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.
Having successfully assembled his weapon, Kaji with Ardul's help does a bit of fine tuning, and the Valkyr asks if he's serious about joining the inevitable fight against her people.
It's not much of a respite from their harrowing trip as Kaji's focus crystal starts making trouble for Ardul in the Restorium.
A quest for a power source brings Kaji, Ardul and Hunter to the planet of Wormwood. But will the Templars of the Kingdom of Light part with one of their sacred relics?
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.
With concerning recent developments of the Iyesgarthian flavor, Ardul and Hunter start to consider Kaji's interests in certain tech more seriously.
Trying to fight their way clear of the Undercity, Hunter and Ardul confront something from Arduls past. The results aren't good.
Saren comes calling on the Wolfen and the Valkyr.
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.
Ardul and Hunter accompany Varos to meet with Von Nasher's agents.
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.
A Vanished Point scavenging trip takes a bad turn as the group runs into a swarm of trouble.
There's a new stranger in town with an air of the past, a look of mischief, and a company of horses.
Following the lead from Valetta, Hunter and Ardul find themselves in Dinosaur Swamp and following a trail. What lays at the end of it is worrying.
Following the trail of a big robot, Hunter and Ardul find more of her people.
Ardul and Hunter meet with Yaren to ask a favor of his unique abilities.
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.
The core from one of they Cyborgs has finished decoding - the information retrieved from it, is not encouraging...
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.
Ardul and Hunter are at the Restorium checking up on the wounded Saurian they'd brought in and come across Pegi.
Hunter and Ardul make haste to reach the Saurian Village but they're intercepted by a Saurian Raiding party with a difference.
Returning the Canid village, Hunter and Ardul seek out the containment unit that Araleth had mentioned.
Routine patrols in Richmond, general aren't and Caravan escort duty gets interesting when a Rift opens right on top of it.
Hunter manages to pull some information from the core he's recovered from the Wolfen cruiser. The story that image tells has Ardul concerned and wondering how much contact some of her people have had with outside Iyesgarth.
A group of adventurers head into the sewers beneath Vesper searching for the explosives the Harvest have planted.
Kaji's training session with Ardul takes an unexpected turn when it comes to exercising his latest skill sets.
Someone decides to try putting a couple of opposing patrols from Vesper and Dogwood to the test.
Leaving the delegation, Hunter and Co head to the downed Wolfen cruiser but they aren't alone.
Returning to Dinosaur Swamp, Felipe tries to negotiate for access to Wolfen Cruiser with the Saurons. It's not easy.
Stabbings and mental trauma affect Vesper. Something moves in the shadows...
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.
Following a signal to a Wolfen establishment, Hunter and Ardul are confronted by bugs
A chance meeting in the market, dinner and an attack by a mage. What more could a Wolfen and Winged Warrior want?
Ardul and Hunter meet up in Sarens Rest, find out someone is looking for the blonde and talk about what happened on the last mission. Tense situation is still tense.
Ardul leads a small team up into the mountains to investigate another ritual site, but this one's been freshly used...and still active.
The end of the 'Missing Caravan' arc: after all is said and done, it does nothing to relieve the weight of the tension among the group.
The missing caravan is found, the reasons revealed, and tensions still high.
The search for the missing caravan continues to take Ardul, Felipe, Hunter and Pegi into the ever dangerous wilderness where not even flowers are purely what they seem to be.
After the debarcle at the Saurian sacred site, Hunter and Ardul speak about what happened.
Following up on Otmins request, the journey to find the lost caravan and medic begins
Sanka'a and Otmin seek out people to assist with a caravan that's been hijacked.
After 'speaking with' one of their hostages, Hunter does some planning with Ardul.
Orca's are playing in the bay near Vesper. One of them decides to come play with the land lubbers
Relaxing after their venture into Dinosaur Swamp, a blast from Hunters past catches up with him.
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.
Professor Ingerghast summons Kaji and Ardul to her office with disturbing news. (Emits by Hunter).
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.
A patrol into Old Richmond comes upon a new arrival through a Rift. Beware for a bellyful of snark and laughs...
Investigating the issue with people going missing in Greywall, Tori and Wraith encounter some locals (emits by Hunter and Ardul)
Hunter requests a meeting with Elpida and Ardul ... and drops some bad news.
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...
What starts as a bit of wining and dining turns into crystal-eating, earth-choking and head-achenology curing... This is Vesper!
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
Returning from her sojourn in the mountains, Ardul meets up with Hunter, who's following yet another signal.
Backdated Scene. Making their way through the tunnels under Richmond, a beached Horune ship is located along with scavengers
Giant Sea Creatures battle just outside Sarens Rest. Saren decides to make a showing.
Don't mess with the contractors who are conducting border checks, you'll get wet.
Relaxing after a busy day, Elpida meets some of the local colour in Sarens Rest
Another patrol, another ambush. A Dragonkin provides assistance.
After a fight in the streets is put down, a group of adventurers catch up.
Hunters following a signal and gets a visitor
Clearwater is under attack from demons. Contractors respond.
Relaxing after the demon incursion on Clearwater, Ardul and Hunter talk a bit.
Ardul gets a visit from two Cybernetic Warriors.
Relaxing in Sarens Rest, Tessa and Ardul speak to Rousseau about potential work.
Maddy, Tessa and Ardul rescue a trapped team carrying something that someone in Saren's Rest is very, very interested in.
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)...
Dinner and light watching in Sarens Rest. Ardul shares some of her story.
Rousseau offers the girls a little job... Probably involving fighting demons for lost cargo in a half sunken city.
Stopping by Megs Mechworks, Hunter and Ardul meet some newcomers to Sarens Rest. One seems to talk to their truck and one has interesting diction
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)