The Creator's Personal Testing Chambers

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T

The Creator Prime

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A place for all things wicked to be experimented upon.
 
[fieldbox=Âzor Khaar, #8A0707, solid]

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NAME:
Âzor Khaar.


GENDER:
Male ♂.



FACTION:
Exhumii.

APPEARANCE:
Âzor Khaar is a slim and tall individual of European features and texture. Even though he is slim, he still maintains a rigorous and fit musculature beneath his clothing. Whilst fit in appearance, his skin still remains littered with numerous tattoos and self-inflicted injuries of varying magnitudes. His eyes, hazel in texture, carry a notable sense of dominance yet a clear tinge of nobility, although Khaar is in fact quite submissive in his personality and far from a noble individual. This radiance of domination follows through in his stature. As he is very tall, he spends most of his time looking down on others. In addition to his general appearance and behaviour, this often leads to others thinking of him as arrogant.

Khaar's body is littered with ritualistic tattoos and self-inflicted scars. This can range from anything like a simple raven tattoo just below his throat, to the massive cross-shaped scar taking up most of his chest and lower torso. Whilst some have speculated as to the nature of these rituals, none have actually confronted him about it. Although, it seems clear that it isn't quite as simple as something cultural.

Khaar can often times be seen with a scarf of ornate design, yet minimalistic in nature. The purpose of such cloth is mostly to cover his face and distance himself from others, as he is not quite comfortable around other Awakened. The scarf allows him, however, to maintain a sense of communication and social bonding whilst still on his own terms. This might lead to his voice sounding a bit muffled in certain situations, but the scarf is still essential to his wellbeing, as it allows him to take part in relative normalcy.

PERSONALITY:
Khaar is an asethetically intimidating individual, but his proper persona is far from this fact. Submissive and dismissive, Khaar is a follower through and through, and far from any type of leadership material. Often times lacking in motivation, Khaar will mostly require motivation in order to stick to something for any longer period of time. As such, Khaar is also noncommital, more as a result rather than any personal ethics. His head, whilst exceptionally capable, is explosive in its thoughts and pattern recognition, leading to bursts in activity. This also carries into his thought processes, leading the bursts in brain power to produce a nigh-schizophrenic reaction. To cope with his flaws and the existence of the Machine, due to the way he was raised, Khaar has always sought the knife or sword in order to maintain a semblance of sanity in his head as his thoughts continuously echo wildly within his cranium. To calm down and cool it out, Khaar ritualistically performs self-scarring and engages in tattoo ceremonies. Some of the results are very artistically impressive whilst also fascinatingly grotesque. Although, the self-scarring is only a result of an exceptionally difficult cognitive "high".

It is no stretch to state that Âzor Khaar has not yet begun to properly cope with the nature of the Machine. Although, one might also say that he is more adamantly protecting himself from his own mind.

As Khaar has difficulty relating to, or connecting with other Awakaned more than on the basic organizational level, this leads him to direct his emotions inwards and operate and behave in an emotionally void manner. This is solely a coping mechanism from his ignorant days in Elysium. Nevertheless, this demeaneur and public presentation stands as the main reason why Khaar is often seen as arrogant, but also respected, due to his rather intimidating qualities and abilities.


TALENT:
Martial Arts.

PURVIEW:
Dominance.


