It took me some time to finish my work, but after it was done, I gave a satisfied and confident grin to myself. "Only fools need to check their work, someone as great as me doesn't need to check perfection." My handwriting on the paper was horrid, in perspective it would look like a first grader would've have written on it. Yet I didn't seem to notice. I'd get up to turn my work in, then returned, glancing over the drama that ensued.
I gave another smirk as I saw Kathering seem to distant herself from it, and I would speak to her. "Some drama huh?" I gave a light chuckle to try and ease the mood. "I wouldn't worry about this, this is just how the higher ups in the food chain establish their dominance. One that settle downs things should smooth over." I reassured her, my smile turned less cocky and more of a genuinely friendly one.
Unrelated to this rp, but I made a few characters that I maybe using for a rp setting involving extremely overpowered characters. I would like you guys to vote on which of these three characters I should use. C:
Age: Varies depending on setting, but he is only trapped in an appearance of a boy between 12-15 years old, though he is far more ancient in reality despite being trapped as a child.
Race: Hecate's Necromancer
Alias/Title/Applications: Second in Command (for Hecate's cult.)
Physical Description: A frail and deathly pale boy of 5'4 in height. His eyes and hair are silvery white, and he has a childish face. He usually wears his uniform of dark arcanic robes and a hood that hides most of his face.
Ability theme: Necromancer/Warlock
Bio/backstory: One of the first children of the original hecate's necromancer, he is nearly equal to his father with only a few decades in age difference and experience. Like his father, since ancient times he studied and practiced both his power over necromancy and various forms of magic of all variety he could learn and study. In between the thousands of years of doing so, he has been the main 'teacher' to his younger siblings that are ready to learn their necromancy. However when he isn't working with the cult he helps the hellstar alliance with certain missions as an agent. Satisfied with his abilities as of now, he has plenty of free time to do whatever work he is needed to fill. However since birth he has longed for a companionship that the cult barely offers him.
Personality: Since his first death, he was stuck to be a young child for eternity, because of this he tends to be naive and innocent and times. However while he isn't ill-moral or evil, he still obeys the cult's commands, even those of malevolent tasks such as human sacrifices, and he has learned to void his emotions as a result. He rarely opens up his childish nature and innocent longing for friendship to anyone, even his immediate family of other necromancers. Being stone-cold he usually shows no remorse or sympathy, nor any extreme emotions such as anger, sorrow, and happiness, and does not hesitate when he has to perform something evil. Eternity has taught even a perpetually stuck child wisdom and intelligence, if being an emotionless child wasn't strange enough for his innocent appearance, his wisdom is another jarring feature he possesses.
Ability in detail: He has explored almost every possibility a necromancer can do. Destroy or create organic matter, resurrect bodies into zombies, various forms of mutations, instant decaying properties, genetic manipulation, regenerating organic matter, control over bio-matter, transmutation of organic matter, and various other forms of the sort. In short, a master over hecate's necromancer is a master over life, death, and the organic matter that makes up life.
Necromancers can traverse in death as they can traverse life or undeath at any time, meaning that killing him will only slow him down. Regardless of the method of destruction or execution to a necromancer, they can ressurect their own bodies from death or create new bodies, however the bodies they take is reverted to their original biology that they were before their first death. Necromancers cannot use non-necromancy magic while dead, and their power is limited the more dead they are. A completely destroyed necromancer, as in one who has not even an atom of existence in the world, is limited to only creating new bodies to inhabit. Necromancers do have a limited amount of energy they can use, similar to mana, and if exhausted they go into 'hibernation' where they cease to exist for a century until they regenerate enough energy to reform their existences and living bodies.
In terms of magic other then necromancy, Azura has studied and progressed much of it, essentially he has become a swiss army knife of magical abilities, much like his father and brothers that are close to his age. He has experience with every common form of elemental magic, sealings, hexes, dark magic, even holy magic and other obscure spells. However the family's trademark magic is aura magic, a form that makes use of raw elemental magic into shapes and energy such as blasts and swords.
