House of the Holy a sect of Priests committed to the Old Religion that deals with spiritual matters. Meno - This land is a confined fortress of military might and regulation that is strangely also a center of much of the Islands crime and poverty. However once it was a sterling wall of force, but has changed within the last hundred years. Where the Priests and Templars of Phaedo are the regulators of faith, the Generals and the Knights of Meno are prosecutors of justice. Together they form the Court of Justicars which deliberate the order and laws of the Islands in concession of the Magistrates council and the Governors senate. Specific Places Abbey of Forlorn Souls - A Monastery on Phaedo that caters to the homeless and impoverish individual regardless of religious beliefs. However it also functions as a hospice where many without families go to spend their final days. Catacombs of Lath - A structure that runs under the surface of Phaedo and its stone city. It is a multi-layered maze like crypt that serves as a resting place for the dead and home for grave keepers and wandering souls. As time progressed small towns have formed within the older sections of the Catacombs as way points for travelers who seek out the Temple of Zoe that runs through the heart of the many layered maze. Causeway of Eternities - Located within the Temple of Zoe. A straight nearly endless passage cloaked in warbling and shifting shadows that haunt. Many sounds can be heard here along with the vast array of illusions. Its construct is indeed mystical in nature. How it became is unknown to anyone but the Great Spirit that resides past the threshold. Without a guide one could become truly lost in this passage way forever. Citadel of Judges - Based in upon the center of Menos it guards that Island's World Stone. It is a great fortress housing most of the four islands military might and resources. Though many are surprised however as within this nigh imperious station that it has the heart of a regal castle. Draped in great exuberance and dressed in rich colors this is a place fit for leaders and deciders of law. Within also waits the Court where all groups meet to decide over the fate of the Islands through the Magistrates Leyline. Covenants Spires - Towers of cloud piercing heights that rest all about Logos. Ranging from constructs of Marble, Ebony, and other such building materials these are the homes of the Islands Magi. The main spire that is indeed by far larger than the rest is a white and gold spiraling tower sprouts from the center over the Island's World Stone. It is the hub of Kairos knowledge and mystical enchantments. The Seers Prism - Based within the main spire of the Magistrates covenant. It is what one could consider a pocket dimension. It is a small paradise constructed by the Magi to house and protect the Circle of Oracles. Only the highest order of Magi can grant access in or out of the Prism. Senate's Dome - Centered over Eidos World Stone, it is a quaint yet heavily fortified dome of marble. It is a house of politics surrounded by prestigious colleges and schools of thought. Within are the distinguished halls of the Senate that is decorated with countless carved statues, paintings, and fine carpentry. The Holy Chapel - Centered over Phaedo's World Stone it is an awe inspiring cathedral. The Gothic build strikes most with impressions of divinity and for some even dread. Atop the towering chapel stand a row of seven Great Bells. Inside it is one of the grandest homes of faith littered in esoteric and common origins. It is almost always brightly lit within its centered. It hosts all sects of the Old Religion within the House of the Holy. Mother Superiors Home For Orphans - A small housing complex on Phaedo ran by a Sisterhood that worship Eris. They take in all children they can find and raise them whilst hoping to find them suitable homes. Temple of Zoe - The center of Phaedo's catacombs this is a deep and mysterious structure. Only those who follow Zoe know the true depths of warm lit passages in the mostly underground sanctuary. Followers of Zoe call this stone layered maze home and deep within it is the Causeway of Eternities that leads to the spiritual Nexus of Kairos. Nexus - This is the spiritual home to Zoe who rarely leaves its depths. It is a room of lights and stars blanketed upon a deep darkness. Within the center of the room is a flowing void to one or many spiritual planes. It is unknown as any who have passed through it have rarely returned. All except Zoe who keeps such knowledge a mystery. People of Importance The Four Magistrates - The Four founders of the Islands of Kairos. The Magi are told to have made a pact with Great Spirit of those islands Zoe that granted them blessings and dominion over the lands however, the populous has forgotten the names of these masters of sorcery. Instead they are singled out through titles as the The Mind, The Word, The Soul, and The Virtue. Each are representative of their islands, some however mistakenly believe these Magi's names are the Islands when in truth the names are the essence of what the Great Spirit blessed them with. Logos the Essence of the Mind is the foundation of Magic and the font of Mana. Eidos the Essence of the Word is foundation