PURVIEW ABILITIES:
Âzor Khaar has acquired the Purview of Dominance, this allows him to influence the hierarchy, manipulate subjects of the Machine to his will, and possibly, given sufficient skill, influence aspects of the very Machine itself in the most miniscule, yet potentially important manner required. The catch, however, is that his power is directly linked to his mentality and willpower. As he is currently weak willed, it will be difficult for him to exercise his power over most creatures of the Machine, both in Elysium and in Metropolis.
  • DOMINATION: Âzor Khaar's purview allows him the ability to 'dominate' aspects of individuals and creatures that are a part of the Machine whose willpower is weaker than his own. At first, this ability will only influence meager aspects of the targets behaviour or lifestyle, such as maybe momentary hesitation or distraction. The stronger and more proficient Âzor Khaar becomes in his power as an Awakened, however, more and more restrictions will be lifted and less limitaitons will present themselves. Eventually he'd become able to dominate creatures of the Machine, both sleeper and monstrousity, and subjugate them to his will. The only exclusion from his power, no matter his proficiency or strenght as an Awakened, would be others of his ilk.
  • PROMOTION: Âzor Khaar is able to improve a dominated targets attributes and characteristics. Initially, this could consist of improved reading speeds or slightly improved reaction speeds and general instict. Although, as his ability to dominate a subject becomes all the more domineering and overarching, so, too, will his ability to promote a subject. The potential exists to completely upgrade the subject with physical improvements and reflexes, making the target more bestial, or potentially more cunning, depending on the particular need and instance. The greater the change, however, the greater the strain on the body, because of this, not all subjects can undergo as severe promotions. Promotions often times produce grotesque immitations of their former bodies, often sporting warped proportions to fill in as much of a necessary quality as possible.
  • DOMINION: Âzor Khaar's ability allows him to maintain control over his subjects, to influence them, over long distances. As long as a target has been dominated, they are within his dominion, and everyone within the dominion is connected to Âzor Khaar. This produces unparalleled possibilities for multi-coordinated efforts by multiple dominated people at high levels of Purview prowess, however, without proper training, it is quite simply impossible, and could down right prove fatal without a properly adjusted brain capacity. The direct control aspect of Dominion can be scaled back and forwards, providing more choice in execution. The less direct control Âzor Khaar has over a subject, the more subjects he can control. The direct amount scales based on ability. If he does not have any direct authority in the control of a subject he will merely assign them an objective, and they will complete that objective as their personality sees fit, through the power of Domination.


BACKGROUND:
Âzor Khaar has an excessively more dark background than most people of his own upbringing, but not necessarily the worst possibly imaginable. Born to a family of upper-class European Americans, there was little he lacked at home, and his family pampered and enforced strict yet sometimes slack rules and demands on him in regards to his accomplishments and performance, both during his Martial Arts practice and School performance. Due to picking up on the personalities of his parents, he grew pessimistic, and ultimately depressed as a result of prolonged bullying and stress at such a young age.

Crucial to Âzor Khaar's character is Nana 'Celestia' Watanabe, a person whom he saved from death earlier on in life, during his time in High School. As a result Celestia had since always stuck to him, a fact which he took no particular ill towards, and quickly grew accustomed to it. As time grew on and he became increasingly desperate, he spilled all the more information about himnself to her, making their relationship all the closer over time. Although Âzor Khaar mostly sees her as a sister than anything else.

Celestia also has a key to his Appartment, although Khaar doesn't exactly recall ever giving it to her, but that doesn't exactly matter much.
Born to a pair of second generation european immigrants in the United States of America, Âzor Khaar was granted a highly unusual name for someone of the modern age. The name, a hybridization between Turkish and Neo-persian, doesn't hold any particular meaning, but radiates a clear sense of authority. As he was born to a quite well-off family, one could say it was merely his parents' "phase" that lead him to deal with countless, tedious remarks regarding the oddity of his name. That and the pampered nature of which he was raised as a child.

His youth, whilst mostly uneventful, introduced him to the Martial Arts of the Asiatic Continent, mostly Muay Thai and Taekwondoe. As he got older he began to immerse himself further into different martial arts, completely foregoing any usual child's typical focus on academics. Whilst that would ultimately lead him into quite a depressing stage in his life, it also allowed him to acquire martial knowledge in each of the arts that he practiced on a level unbeknownst to anyone else in his age group. His middle school days, parallel to this, were far from amazing. He would commonly zone out, as a result of his physical condition, and had immense troubles familiarizing himself with his class and teachers, to the point where learning became difficult due to paranoid behaviour awakening as a result of his hyper-awareness. His alien behaviour, often referred to by others as broken or robotic, also made him the class' black sheep, taking all the blame without being able to respond appropriately.

As he continued growing up, the stress of school work, his parents, and social anxiety, all dragged him down further and further into mental depravity. Whilst not yet aware of it yet, his sanity had already begun to leave him, little by little, and his nigh-schizophrenic tendencies had steadily begun to show. Weeks could go by without him being able to leave his appartment, remaining bedridden, cowering due to some unseen apparition or monstrosity looming over him, observing him from a distance.