At some point he and other agents were gifted with ragnarok shards. Which when bonded with, their existence becomes grounded to reality. They cannot be directly effected by reality manipulators, including gods, eldritch abominations, and other such entities that would normally erase them from existence or change there very being fail against them. The shards can also be activated to lock down entities from using almost any form of reality manipulation. Including erasing things or concepts from existence, changing the laws of the universe in any way, any form of time travel, most forms of teleportation, some forms of psychic abilities, creating things into existence (not including magic and spells), creating or destroying energy (That isn't magic based), etc.
Skills: thousands of years worth of knowledge on spells, the arcane, and necromancy.
Weaknesseses: Defeating a necromancer is impossible by conventional methods unless if one were to succeed in making them exhaust enough energy to send them into hibernation, which is a temporary defeat of course. Powerful seals and magical imprisonements are really the only other reasonable counters against necromancers
Azura's patience often leads him to hold back from going overkill, and somewhere deep down there is a foolish and innocent child wanting to escape the cult's evil.
Equipment: A magic staff that can assist in spellcasting, and a large spellbook that acts as a sort of encyclopedia for countless spells and information over the arcane.
I tuned into the smaller kid tell us the dangers of socializing. "hah well you s-" I cut myself off when I saw the teacher approach us. I went quiet, and would catch up onto my reading instantly. These lot probably weren't worth talking too right now, so I worked on my own as I progressed my observations through the assigned reading.
Aliases: Ventmaw (nickname his old crew gave him, comes from how his mouth appears like a burning forge or vent when breathing flames.)
Prisoner ID Number: 1607
Species: Gorgas, Hellkite Variant
Gender: Male
Age: 127
Former Faction: N/A
Physical Description:
Height: 9'5"
Weight: 1,250 lbs.
Eye Description: Yellow eyes with no iris and a black slit for pupils, resembled that of a crocodile. However they beam like a pair of dim light's in the dark.
Hair Description: N/A
Skin Description: Blue scales that while biological in nature they have a consistency and durability of iron, except for the pale-white scales along the stomach and underside, which are softer and leathery. Scales are keeled and a bit sharp, measuring about 3 cm in diameter.
Scars, Birthmarks, or other Identifying Traits: A claw-marked scar, likely from another Gorgas, runs along the left side of his face overlapping his eyelid. A single row of sharp scutes run from the back of his head to the tip of a keratin-tipped tail. His wings possess an additional set of hands, both his hands and feet are three fingered claws with an additional thumb.
Description of Clothing/Armor: Wristbands and waist armor made of primitive metals and work. With fur from a mammal of sorts as a loincloth.
-Confirmed to have committed at least 10 murders, 7 of the murder victims were either partially or almost completely consumed by him.
-Upon confrontation, he had not only resisted arrest but had attacked officers in retaliation, killing two before he was subdued and arrested.
-Affiliation with a criminal organization.
Skills:
-Physical superiority, Strength speed and endurance being well expected from his race.
-He is able to breathe mid-range jets of flames, and is practically a monster at close range combat.
-He can fly should he have enough space to do so, and the gravity isn't much stronger then that of earth's.
-Unable to burn.
-An enraged Gorgas, hellkite in particualr, is both a detriment and a benefit. Should one become vastly enraged their adrenaline goes 'haywire' loosing most instincts of self preservation, ignoring pain, and gaining temporary surges of great strength and other physical feats, with the sole purpose of violently 'solving' whatever it was that enraged them. In a non-sparring, direct combat between two hellkites it often becomes a savage brutality between the two opponents, often ending in either draws or close-call victories, rarely will such an encounter leave either opponent without serious damage to their lethal nature of the rage instinct.
Flaws: -He prefers to use his biological weaponry if at all possible, though he won't shy away from a rifle or ranged weapon of sorts if needed. However while he has four hands he has difficulty wielding non-melee weapons due to lack of proper training and oddly formed hands.
-Despite seemingly lacking morale and having a brutal method of fighting he has a strict sense of honor which can lead for him to go out of his way at put himself at a disadvantage or disengage from a fight or slaughter.
-Cold-blooded, he does not fare well under cold conditions, should be kept away from air conditioning.
-If enraged he often goes into things blindly or charging straight into battle without someone to hold him back.