of Language and the font of Understanding. Phaedo the Essence of the immortal Soul is the foundation of Faith and the font of Life. Meno the essence of Virtue is the foundation Justice and the font of Order. All of the islands regard the Four as great men and each of the Islands main groups honor them equally from the Council of Magistrates, to the Governors Senate, the House of the Holy, and the Court of Justicars. Zoe - prounounced Zo-Aye Is a Great Spirit from the old age that comes in the form of a racially ambiguous mature woman draped in white with flowing spiritual tendrils of hair lined in wisps of silver and Mana. A benevolent being she is many times called the Mother by many that know her and she is far from shy of presence to those in her island especially by those who visit the Synod lead by her Servitors. She does not claim to be a deity or link to one and only a servant to those higher than her. Zoe caters to the balance of the spiritual realm and as such she bridges the gap between the realms of living and dead. Some of the Old Religions take to the belief that she may have once been spirit shaped by goddess Eris as a keeper. However none of this has been proven for or against. The Great Spirit speaks nothing of her Origin just that she is. There are other rumors however from those who traveled to the surface land that she may be linked to other worlds. Anairesis - To the many of Kairos Anairesis is something of a tale that they tell their children to behave. She is mentioned in the tales of the Four and the Great Spirit Zoe as a strong Demon of corruption who whispers deceit and seduces children and men. Though renowned for her corrupting nature her true purpose is Spite and Ruin. She has only been mentioned by Zoe in foreboding as she is a wicked spirit and when called upon shall surely never leave. Her form has been left a mystery but Anairesis is considered a shape shifter due to her deceptive nature hence will forever hide her true form. Though many do not truly believe in her andor have merely forgotten. The Synod and its faithful are the only true believers and symbolize her as Chaos and Evil. The House of the Holy outright rejects her existence. Despite any belief her legend is the source of the title Apago which is the base term for a cast out, betrayer, or enemy. Hastur - Avatar of Balance and Guidance, the Unspeakable Shepard. His name much like any other Avatar is not a name, but a title given to its purpose. It usually appears as a heavily cloaked specter with a yellow veil under its hood masking its face. Without legs it levitates and flits around as a weightless image with long bony arms wrapped in seemingly painted flesh. His hands much like his arms are large and thin with reaching finger tips. His voice is raspy and high full of mischievous and methodical flair. A master of misdirection whenever Hastur speaks one is wrapped in a sense that they are being played with and lead to what HeSheIt wants. Ultimately he has no regards to morals but the Balance of all things, and as such he must lead individuals to it whether they know it or not. Azathoth - Avatar of Chaos and Destruction, the Great Devourer. The first Avatar to defy its design and destroyed itself in a sense of Irony leaving only an empty vessel and scattered essence. Its appearance is unknown but even to its own kind it was known to be foul in ways the realms of Hell have been inspired. Azathoth is eons from its functioning days being forgotten to all but its original Brethren. Races Sub-Types The Chorus - Spiritual Guardians These are the spiritual Guards of the Catacombs of Lath, and serve the Great Spirit Zoe. They are towering androgynous figures that lack a unique identity except for the various pitches of their voice and the arrangement of their spiritual aura. Despite their name however they truly hardly speak and exist as vigilant specters. There is no inclination that these Guardians had ever lived a life in this realm or any other. The Kindred - Spirit Born Unlike the Chorus who are silent and stoic, the Kindred who have never been born are diversified. They come in humanoid shapes and are often mistaken for the ghosts of humans. However they have noticeable and alien features such as their slanted ears much like elves but without the pointed tips and thin bodies. Their skin is almost ghostly porcelain while their eyes exude bizarre colors. They move freely among the islands and hold no status of citizenship as they exist more like childish sprites. Many as they age are capable of changing their appearances, but it takes century as they are near immortal until they fade. In truth these creatures are peaceful and minor magical creatures who thrive in connection to the islands. Some believe that these beings along with the Chorus are not native to Vesta. This could be true, but too many generations have passed to be sure. Avatars of Fate - Enigmatic trans-planar beings who are rarely seen and act by means aligned to fate. They are not gods and never consider themselves such. They are the living aspects of Fate itself that work behind the scenes moving and suggesting destinies into place. They are only servants who eternally obey their purpose until their personal decimation. Many