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.
Hunter and Kaji question the Iyesgarthians in their custody that claim to be unaffected by nanites.
A certain pair of nymphs track down Kaji during a training session to request the help of him and the intrepid Wolfen/Valkyr duo.
Hunter gets access to the nanites running around Arduls system and 'speaks' with them. The response is far from reassuring.
Kaji gets called to meet with Hunter and Ardul - but that's not who greets him.
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.
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.
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...
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?
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.
With concerning recent developments of the Iyesgarthian flavor, Ardul and Hunter start to consider Kaji's interests in certain tech more seriously.
Into the Undercity in search of the Brodkil that Saren is looking for.
Saren comes calling on the Wolfen and the Valkyr.
A quiet night in Glowtown takes an abrupt 180 due to sudden mossy overgrowths and renewed threats.
Ardul and Hunter accompany Varos to meet with Von Nasher's agents.
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.
Yaren returns to relay his findings to Ardul and Hunter.
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.
A drink with a contact gives Hunter and Ardul another lead on the Northern Gun Bot
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...
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.
Still investigating the Canid outpost, Hunter and Ardul review the security footage.
Returning the Canid village, Hunter and Ardul seek out the containment unit that Araleth had mentioned.
Returning to the Restorium, Hunter and Ardul seek out the D-Bee they rescued from the mining community to ask questions
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.
Out on patrol, Hunter is attacked by another Cyborg. This one doesn't want to kill him.
Kaji's training session with Ardul takes an unexpected turn when it comes to exercising his latest skill sets.
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?
Leaving the delegation, Hunter and Co head to the downed Wolfen cruiser but they aren't alone.
Running in Sarens Rest is relatively safe. Having breakfast with Ardul might not be.
Stabbings and mental trauma affect Vesper. Something moves in the shadows...
A strange illness has befallen some D-Bees brought into the Restorium. Whatever it is, it's certainly not hay fever.
Following a signal to a Wolfen establishment, Hunter and Ardul are confronted by bugs
Several bar stakeouts later, Felipe finally catches up to talk business with Hunter. And Ardul.
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.
After a hard day's work, sometimes all you want is a drink and some interesting company.
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.
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.
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.
Another detour on the way to find the missing caravan. This time to a Sauren Sacred Ground where a Wolfen Vessel crashed.
Following up on Otmins request, the journey to find the lost caravan and medic begins
Hunter accepts Jack invitation ... but stacks the deck in his favour.
After 'speaking with' one of their hostages, Hunter does some planning with Ardul.
Hunter decides to check out the Old Mill after Jacks threat, with some friends. What they find has them looking for hostages.
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.
Looking for Professor Ingerhasts lost student, a group of Saurian are found.
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.
Hunter and Ardul catch up and talk tech and Cyborgs
A patrol into Old Richmond comes upon a new arrival through a Rift. Beware for a bellyful of snark and laughs...
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.
Hunter requests a meeting with Elpida and Ardul ... and drops some bad news.
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!
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.
Seeking rumours and secrets, Clancy Drover and Ardul Trasinger come upon a mining town in the Appalachian mountains with some serious cyber-problems...
Giant Sea Creatures battle just outside Sarens Rest. Saren decides to make a showing.
Following up on Rousseau's request, Hunter and Ardul along with Aurana and Elpida head to Old Richmond ... and find a Snake.
Relaxing after a busy day, Elpida meets some of the local colour in Sarens Rest
Hunter brings some crystals back from an excursion into Vanished Point. Zyx sings to them and ... all hell breaks loose.
After a fight in the streets is put down, a group of adventurers catch up.
There's action at the checkpoint on Highway 301.
Clearwater is under attack from demons. Contractors respond.
Ardul gets a visit from two Cybernetic Warriors.
Nighttime in Vesper and there are plenty of festivities, including some very talented raptors! and some talented thieves...
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)...
Bot Boxing. Need we say more?
Dinner and light watching in Sarens Rest. Ardul shares some of her story.
Hunter takes a group of adventurers in to Vanished Point for some salvage work
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