Personality: At first glance one could easily assume Jackal is a savage beast, but beneath his warrior-persona and brutish nature, he has a very simple and almost respectful way of talking to allies, a bit more intelligent then one would assume. While he despises his home world for exiling him, he still abides their code of chivalry. However he has a very short temper, and can enter an enraged, berserker state where he abandons thought and reason for nothing more then bloodshed. While enraged, it is difficult to reason with or calm him down, and he has very little control over it other then he can attempt to redirect his anger to inanimate objects or the desired enemies instead of harming allies. He tends to have a craving for the flesh of most races, including other Gorgas and Humans, however he is self conscience of this and typically hides this craving. Though if given the chance he will happily consume a corpse in secret from those watching. He dreams of settling down in a nice hot environment filled with wildlife, and exploring other planets so long as they aren't too cold. He loves nature and has a respect towards vicious and monstrous creatures. He also however, enjoys the idea of teamwork and values his allies more then himself, despite the criminal or unmoral acts they may be committing. To him family and friendship comes before morality, law, and politics.
Chivalry Code:
Not attacking weak or defenseless people unless if they have dishonored him or have threatened him in a way that would warrant termination by his judgement.
-Never underestimate opponents, nor over estimate your own ability
-Never abandon an ally
-Do not disrespect the dead, even if they are enemies.
-Abandon a Gorgas's natural gifts for weaponry and technological advancements
-Show no mercy to whoever disrespects this code.
Personal Biography: At a young age Jackal was raised by a notoriously aggressive tribe. Starting at 36 years old, juvenile for a Gorgas, he was trained in the art of killing as did his relatives and peers performed. He was raised as a warrior cleric for the tribe, though was taught to enforce other tribes by war into worshiping Dalefar, The dragon God of Blood and Hunting. Dalefar was a taboo god to most of the other tribes, while the god is said to enforce much of the lawless and savagery of nature that many Gorgas ideally accepted, the God is also worshiped through meaningless violence and savage pillaging, which even other Gorgas found evil and dishonorable at times. This and there aggressive political wars had caused the very war-waging tribe to be counter-fought into extinction. The survivors, including Jackal, were sent off the planet as exiles.
Being sent off into the galaxy, Jackal worked shortly as a mercenary before being involved in a small-time criminal organization. During one of these organization's raids, he was sent along with some other workers to raid a merchant ship. Jackal killed much of the crew on board, but only fought those who were armed and ready to fight instead of the unarmed pilots, engineers, and civilians. Which the rest of his group dealt with. Jackal stayed behind so his other associates could escape when officers arrived to neutralize the group. He was unsuccessful as his group were caught as well. They were all executed one by one, but the executors didn't take into account the biology of a Gorgas after a rather embarrassing situation of the electric chair not killing Jackal.
With the thought of his failure to save his crew in his conscience he didn't retaliate despite the opportunity to escape when the execution failed. So he was brought back into his cell and his execution was postponed until the prison could receive drugs for lethal dosing. This saved his life, as he was selected an alternative for something other then his immediate death.
Personal Belongings: He has a trinket that serves as a tribute to Dalefar, which is a dragon made of obsidian connected by an iron chain that functions as a pendant. Though he doesn't wear it for fear of it breaking. This serves as his only memento to his original, now extinct, tribe.
Gorgas
Home Planet: Reijar
Brief Summary of their Home Planet: About the size of earth, though the environment is drasticly different. While it is in the Goldilocks zone, the atmosphere has asymmetrical yet stable layer of magnetism and ozone. The asymmetrical side is a small fraction of the south pole. This area is a volcanic epicenter of molten rock, high tectonic activity, and too hot for liquid water even on the solid rocky surface. The surrounding border is a much cooler rocky desert, and beyond that, being the rest of the planet, a vast tropical jungle of hot temperatures and high humidity. It is uncertain when or how the Gorgas were born, but their home is the molten area of the planet.
Member of the Galactic Federation?: Yes, though there communications with other aliens including humans is rare except for individuals seeking out of the planet.
Number of Colonies: 1
General Appearance: Their appearance varies with subraces, but they are all generally speaking reptilian and lizard-like. their eyes range in various colors and resemble either a snake's or a crocodiles, and tend to have a glow effect like dim candles, giving them great night-vision. Even amongst variants there may be variations of features such as spikes and horns among individuals. They possess a fork tongue that acts much like a monitor lizard's or snakes as a scent detector. They are cold blooded, and do not survive well under temperatures below 60 F.