Avatars if ever questioned about an identity claim no name, only a Title as they are only self-described Concepts. Facets of Fate itself they are no more valid in existence than an illusion. To the world they are merely whispers and legends and with no true evidence. The presence of one of these beings usually incurs a very high stake that is meant to push certain individuals to their Destiny. As such they are the designers of coincidence and turn Fate's Temporal cogs. Physical manifestation of them is rare for any mortal, but for the exceptions it is usually Hastur who serves to Guide. They will always deceive and cloak any attention upon them speaking in vague terms to riddles. Due to their alignment to Fate none are truly Good or Evil as they follow a design to keep the progression of multiple worlds. They will never do anything to intercede on design of the world and its residence unless it was written into them. Defying their purpose will cause their immediate banishment from existence. Though they do show some freedom and can potentially bend their designs around to include amendments. Anemoi - Winged-Men Usually mistaken folks for Angels or some celestial beings. However these winged humanoids are none of the above. They are suspected to have evolved from crossbreed of various ancient reptilian mammals. In appearance they are very lean and muscular humans that grow to an average 6'8 and 7'4 feet tall. Their height and muscular accommodate their unique skeletal structure. With a flexible bones to balance and allow them collapse parts of their bodies when maneuvering in the air. The common wingspan of an Anemoi is usually at most double their height as with most winged races. Due to their physical composition they are born with beyond human strength and a rapid metabolism that allows them to endure the skies. In order to kick off into flight it isn't the same as just jumping, their whole body needs to be vaulted upwards in conjunction. That being said their origins many people say are from the lowlands of Vesta. Though as a culture the Anemoi are Nomadic and tribal species they share much in common with early humanoid Natives of the world. They follow distinct rituals of passage and praise totems. Even their history is told through song and dance and is never written down by them. A noble people they dress lightly and are usually armed with crafted scimitars that their warriors fight with in dancing motions. GroupsOrganizations Magistrate's Leyline - Known simply as the Leyline or even in low language the Ley, is the word of the Four founding Magistrates of the isles of Kairos, and also the magical link between the Islands enchanted lodestones that keeps them afloat. In itself it is also considered a pact between the four isles that keeps the Council, Senate, House, and Court in balance. Council of Magistrates - The eldest of all the Islands powers first constructed by the Four to oversee the mystical properties of the island and teach those who called this place home. Slowly they grew as teachers of the Academy and keepers of the seers known as Oracles. They are a strict liberating order of invention and seek to be unbound by laws and regulation. They are allies of the Governors Senate and their thinkers, but are of complete ethical confrontation with the House of the Holy. Concerning the Justicars they are impartial. The Circle of Oracles - Watched over by their keepers in the Council those kept in the circle are mostly children when they enter and rarely see full maturity. Seers are not a common phenomenon in most of Kairos and those that do come along are screened at a young age, and taken by the Council of Magistrates without question if they are. Many Seer children are seen by the public as handicapped or defective. The Magistrates from their study find many of the Circle come from districts near the World Stones within the Mana Chasms of Islands. Hence many seers are erratic and prone to mental instability or degradation. The Council begrudgingly allows the House of the Holy to supervise the Cirlce and euthanize extreme case, in attempt to give this small collective of children the best lives they can offer while keeping the rest of the island safe. This Circle provides knowledge for the Council and foresight for the protection of the Island. With the first the Oracles are beginning to lose accuracy of their visions spreading concern for all parties. The Governors Senate - Though based in Eidos the Governors Senate is a combination of 20 men from all four islands. Here they are responsible for the Social and Economic politics which allow Liberty and Discussion to flow freely. Though the people choose the Governors Senate to be representative of Eidos, they are representatives to all people. Neutral to all parties they work the closest with the Justicars to balance Laws and Social issues with the Court. The Seekers of Thought - The truest representatives of Eidos population containing a majority of the Islands greatest teachers in philosophy, science, magic, religion, and law. Hence they are the most active melting pot taking in all walks of life to teach in their CollegesAcademies as Pedagogues. They are specifically based on the island paradise that is Eidos where they teach all