His paranoia grew as he entered high school, but his ability to repress his own feelings had also began to take root in his public behaviour, as thanks to his parents' unorthodox method of raising him. Âzor Khaar managed to balance his time with Martial Arts together with academics whilst somehow, through simple stroke of luck, managing to uphold a social connection with the school's groups and clubs. It was also around this time that, when on his way towards practice, he caught upon Nana, a classmate of which he'd never really talked to before, and happened to saved her life from certain, excruciating death. Ever since, Nana, or otherwise known as Celestia, would be the only one who was there to help him when he needed most in the days after High School. Having miraculously managed to pass through the best days of his life, that being his time in High School, relatively unharmed, all those still repressed emotions from so many years ago had begun to take hold and manifest themselves strongly in his behaviour and psyche. Being unable to cope, he stayed home, unable to do anything, and grew anxious. Nana capitalized on the fact that he was close by and visited him often as a result, unwilling to break down in front of his friend, he refused to tell her what he was dealing with.

Holed up in his relatively sizeable appartment, sponsored to him at the expense of his generous family, he grew anxious, depraved, and finally hopeless. Through the guidance of unbearable inner demons lingering in the deepest of Khaar's most depraved and soulless conscious, he staggered towards the kitchen drawers, grabbed hold of a kitchen knife, and carved patiently; painfully. A crevace of flesh and blood through his skin in a most grotesque, yet magically enchanting pattern took shape, tailoring the knife as it diabolically danced across his skin.

The desire for self-mutilation still loomed in the air long after his cognitive 'high' had cooled down, leaving him almost paralyzed on the kitchen floor. Unwilling to bow down and surrender so easily to the perverted part of his deepest darkness, Khaar walked exhaustedly over to the local tattoo shop and acquired as many tattoos as he'd thought necessary. The tattooer dared not exactly question what the fresh scar, occupying the majority of his right arm, was- although the shape did take his eyes for a fair few moments.


Since then, he spends most of his days at home, either dealing with the psychosis of his own mind, or Celestia as she'd barge into his home. Or alternatively, at the Exhumii Headquarters, dealing with faction matters pertaining to his personal talents or expressing his insights of the numerous things he'd learned and read, over his stay at home for so many years, relatively half-assedly.

AWAKENING:
For Âzor Khaar, his Awakening was abrupt and sudden, yet a long time in the making. On his way back from home, having stopped by the nearby store, he collapsed in pain. His head, screaming out, and his body gave way. It was like his head was on the verge of breaking open, as if someone was squeezing his brain violently.

During that sudden moment, it was as if all his dreams, all his delusions, and all his madness took shape before his eyes. The common sounds of the fauna around him were replaced with the ominous sounds of clockwork, ticking, as time passed by. The sky, clear as day, suddenly shifted into the most nightmarish illustration of a hellish machanation possible. The cogs, spinning and turning with ever increasing brutality. He took a turn to his left, then to his right, and saw that all the delusions that he'd ever had before were made manifest, and they were on the hunt for him.

He ran, stumbled, and ran further until he would fall, at which point he quite simply just desperately struggled to his feet, and continue sprinting in absolute horror. Forever behind him was a looming horde of inexplainable terrors and nightmares headed by a most absurd overlord directing them towards him.

His pursuers would ultimately catch up, as he lost himself in the mace of the city of which he inhabited. Brought into a corner, cornered like a rat or any other animal, he saw no way to escape, and brought forth his natural insticts. Through the use of Domination, he was able to mislead the vile horde from his location through absurd stroke of luck, only to find that there had been another Awakened tailing him the entire time, most curious as to his predicament.