Average Life Span: So far age by itself has not claimed the life of a Gorgas, no evidence of aging beyond maturity hinders them, however rarely do any exceed 400 years due to disease and their violent nature.
Galactic Rarity: Since they only inhabit there sole planet, and rarely do individuals leave, they are extremely rare to be anywhere outside of there homeland. Most cases individuals are exiles looking for mercenary or criminal work.
Primary Governmental Structure: Tribal, clans often fight each other as they value physical strength as the dominant sport for leadership rather then charisma, however they do also value wisdom and basic intelligence.
Brief Description of Culture: They are tribal and live off of the planet raw, forming small shelters of caves within the ground and rarely using any form of technology aside from primitive stone weapons and tools. They value strength as the dominant feature of social and survival fitness, and have a 'survival of the fittest' belief as well as a culture built around honor, especially in combat. They refuse advanced technology, though can tolerate space ships solely for their transportation methods.
Special Traits/Racial Abilities: Many give them the nickname 'Dragons' as they not only often share the appearance of such, but share many of their fictional traits. While they stay away from advanced weaponry, they make up for it in physical proweness. All sub-species can generally be considered brutish beasts on their own by raw strength, speed, and endurance. Their scales are usually hard, though the strength of the scales vary between sub-races. Typically they have strong layers of plated, keeled, or leathery scales aside from a softer underbelly or stomach. Some variations can breathe flames by use of exhaling flammable bio-gas mixed with a specialized tongue for igniting sparks against the lips. All variants however, show a distinct immunity to even the most extreme temperatures they are exposed too, burning them as thus proved impossible even by plasma-based measures (though they can still be damaged by the blunt effective of explosive plasma).
Race Age: 100,000
Brief History of the Race: It is uncertain where the race evolved from, though they themselves tell you that they were born from a mystical and ancient race of actual dragons, who they claim are mythical-like and worshiped as gods. Though there is no fossilized evidence of such claims.
Expanded Cultural Overview:
Though tribes can vary, all Gorgas generally believe in both honor and social Darwinism. Those that are strong enough to survive thrive, and those that do not perish. They rarely help each other beyond with simple tasks or errands, as they honor strength in self reliability. Because of this culture, they are not afraid of death and often duel each other for both simple issues or even as far as rights to leadership. Brawling is a common sport for Gorgas, especially with hellkites and Drakes, which often ends up being a fatal fight to the death. Rarely will one show mercy to another, and their fighting style reflects their savage appearance. Biting, clawing, tackling down or charging are the typical strategies, with some variations with tail whipping, strong punches, and grappling as well.
It is not uncommon for a Gorgas to cannibalize another Gorgas, and they have also been known to eat other races on a few very rare occurrences. Their honor is bound to battle, which also ties into why they prefer using their natural abilities rather then weaponry. While some may use primitive weaponry such as clubs or spears, they do not go farther then that claiming that it throws away their purpose as natural predators and makes their weaponry that they were born with obsolete. Their religion reflects the 'Dragon Gods' who they believe to be there ancestors. Each individual dragon is unique in size, appearance, and aspect of their power or domain. Such as fire, death, and rebirth, as well as their personality and influence to a tribe. While they all believe in existence the same large pantheon of dragon gods, most tribes will often stick with one or a few selected gods that they feel reflect their individual tribe's nature.
They believe that while the dragons are dead, their spirits are present and powerful and influential on not only their world, but the entire universe. Clerics often have various assortments of items related to their selected god, and have prays spoken in their native tongue frequently. Clerics are tasked with influencing their religion to other tribes by either force or through presentations, usually both, in hopes that they can change a tribe's favor from their original god to the cleric's god, or at least add that god to their respect. They however, do not disrespect other religions of the dragon gods since they all at least have some belief in the other gods in the pantheon. However some gods, like the one of death or thievery, is frowned upon from being worshiped. While not at war, tribes often sport in the wild. Their volcanic home has little to offer other then the heat that they enjoy, which to other life-forms would be fatal to even be near. However many are sent to retrieve water from the more humid side of the planet, and most of the tribes settle on the border between the desert and molten area so that they can enjoy the necessity of water, with the luxury of the intense heat. Few leave into the jungles to live there, as its not warm enough for their comfort despite having a yearly temperature of 70-105 F. The population of the planet is spread across the desert and some bearing the dryer molten side, however they are relatively low in population for various reasons. Gorgas take a long time to mature.
