Nothing of real worth can ever be bought. Love, friendship, honour, valour, respect. All these things have to be earned.
Iyesgarth is a dimension, far, far away. Its shimmering cities are built in the sky, which might explain why its denizens all bear wings. Magic is virtually unknown but technology is rife. Armour, weapons, vehicles ... anything you can think of, technology has a solution.
From the beginning of time, Princeps from the family of Palalea have ruled Iyesgarth. Sub branches of that family have provided support, advice and military support. It is from one of these families that Ardul comes.
Sitting something like 165th in line to the crown, the winged woman spent her life in service. First as a page, then a squire, then a soldier. She rose quickly in the ranks and soon became an advisor and confidante to her childhood friend - the crowned Princess Nina, next inline to the crown. Ardul was only 24 at the time.
Things were good, the lands and people flourished under the good guidance of Princep Henrique. However, the Princeps took ill and died suddenly, leaving Princess Nina to take the throne. It wasn't long before the Princess and her closest advisor were accused of murdering the Princep by the Princesses cousin. They were taken into custody, tortured and sentenced to death.
It's not clear how it happened but Ardul managed to escape taking the Princess with her. A chase ensued and the misfiring of weaponry caused a rift to open, sucking Ardul through it.
Now she's stuck, on Rifts Earth trying to find a way to return.
Exiled Winged Warrior
A Warrior. A Scion. An Exile. A scion of one of the minor houses of her world, Ardul was a valued advisor to the crown Princess. Accused of murdering the Princep, Ardul was taken prisoner along with the crowned Princess, tortured and sentenced to death. However, she managed to escape, with the Queen Elect, and was forced through a Rift to save herself. Trapped on Rifts Earth, she's unable to return.
Invoke: To call on her training as a Soldier and military advisor. To use her training in politics and 'house' management.
Compel: Her wings, colouring and stature mark her for what she is, which makes her easy to find, should her enemies come looking.
Enemy of the Crown
Whilst Ardul might not be able to return home, there are those who can travel between the dimensions. And they do. Worse, they might not travel themselves but broker deals with other beings to track down and kill Ardul.
Invoke: When she needs to call on her training to make her trail go cold or to convince others that she is not guilty of the crimes she is accused of.
Compel: To face down and stop one of her enemies when she would rather run.
For The Honour Of My House
Ardul is Knight, first and foremost and being a Knight comes with responsibilities - to those you owe allegiance to and to those in your protection. Being a knight is something that this winged warrior takes //very// seriously - perhaps more so than other. One of the indications of her standing is her armour. Not every Iyesgarth warrior can wear that. Only those who stand highest within the Royal House can and Ardul is extremely proud of this - she worked hard to achieve them and now, they are a reminder of //who// she is.
Invoke: When gravitas is needed to achieve a goal, to assist in maintaining her honour in delivering on a service or aiding those under her protection
Compel: When the armour marks her for the traitor she's been named and she would be better off removing it and going ... as much as she can ... incognito, when breaking a pact with those she's sworn to serve or protect and besmirching her honour, when honouring a contract or protecting those who look to her will expose her to her enemies or complicate her life.
Everything is technologically based on Iyesgarth and Ardul is no slouch when it comes to understanding it. Magic doesn't really exist - or if it does, they've worked out how it works and can harness it. Rifts Earth is a bit of an anathema to the Winged Warrior - magic is rife and it just happens which gives Ardul pause - all the time. Also, coming from a technologically superior world, the tech on Rifts Earth often causes her problems - it's just so damn primitive. The other problem is her armour and weapons. It's tech far different to that used on Rifts Earth. To start with they require a power source that is somewhat exotic. Whilst Ardul can maintain it with the right tools and materials, where's she going to find them on Rifts Earth?
Invoke: When assessing or interacting with higher levels of technology, to maintain or repair her armour and weapons, and keep it in working order.
Compel: When confronted with lower levels of technology than she is used to, when magic is used around her, to have the armour break and require assistance and potential modification, to get it working again
Major Gateway: Dimensional Being (2)
The people of Iyesgarth are from another dimension. Whilst they closely resemble the humans of Rifts Earth they are genetically different.
Racial Quirk: Flight
All denizens of Iyesgarth can fly. Their wings allow them to travel - although long distances will cause fatigue and require them to recover. Wings also allow them to engage in aerial combat and make skill rolls. +2 to Shoot or Fight, as appropriate, when engaged aerially.
Racial Quirk: Technological Savantes
The people of Iyesgarth have spent millennia developing their technological capabilities. They are able to assess, repair, modify incredibly high levels of technology and think nothing of doing so. You may spend 1 fate point to achieve any of these.
Racial Quirk: Fleet of Foot or Wing
The Iyesgarth are extremely athletic, fast and agile. You might not be the quickest thing around, but you're not bad. +2 to athletics or physique as appropriate in contests of speed.
Healing: Greater (2)
You recover from physical consequences in half the usual time and may begin their recovery without any justification. Once per conflict you may roll physique and clear that amount of physical stress from your track.
Take The Blow (1)
use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie
Heavy Hitter (1)
When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.