His face, changed from frightened beyond all comprehension to something as obscure as indifference quicker than one could blink, he looked to her and asked her, "Who are you?". From this, a most interesting friendship would come to bloom between himself and ----, and through her, he would slowly learn to cope with his psychological issues through the simple medium of tattoo and artistry.
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∴ FOLLOWERS OF THE FORGOTTEN KING ∴
Princes of Urd
______________________________________________
[BCOLOR=transparent]The world of Uld is an odd place, magic sways across the continent yet never lingers for long. It creates strange and most implausible rules that dominate the many realms and shapes the landscape into the most inconceivable ways. Days are forever fleeting, uncertain in their duration. The nights are oppressive and often times long. Gods and powerful spirits either roam the lands as nomadic titans, or rule the many realms of the continent. Amidsts all this, whilst great Empires of Gods and Beasts warred and conquered, humankind settled for the first time in history and crafted themselves a humble city for themselves. [/BCOLOR]

[BCOLOR=transparent]Through simple masonry and modest craftsmanship, the city grew large and more powerful with every passing moment. Towers were erect to watch over the continuously growing markets, and the people became all the richer whilst the ruling warlords grew all the more ambitious.[/BCOLOR]

[BCOLOR=transparent]Tales reached the remaining great hordes of the wandering human race, tales of the successfulness of the first human settlement in the far reaches of the continent. The great migration was thereby undertaken and an ever growing amount of settlers found themselves at the doors of the first human city, and many villages were constructed around the sprawling metropolis. There came even a point where the riches of man grew so enticing, so vast, that even sibling races such as those of the elves and the dwarves began to leave their otherwise ancestral homes in favour of this new frontier.[/BCOLOR]

[BCOLOR=transparent]As the city grew, so too did its power. The acting council of Warlords was transformed in honour of a new age, and took upon themselves the noble creed and the mantle of rulership. The Order of Primarchs was established, a ruling stratocratic sovereignty that would come to govern this new nation. Nosdur was hence founded, and became the haven of all men and women whom wanted to be free of the shackles of a tiresome nomadic life amidsts the mountains and the planes. [/BCOLOR]

[BCOLOR=transparent]For many centuries it prospered, and grew. Man became wise and skilled in both the arts of diplomacy and magic. The first city and its riches culminated into a wealthy republic capable of dominating its neighbours and doing so with impunity. It had become an indomitable superpower in its region. The humble origins became naught, and the First City was forgotten and replaced by countless, larger settlements. The stratocracy of Nosdur had begun to disappear, the ambition and greed of man brought the power hungry towards the podium and soon, within the coming centuries, the first Monarch would be crowned and the entire nation would cheer at his coronation.[/BCOLOR]

[BCOLOR=transparent]This first monarch would come to be forever remembered as Ur.[/BCOLOR]
 

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The World of Urd.png

SHATTERED KINGDOMS OF STEEL AND IRON
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THE WORLD OF URD
[BCOLOR=transparent]Shattered Kingdoms of Steel and Iron is a world which I have created that takes place in a fantasy setting. It is a world preoccupied with war, famine, disease, and intrigue, a world where hope and future seem all but lost to time. [/BCOLOR]

[BCOLOR=transparent]Within this universe lie several mighty factions, namely the Shattered Kingdoms of Steel and Iron (former provinces of a once grand and mighty, indomitable empire since ruined by infighting and corruption), the Dragon Empire of the East (A vast and rich land where warrior culture predominates every aspect of life, a land where loyalty comes before death, and a land where progress is seen as the ultimate source of witchery), and then there are the Northern Ancients (last remnants of a long since lost empire once enslaved by the empire of men's mighty armies, the Ancients now scour the frozen wastes of the North for even the smallest amount of food, their once magically rich past seemingly forgotten).[/BCOLOR]

[BCOLOR=transparent]The world holds many other nations, and many other alliances, but for now, these are the strongest ones and will be the main protagonists of the universe. [/BCOLOR]

[BCOLOR=transparent]Shattered Kingdoms Political Map.png[/BCOLOR]

[BCOLOR=transparent]The Shattered Kingdoms[/BCOLOR]

[BCOLOR=transparent]The Shattered Kingdoms of Steel and Iron are mighty superstates whom once were a part of the greatest Empire the world had ever seen, but upon its shattering, each province was made independent, and every close relation had been nullified in favour of furthering one's own kingdom. A thousand years hence, the Shattered Kingdoms are at the brink of war with each other, each nation merely waiting to take advantage of any opportunity to come out the victor. [/BCOLOR]
[BCOLOR=transparent]The Nations of the former Steel Empire are all Human Nations, and are extremely xenophobic. No non-human is allowed to set foot within the holy lands of Steel and Iron, and none have ever done so either. The Shattered Kingdoms each operate on an identical hierarchical system enforced by the Iron- and Steel Churches. [/BCOLOR]