Hatchlings become juveniles after a decade, and juveniles do not mature fully until they turn 100, sexual maturity occurs within 50-60 years. Gorgas tribes are often at war with each other mostly for the love of battle itself, and have battles frequent enough where some tribes simply perish altogether. Occasionally the desert has 'cold spots' where the temperature drops drastically to as low as 40 degrees at nightfall, which often kills many Gorgas in their sleep. Wyverns are wild beasts that are often either taimed or slained by Gorgas, which are massive dragon like creatures with two hind legs and two powerful wings for claws, which can range between 15 to 30 feet in length depending upon the species. Another popular creature in Gorgas culture is the wurm, giant reptilian monstrosities that gorge upon the ground like giant snakes. They are limbless and are easily well over a 100 feet long, many can exceed 500 feet, and resemble more like giant worms then snakes with teeth or even pincer-lined mouthes. Wurms are both feared by the Gorgas and a challenge that many warriors seek to slay.
Expanded History: When their planet was discovered by the federation, their was surprisingly little conflict, if any at all, between the various war-bearing tribes and the ships that descended for reasons of diplomacy. However it took a decade for the federation to get the tribes to cease fire and honor a newly made treaty. While most of the Gorgas refused their technology or to take to the stars, they did agree to keep 'in touch' with the federation, and allow some ships available for transporting exiles or the rare individual that willingly wants to leave the planet. This treaty also creates 'safe zones' for the extraction points to prevent war and tribal politics from destroying or damaging these ships and the people that wish to leave. Since then there has been a handful of Gorgas that left for mercenary work, and a dozen more that have been ostracized by the clans. The Gorgas tribes have also agreed to treat other races within the federation with hospitality and non-violent care, though rarely have they had any non-political visits due to the planets harsh ecosystem and weather. Aside from this, they have very little influence upon the world and the rare sighting of a Gorgas, especially the larger hellkites and Drakes, spark much of terrifying rumors and even racist based fear of animal instinct and a lust for consuming flesh. Many mercenary Gorgas still retain some of the honor of their home world, and charge into battle unarmed with any weapon and rarely sport armor other then their primitive wear. Despite being at a disadvantage their physical superiority, tough skin, and bio-weapons make them terrifying opponents nonetheless.
Other: Race Variants
vaguely humanoid, though usually have a bipedal posture some typically stay on all fours. These are the most 'dragon-looking' variant, as they have a large pair of bat-like wings in addition to their powerful arms and legs. With a six-limbed count, these variants stand often between 12' to 25' on their hind feat. They have long tails that have a length usually 2/3's of their height, and they commonly have variations of horns, spines, crests, and sometimes dulaps and frills along their body. Their scales keeled but have a more leathery texture. This variant can breathe fire as mentioned before, and can fly though they would need a lot of space to take into flight. Some can fly better then others but their mobility in the air is limited due to their beastly size and posture. Hellkites have sharpened claws and feet that are said to be sharp enough to tear into stone and their heads resemble are much more saurian and almost sleek enough to be considered a dragon, though some may vary between looking like a lizard or looking like a pterodactyl. Hellkites are the rarest variants and are often honored as being closest to their ancestors. Despite being bulky they have a relatively elongated build compared to Drakes. Even though they are larger they lack much of the muscle and weight that Drakes have, though this makes it able for them to fly. Granted though, that is only by comparison, as hellkites are still almost unnaturally strong, with records of some being able to bend or even break iron.
Drakes resemble bulky lizard-men. Like hellkites they may possess variations of spikes, scutes, horns, and the likes of lizard-like traits. However their scales are plated and more keeled, and are more mettalic to the touch then leathery. In fact these scales are as durable as iron, making them typically walking suits of armor, with the exception of their chest and underside, which scales are much softer in comparison. Drakes do not possess flight and it is rare for individuals to be able to perform fire breathing, but are the most physically able race of the variants, with a record holding lift of 3 tons for the species and being incredible fast on foot. This variant has a much more humanoid build, though tend to be hunched over a bit. The size of the drake averages between 5 to 15 feet tall, though there are records of individuals as tall as 20 feet. Like hellkites they have similarly effective claws, and many have keratin-barbed tails. Rare exceptions have been known to possess fire breathing but most lack that feature.