manner of children until they come of age that then are taken into the ranks of their chosen profession. While the seekers are a blend of cultures on the Island they gain offense from all sides who do not agree with the messages of certain people. Hence the school of Philosophy takes over upon its board as a mediator. All subjects are proposed as Theories and the facts are decided on by the students through experience. It ends with interesting results such as religiously devote Magi, Priests open to all beliefs, and Judges of the Court willing to push for a change. The Synod of Zoe - The Great Mother Spirit as her servitors call her gained similar popularity as the Four Magi, but for various different reasons. Zoe was the being that enabled the dreams of these pioneers. Giving these saviors the means to lift the islands to the sky where the tyrants of the surface world could not impede their invention. Then she claimed a sanctuary upon Phaedo and taught not only the Four of the world after, but all others that came to her as she always had. Enigmatic in her purpose and action her message is simple and clear. Those that flock to the Synod formed it around the heart of her lessons of love and life, and though she guides the souls of the deceased upon Kairos the Great Spirit treasures the living. Many come to the Synod though not out of belief but of the hope that those who pass the Void of death find something to hold onto in this world. Hence Phaedo became a city of spirits. Those of the Old Religion compare the Synod to churches of Eris, which are the only sects of the House of the Holy that sympathize and defend the Great Spirit believing her to be a lone servant of their god. House of the Holy - A Priesthood that follow the Old Religion in the strictest sense to impose order claim salvation even as the Old Ways begin to die off. It is surprising to note the House is at its height preaching no purpose without faith as this is the age of tribulation for all that have turned their back on their creators. Each god holds a sect and without surprise Orthos Sky GodOrder and Balor Mountain GodWar hold popularity among the islands especially on the Houses home of Phaedo and the Justicars lands of Meno. The others are regarded but kept in check. After the past schism of 300 years prior where the sects of Pandra Sea GoddessWealth and Voss Death GoddessJudgement sought out and personally persecuted the followers of Eris Nature GoddessFertility for housing unbelievers and defilers of the old ways Servitors of Zoe. If it wasn't for the sects of Balor and Orthos maintaining order through force the sect of Eris would all but be wiped out. The Justicars involved saw to taking balance by hunting down followers of Voss and Pandra razing their numbers. While following Eris, Voss, Pandra is nothing illegal - since that incident there is a stigma. Some priests will flock to Orthos or Balor and pay respects to the others when it is felt proper. This group is closely involved with the Justicars offering their Priests and Templars to further facilitate the Order and Protection of Kairos. They are in constant rivalry and disagreement with the Council of Magistrates and Synod of Zoe. Court of Justicars - These are the Generals and Enforcers of all the islands who hold a cold but steady grip on Order. Within their Citadel they issue the commands for war and shipment while dealing with the bureaucracy of the Governors that keep their judgments fair. Any military barrack, outpost, and war port belongs solely to them. They are responsible for decisions of conflict as no battle is waged without their permission. While they have a cold impartial nature they are honored by all for their cause to rise above and proclaim order. They work in conjunction with all groups. Originally the first Justicars started from the Knights of Meno gathered by the Magistrates in the early days to guard the populace of Kairos as a Militia. When the Knights became too limited to meet the needs of the island the Justicars rose from the Knights highest to become Judges and Generals of all the islands. They are efficient and gain such names the Shield of Orthos and the Fangs of Balor. Knights of Meno - The first group to serve as a military in defense of Kairos and its populace. With dawn of the Justicars they returned to a common status as police and servants to the islands people. Since they are separate from the Justicars the Knights are more likely to come from many walks of life. They even have a caste for specific Battlemages which usually find conflict with the priests and Templars. The Knights only mission to insure the peace and protection of the people. BeliefsPractices Old Ways - The Old Religion is still prominent and shows no surprising slowing and old kept traditions are supported by the Papacy. The decline of the Old Gods and their power in the world has only strengthened the resolve of believers. For followers of the Old Ways believe that the disappearance of the Old Pantheon is due to the defiance of Mortals and they are nearing the day of judgment. The Old Religion Worship Orthos the Sky God of Order Balor the Mountain God of War Pandra the Sea Goddess of Wealth Voss the Death Goddess of Judgement Eris the Nature Goddess of