You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement
Danger Sense (1)
You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
An unusual day off for the two mercernaries and a shooting competition.
The results of Arduls checkup at the Restorium raises some interesting questions.
Hunter, Ardul and Kaji discuss the complications of tracing old Wolfen origins through a vast multiverse.
Ardul and Hunter's latest find calls up another visit from Kazue, but will anything the fox spirit have to say make any sense to them?
The Iyesgarthian's need to know what's happening in Clearwater. Hunter and Ardul set out to find out and it's a long night in the Bot.
With the turn of the seasons just around the corner, merchants and traders head to Vesper's marketplace to sell their wares, others come to enjoy them, and yet others take advantage of the crowds drawn.
Hunter, Ardul and Yaren go over the information that they managed to get out of Clearwater and plan out their next move against Horatio and Hyfil.
The renegade Iyesgarthians have things locked down pretty tightly, but they have information Hunter and Ardul want, and Yaren means to get it for them.
A 'surprise' visit by Kazue leaves Ardul rather upset.
Ardul finds that she has another Iyesgarthian-involved situation to resolve at the Justicar Headquarters, where she, Hunter and Kaji gain more information that might be beneficial towards the encounter they have ahead of them.
With the Iyesgarthian guests and Kazue departed, Hunter and Ardul talk ... past and future.
The Iyesgarthians' planning in what to do next regarding Hyfil is unknowingly interrupted by Kazue as she appears to provide her usual cryptic insight.
With the return of the Iyesgarthian Princep to Sarens Rest, there's some truths to be faced.
Hunter, Ardul and Kaji set out for the infamous Roanoke Island in search of the Princep Nina.
Ardul, Hunter and Kaji reconvene to report their findings regarding the riddle Kazue left them with. Elpida finds herself drawn along for preparation of their next adventure.
Ardul, Hunter and Kaji have an unusual but not completely unknown visitor who informs them of tasks they didn't realize they had any part in.
Accompanied by dryad and nymph, Ardul, Hunter and Kaji venture deep into Vanished Point on the quest they've been nudged into by Lysander.
Hunter and Kaji question the Iyesgarthians in their custody that claim to be unaffected by nanites.
A training session interrupted. Ardul, Hunter and Kaji are confronted by a trio of Iyesgarthians... who seem to have some misunderstandings.
Hunter gets access to the nanites running around Arduls system and 'speaks' with them. The response is far from reassuring.
The Order of the Bloody Wing is sent to retrieve someone.
Upon receiving a message requesting he meet up with them in Saren's Rest, Kaji heads out to convene with Ardul and Hunter but soon finds himself in a spot of trouble instead.
It's not much of a respite from their harrowing trip as Kaji's focus crystal starts making trouble for Ardul in the Restorium.
The search for Kaji's final component of a plasma blade takes him, Ardul and Hunter to the corridors of an ancient starcraft, but they find that they aren't alone...
It's a bit of a scavenger hunt looking for the right pieces of things, but it gives plenty of time for Ardul to better explain to Kaji what's been happening.
Traveling via Rift, Ardul, Hunter and Kaji start their trip off in a busy bazaar to see about locating components to make a plasma blade, and not without reminders of a closing threat.
Trying to fight their way clear of the Undercity, Hunter and Ardul confront something from Arduls past. The results aren't good.
Into the Undercity in search of the Brodkil that Saren is looking for.
Some partied too hard and now nurse hangovers in the warmth of Gran's inn. Others come for the warmth itself, for news, for deliveries and good food.
A quiet night in Glowtown takes an abrupt 180 due to sudden mossy overgrowths and renewed threats.
Slogging through sewers, finding help in unexpected places, and a menacingly mysterious message. Varos, Ardul and Hunter take a tour of St. Petersburg Bay's sunken tunnels.
Ardul and Hunter drop off someone to be detained at the Restorium and check up with Ilyze on any progress regarding the SRS. Jesana makes new friends and Jeshua tries not to get bull-ied.
There's a new stranger in town with an air of the past, a look of mischief, and a company of horses.
Yaren returns to relay his findings to Ardul and Hunter.
Following the trail of a big robot, Hunter and Ardul find more of her people.
A drink with a contact gives Hunter and Ardul another lead on the Northern Gun Bot
Ever since the last few outings, the sickness plaguing the Orycto hasn't abated. What's worse is that other D-Bees arriving at the Restorium have been showing the same symptoms.
Upon reaching the Orycto village, Felipe, Ilzye, Hunter, and Ardul came across an emptiness that normally didn't bode well for anyone. The not-so-funny thing was the village wasn't abandoned. At all.
Ardul and Hunter try to decrypt the implant they took from the affected Saurians.
Sleep deprivation doesn't stop Felipe from his medical pursuits, but it factors into the problems he comes across within the Restorium. This one in particular involves a raging patient.
Hunter and Ardul make haste to reach the Saurian Village but they're intercepted by a Saurian Raiding party with a difference.
Still investigating the Canid outpost, Hunter and Ardul review the security footage.