Basilisks are venomous variants with snake-like fangs among rows of smaller teeth, elongated limbs and a lighter build. While not as strong or durable as the other variants they are swift and possess fibers in their toes and fingers similar to geckoes and anoles, allowing them to cling to most surfaces and scale walls and ceiling with ease. Their necks can stretch out up to a 1/4th of their original height and can deliver swift bites from a distance. This variant relies on speed and stealth rather then brute force then the other variants, and as such they are frowned upon and even bullied a bit by the other variants as a sort of racism. Their venom acts as both a narcotic and blood thinner. Which means that they can not only knock victims out with a single bite, but even small cuts are dangerous to those effected by the toxin. Fortunately the toxin can be easily beat off by strong natural immune systems. A healthy human can beat it off with a long rest. They typically stand 7 to 10 feet tall not including their neck-stretching factor. Their tails tend to slither against the ground and are much longer compared to other variants. They have less horns, spikes, and other sharp features then other variants, but possess more variants of frills, sails, and dulaps.
The only female variant of the race, they are serpentine, and lack legs. Instead having one large tail and soft scuted chest that act like a snakes. They still possess three clawed hands and have more humanoid heads. Nagas make up for their lack of fighting proweness with uniquely honored statuses and revered for high intelligence and wisdom. Nagas are often appointed generals and some tribes that rely on other traits aside from strength elect nagas as their leaders. Still they have the unique ability to constrict victims like a snake so long as they have a good opportunity to do so.
Aliases: Ventmaw (nickname his old crew gave him, comes from how his mouth appears like a burning forge or vent when breathing flames.)
Prisoner ID Number: 1607
Species: Gorgas, Hellkite Variant
Gender: Male
Age: 127
Former Faction: N/A
Physical Description:
Height: 9'5"
Weight: 450 lbs.
Eye Description: Yellow eyes with no iris and a black slit for pupils, resembled that of a crocodile. However they beam like a pair of dim light's in the dark.
Hair Description: N/A
Skin Description: Blue scales that while biological in nature they have a consistency and durability of iron, except for the pale-white scales along the stomach and underside, which are softer and leathery. Scales are keeled and a bit sharp, measuring about 3 cm in diameter.
Scars, Birthmarks, or other Identifying Traits: A claw-marked scar, likely from another Gorgas, runs along the left side of his face overlapping his eyelid. A single row of sharp scutes run from the back of his head to the tip of a keratin-tipped tail. His wings possess an additional set of hands, both his hands and feet are three fingered claws with an additional thumb.
Description of Clothing/Armor: Wristbands and waist armor made of primitive metals and work. With fur from a mammal of sorts as a loincloth.
-Confirmed to have committed at least 10 murders, 7 of the murder victims were either partially or almost completely consumed by him.
-Upon confrontation, he had not only resisted arrest but had attacked officers in retaliation, killing two before he was subdued and arrested.
-Affiliation with a criminal organization.
Skills:
-Physical superiority, Strength speed and endurance being well expected from his race.
-He is able to breathe mid-range jets of flames, and is practically a monster at close range combat.
-He can fly should he have enough space to do so, and the gravity isn't much stronger then that of earth's.
-Unable to burn.
Flaws: -He prefers to use his biological weaponry if at all possible, though he won't shy away from a rifle or ranged weapon of sorts if needed. However while he has four hands he has difficulty wielding non-melee weapons due to lack of proper training and oddly formed hands.
-Despite seemingly lacking morale and having a brutal method of fighting he has a strict sense of honor which can lead for him to go out of his way at put himself at a disadvantage or disengage from a fight or slaughter.
-Cold-blooded, he does not fare well under cold conditions, should be kept away from air conditioning.
-If enraged he often goes into things blindly or charging straight into battle without someone to hold him back.