Fertility Low-Lands - This is a term for the surface world of Vesta. Those of the islands natives have mixed views of any foreigner and usually believe them to be from the Low-Lands. Some insist low-landers are primitive and barbaric beasts in many regards false. Others see these low-landers as divine or enchanted again in some ways false. Only those Sky Captains with their Cloud-Tramps that do trade for the Island Markets truly know what these people are like. However Corsairs of the floating Islands are the type to keep to themselves and only tell their stories for a price. InventionsArtifacts World Stones - This is the name of the magically enchanted Lodestones that cause the islands to float in synchronicity. To tamper with one stone is to risk the descent of Kairos. Hence they are buried within the Mana Chasms of the Islands that have fueled and replenished them from life of its people. However starting 200 years prior those in charge have noticed a change in the elevation of the islands and its rising and dropping. It is assumed the enchantment of the World Stones are fading even though they are enriched in Mana, why this is the case they do not know. The fear now is that Kairos will no longer be within the skies of Vesta in the next 100 years. Travel Stones - These are smallerlesser enchanted Lodestones usually placed inside naval vessels. An ancient and primitive form of creating what is now considered Airships. Due to the Mana-Demanding needs of these stones large navy's are not sent out unless in a moment of severe need. Instead independent AviatorsSky Captains would command such ships. With the price of manufacturing such products only Sky Captains in charge of island Import and Export could afford this, which is more out of necessity. Cloud-Cutters - This the term for a ship of both Aerial and Nautical capabilities. They are more akin to a modified Naval Vessel than an Airship many claim them to be. Due to a Cloud-Cutter's need for on board Mana Batteries the vessel is more receptive and better fit for magical modifications and enchantments, which usually accounts for magical barriers and speed enhancements. Much like Airships these aerial vessels come in various types and sizes. Mist Skiff - The smallest Cloud-Cutter and a flat bottom at that used for personal transport between the islands. It is a rather slow moving and fragile ship needing only a single captain that can hold a total of 6 passengers. Fog Tramp This is a larger vessel that does not hold more than a Skiff due to its priority as a Cargo Hauler. Hence it is a primary vessel for most Sky Captains traveling off the islands for trade. Nimbus Cruiser - Similar in size to the Fog Tramp only a marginal size larger this is a Wartime and Artillery vessel. Holds 14 people. Stratus Liner - The heart of a Kairosian fleet is the large liner that towers its competition with a 30 plus manned crew used specifically in battle. Leviathan - The largest vessel of the fleet holding a 100 some man crew built for siege and invasion. However due to its excessive size and its armament it has never been used in combat. Especially due to the Islands attempts to avoid all lowland encounters. The Leviathan was built during the Islands prosperous era some 300 years prior. It now sits as a patriotic landmark and an Ark for the Justicar. Methods of Artifice - Clockwork Steamwork Runes Gossamer Smithery - Native to the islands is the process of smelting light weight glass tempered with special strengthening alloys. It is not fully understood and some hint that there is an alchemical and magical link to it. The Smiths refuse to reveal the secrets to any other than their own. The end result are light weight suits of armor that are clear and crystalline and can protect against forceful blows, or blades and tools that are all but invisible to a naked eye in the dark. The counter is that Gossamer items cost a pretty penny and are either commissioned by nobles or businesses as the Gossamer Smiths provide the Gossamer Metals in place of typical glass works for Windows and the like. Whisper Silk - Whisper Silk is a substance gathered in caves upon Logos and Eidos that house the large mystical beast, the Thranx Worm. A giant carnivorous silkworm with a poison coated scaled armor exoskeleton. This beast produces some of the finest silk that is known distinctly by its natural black coloring. Weavers and tailors prize this silk for its gentle and feathery quality, however Agents and Rogues treasure it for its masking silence that does hides invasive actions. Many times though Magistrates call upon Whisper Silk robes and cloaks for enchanting and sell them off in their Exotic markets hence the silk has expectations from buyers to hold a mystical origin. For many will tell you to don a cloak of this silk is to know the touch of a shadow. Bloodlines Connections Cyrus' Ancestors Descendants Father Lord Wessel Thane Mother Katarina Casteless Consort Step-Parents Lady Lorelei Bannon-Thane Siblings Lord Feros Thane Aunts NA Uncles NA Cousins NA Spouse NA Children NA Descendants NA Other NA Cyrus' Friends, Allies, and Enemies Friends Lyria Rivals NA Allies Synod of Zoe, Followers of Eris, Hastur Enemies Feros Thane Current Relationships NA Past Relationships NA