[BCOLOR=transparent][BCOLOR=transparent]The Churches of Iron and Steel are both heavily militarized religious orders whose first and foremost mission is to spread and convert non-believers within the Shattered Kingdoms and thereby further their cause. The Churches of both Steel and Iron are a third-party organization and are thereby allowed to cross into each and every border of the former Steel Empire. The Shattered Kingdom of Osox, the former seat of the Steel Empire, is the host of the Steel and Iron Churches and are therefore given undocumented benefits.[/BCOLOR][/BCOLOR]

[BCOLOR=transparent]Dragon Empire East Political Map.png[/BCOLOR]

The Dragon Empire

[BCOLOR=transparent]The Dragon Empire of the East is a place where the Pride of the Warrior and the Creed of Battle are the most important teachings in any citizens' lives. Everyone within the Land of Dragons is a warrior, whilst there still remain professionally employed soldiers under the command of each feudal Dragon Prince.[/BCOLOR]

[BCOLOR=transparent][BCOLOR=transparent]The Dragon Princes of the Dragon Empire of the East are feudal warlords, each controlling a Realm, each containing a number of different provinces. There are 5 Dragon Princes, and they each elect one amongst them to become the Dragon Emperor upon the last one's death. The junior Dragon Prince, a title granted to the Overlord of a newly created Realm, Chu Xi Yi holds control over the Empire's Dragon Colonies bordering the highly volatile lands of the Shattered Kingdoms of Steel and Iron.[/BCOLOR][/BCOLOR]

[BCOLOR=transparent]Ancient Remnants Political Map.png [/BCOLOR]
The Remnants

[BCOLOR=transparent][BCOLOR=transparent]The Remnants of the Ancients are the lands where once powerful and ancient Empires used to lie, but since their annihilation during the Golden Age of the Steel Empire, these lands now belong to nothing but vicious beasts, ruins, and the most adamant of Ancient Survivalists. There remains but a very small number of Ancients remaining, all of them taking refuge in small collectives within cave and tunnel networks beneath the constant blizzards of the icy North. Little do these survivors know, however, that their powers are stronger than one could ever imagine.[/BCOLOR][/BCOLOR]
 
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Crusaders to the South

South of the nations of men lie the mightiest warriors amongst them, there lie skill unparalleled and wills indomitable. Crusaders of the mightiest Shattered Kingdom amongst them, Gewez, take up their residence amongst the Southern-most lands of the continent of Iron and Steel, creating indestructible bastions of faith and worship. Knights and priests alike flock to these lands and rally to the cause of the Iron Banners.

The Crusaders of the Iron Isles, whilst formerly under the employ of the mighty Gewez warstate, are mostly independent of the human realms. Instead, they are largely preoccupied with combating and destroying the threats of the Vast Southern Seas where massive nomadic warfleets roam the oceans, defiling the holy land of mankind, and spreading their hellish religion. To destroy these raiders and barbarians, the Crusaders of the Iron Isles combat their endless numbers with exceptional skill and far superior equipment and technology.

There seems to be no end to the threat of these expansive superfleets however, and the Crusaders are therefore unable to assist or at least aid the fatherland of Gewez, even should it come under attack. Thankfully, the warstate of Gewez has managed to cement its position within the Holy Land exceptionally well, and as the land of Steel, it has no end of devout zealots to utilize in its employ.
 
The Northern Federation
The remaining land of the North unoccupied by vast ruins from ancient times are instead taken up by the Northern Federation, a Trade League that bases the entirety of its existence on smuggling goods and equipment between the two gigantic superpowers of the Dragon Empire and the Shattered Kingdoms. With direct smuggling routes between the dragon colonies of Li Xi and the kingdom of Edeb, the Norther Federation is also able to smuggle all kinds of shipments through each and every norther harbour within the influence of the aforementioned superpowers.

Many Warlords also establish exceptional expeditionary services for curious and perhaps overenthusiastic nobles, architects, and Historians wishing to see the Northern Tribes, or perhaps the ancient ruins of the long since destroyed Mál civilization.
 
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