Personality: At first glance one could easily assume Jackal is a savage beast, but beneath his warrior-persona and brutish nature, he has a very simple and almost respectful way of talking to allies, a bit more intelligent then one would assume. While he despises his home world for exiling him, he still abides their code of chivalry. However he has a very short temper, and can enter an enraged, berserker state where he abandons thought and reason for nothing more then bloodshed. While enraged, it is difficult to reason with or calm him down, and he has very little control over it other then he can attempt to redirect his anger to inanimate objects or the desired enemies instead of harming allies. He tends to have a craving for the flesh of most races, including other Gorgas and Humans, however he is self conscience of this and typically hides this craving. Though if given the chance he will happily consume a corpse in secret from those watching. He dreams of settling down in a nice hot environment filled with wildlife, and exploring other planets so long as they aren't too cold. He loves nature and has a respect towards vicious and monstrous creatures. He also however, enjoys the idea of teamwork and values his allies more then himself, despite the criminal or unmoral acts they may be committing. To him family and friendship comes before morality, law, and politics.
Chivalry Code:
Not attacking weak or defenseless people unless if they have dishonored him or have threatened him in a way that would warrant termination by his judgement.
-Never underestimate opponents, nor over estimate your own ability
-Never abandon an ally
-Do not disrespect the dead, even if they are enemies.
-Abandon a Gorgas's natural gifts for weaponry and technological advancements
-Show no mercy to whoever disrespects this code.
Personal Biography: At a young age Jackal was raised by a notoriously aggressive tribe. Starting at 36 years old, juvenile for a Gorgas, he was trained in the art of killing as did his relatives and peers performed. He was raised as a warrior cleric for the tribe, though was taught to enforce other tribes by war into worshiping Dalefar, The dragon God of Blood and Hunting. Dalefar was a taboo god to most of the other tribes, while the god is said to enforce much of the lawless and savagery of nature that many Gorgas ideally accepted, the God is also worshiped through meaningless violence and savage pillaging, which even other Gorgas found evil and dishonorable at times. This and there aggressive political wars had caused the very war-waging tribe to be counter-fought into extinction. The survivors, including Jackal, were sent off the planet as exiles.
Being sent off into the galaxy, Jackal worked shortly as a mercenary before being involved in a small-time criminal organization. During one of these organization's raids, he was sent along with some other workers to raid a merchant ship. Jackal killed much of the crew on board, but only fought those who were armed and ready to fight instead of the unarmed pilots, engineers, and civilians. Which the rest of his group dealt with. Jackal stayed behind so his other associates could escape when officers arrived to neutralize the group. He was unsuccessful as his group were caught as well. They were all executed one by one, but the executors didn't take into account the biology of a Gorgas after a rather embarrassing situation of the electric chair not killing Jackal.
With the thought of his failure to save his crew in his conscience he didn't retaliate despite the opportunity to escape when the execution failed. So he was brought back into his cell and his execution was postponed until the prison could receive drugs for lethal dosing. This saved his life, as he was selected an alternative for something other then his immediate death.
Personal Belongings: He has a trinket that serves as a tribute to Dalefar, which is a dragon made of obsidian connected by an iron chain that functions as a pendant. Though he doesn't wear it for fear of it breaking. This serves as his only memento to his original, now extinct, tribe.
Jackal perked up when one his allies spoke of something. "You smell like toxins, got anything that could burn me, chemical burns or flammable liquid?" He asked almost desperately. It wasn't cold enough to kill him, but it was cold enough to weaken and annoy him. The man in question looked rather shady, and he recalled seeing him burn some of the table with his mere fingers. Jackal hoped that he had something that could take the cold away from him, so he doesn't have to resort to exhausting himself by igniting his own body on fire. Then again lighting himself on fire would probably draw unwanted attention anyway, still some chemical assistance is much more subtle then a blazing dragon-man.
To be fair I wasn't entirely sure I was facing a dragon, as the smell was incredibly faint. Regardless, my eyes squinted as he took a seat. I sighed and would sit away from him. Finding a place near Mira and Cabal. I would get out my book though I only pretended to read, instead of that I spoke instead. "Mira right?" I grinned at her for a brief moment. "I'll remember that." I glanced at Cabal, a hint of my confident grin still upon my face. "You seem to know a lot about respect, or at least, how nature rules it."