Routine patrols in Richmond, general aren't and Caravan escort duty gets interesting when a Rift opens right on top of it.
Returning to the Restorium, Hunter and Ardul seek out the D-Bee they rescued from the mining community to ask questions
A group of adventurers head into the sewers beneath Vesper searching for the explosives the Harvest have planted.
Out on patrol, Hunter is attacked by another Cyborg. This one doesn't want to kill him.
Someone decides to try putting a couple of opposing patrols from Vesper and Dogwood to the test.
Dusk: the perfect time to call on the ancestors across the realms. Using Felipe as a spiritual conduit, will the motley trio get the consent to trespass on sacred Saurian grounds?
Returning to Dinosaur Swamp, Felipe tries to negotiate for access to Wolfen Cruiser with the Saurons. It's not easy.
Running in Sarens Rest is relatively safe. Having breakfast with Ardul might not be.
Since it would probably be pointless having a weapon only to skewer himself on it, Kaji pokes around the Justicar headquarters in search of someone to train him.
A strange illness has befallen some D-Bees brought into the Restorium. Whatever it is, it's certainly not hay fever.
A chance meeting in the market, dinner and an attack by a mage. What more could a Wolfen and Winged Warrior want?
Several bar stakeouts later, Felipe finally catches up to talk business with Hunter. And Ardul.
Ardul leads a small team up into the mountains to investigate another ritual site, but this one's been freshly used...and still active.
After a hard day's work, sometimes all you want is a drink and some interesting company.
The missing caravan is found, the reasons revealed, and tensions still high.
With the Avians secured, Ardul seeks some quiet time and speaks with Hunter about the options to getting back to Vesper. The tense situation continues.
After the debarcle at the Saurian sacred site, Hunter and Ardul speak about what happened.
Another detour on the way to find the missing caravan. This time to a Sauren Sacred Ground where a Wolfen Vessel crashed.
Sanka'a and Otmin seek out people to assist with a caravan that's been hijacked.
Hunter accepts Jack invitation ... but stacks the deck in his favour.
Orca's are playing in the bay near Vesper. One of them decides to come play with the land lubbers
Hunter decides to check out the Old Mill after Jacks threat, with some friends. What they find has them looking for hostages.
Hunter, Ardul, Felipe and Pegi come upon the abandoned encampment of the missing necromancer and find out that whatever ritual had been attempted to cleanse the land has not been fully completed.
Looking for Professor Ingerhasts lost student, a group of Saurian are found.
There's a new arrival in Vesper. A tiny new arrival -- the pitter-patter of little feet -- but not the kind you're thinking. Miss Suss Frizz-Bee finds herself in a very strange place with very big... everything.
Hunter and Ardul catch up and talk tech and Cyborgs
Investigating the issue with people going missing in Greywall, Tori and Wraith encounter some locals (emits by Hunter and Ardul)
Felipe runs into a few both new and familiar faces. He also finds himself conscripted into an expedition to search for a missing necromancer with Ardul and Hunter.
Following the trail on the last demon attack, a ritual site is discovered.
A ship comes into the harbour at Vesper, where a number of folks are gathered - with some interesting stories to tell, and plenty of water to go around...
Clancy and Ardul interrogate one of the raiders taken prisoner earlier, to try and find out why the mining outpost was attacked to begin with. All is not as it seems...
While interrogating a captured cyborg raider in a mining settlement deep in the Appalachian mountains, a mistake is made -- plunging Ardul, Clancy, the prisoner Rajja, and the foreman Hector Payne into a very deep, very dark place... http://bestgamewallpapers.com/files/rift/underground-caverns_wide.jpg
Backdated Scene. Making their way through the tunnels under Richmond, a beached Horune ship is located along with scavengers
Seeking rumours and secrets, Clancy Drover and Ardul Trasinger come upon a mining town in the Appalachian mountains with some serious cyber-problems...
Don't mess with the contractors who are conducting border checks, you'll get wet.
Following up on Rousseau's request, Hunter and Ardul along with Aurana and Elpida head to Old Richmond ... and find a Snake.
Another patrol, another ambush. A Dragonkin provides assistance.
Hunter brings some crystals back from an excursion into Vanished Point. Zyx sings to them and ... all hell breaks loose.
Hunters following a signal and gets a visitor
There's action at the checkpoint on Highway 301.
Relaxing after the demon incursion on Clearwater, Ardul and Hunter talk a bit.
Relaxing in Sarens Rest, Tessa and Ardul speak to Rousseau about potential work.
Nighttime in Vesper and there are plenty of festivities, including some very talented raptors! and some talented thieves...
Not everyone made it back to the safe-zone after a trek into demon-territory. It falls to Hunter, Ardul, Tessa, Stella and Clancy to go in and get the survivors out (in one piece, preferably)...
Bot Boxing. Need we say more?
Rousseau offers the girls a little job... Probably involving fighting demons for lost cargo in a half sunken city.
Hunter takes a group of adventurers in to Vanished Point for some salvage work
Piedmont Plains All Vehicle Rally and Rodeo - where the transporters go to wind down and people can demonstrate their prowess. (emits by Aiden and Slaine)