Xian Characters, Features, and Landmarks (Pt. 2)
Karzahni- Karzahni is a delusional, questionably-sane despot in the Voymari District. A crimelord, he has –in addition to traditional thugs- amassed an army of orphans to do his bidding. He sends them out every day and night, scouring the streets of Voymari for small scrapes of riches and anything else of value that they report to him; Orphans who bring back better things get higher status, more food, comfortable rooms, and so forth.
Of course, many other crimelords mock Karzahni for resorting to children, but nevertheless he is terrifying in his own right. Karzahni himself also has a penchant for ‘rebuilding’ people, taking them apart, modifying them, and grating mechanical limbs and masks and so forth. Many of his victims include people who have angered him, or just the general unfortunate homeless Xian; Regardless, Karzahni has modified many, turning them into horrific, shambling abominations with unusual proportions, too frail to be alive while also partially-mechanical.
The sick tyrant enjoys this- He likes to build and craft, even if his materials are the bodies of people. Alas, he is somewhat frustrated by his inability to truly ‘fix’ someone, because to Karzahni he is doing a service, or at least trying to, by ‘repairing’ Xians he and others deem faulty. He tends to take his frustrations out not only on his twisted creations, but his own underlings and orphans as well. If in a particularly bad mood, he’ll tear apart a creation down to their most base parts, and/or feed them to his Manutri Penguins, which he has conditioned to be only carnivorous.
The terror does not stop there, either- Karzahni possesses an uncanny ability to inflict powerful illusions on others, showing them ‘alternate timelines’, or so he claims, of things that could’ve happened to them; If something in their past, or another’s, turned out differently. Many times he has used this ability to torment and traumatize others, but Karzahni has also used this power to comfort himself with alternate timelines of victory, grandeur, and success of himself.
Because he dives so frequently into the subject of alternate timelines and what could have been, he is often dissatisfied and bitter over his lot- Not only that, but he occasionally has issues remembering what is or isn’t real, and will have to be reminded that what happened in one vision didn’t happen in real life. Sometimes he’ll randomly start talking to someone else that isn’t there, as if interacting with an alternate timeline; It is disconcerting to watch. Additionally, Karzahni uses his power to create simulations and predictions of events as he attempts to figure out the most optimal decision or strategy for himself. The exact accuracy of these predictions are questionable and seem to be somewhat rooted in the data he is aware of.
Karzahni wears unusual, green-and-violet armor. He has a mask that is a patchwork of various other elements, and he wields chains in combat that can lash around foes and rise to burning temperatures, searing through opponents. He has an unusual amount of strength and durability for Xian- Apparently, he has modified himself in the past as well. Even if one were to break through Karzahni’s powerful, demoralizing illusions, the tyrant himself is still a dangerous enemy to fight.
Whenua and Tehutti- These two roommates have a thankless, low-paying job as minimum-wage librarians and occasional tutors. Despite their poor wages and lack of appreciation for their work, these two have a vested passion for history and are eager to share their knowledge with others. With no prompting or personal gain beyond the satisfaction and triumph of it all, these two have pooled their lifetime’s earnings and savings towards expanding their simultaneous home/book store to include a ‘Xian Museum of History’, for any and all who are interested! No cost is required to enter and enjoy their exhibits, but unfortunately no one seems to be interested either…
Rorze- The warden of The Archives, Rorze is an Archives Vahki with the latest, most advanced AI programming in order to achieve maximum efficiency. Although all other Archives Vahki are specially designed to prevent any level of free will whatsoever, Rorze was ultimately granted the ability of sapient thought in order to enhance his leadership abilities and control over the Archives’ security. He constantly supervises every single step of each procedure, while inspecting all possible inches of his facility. Rorze has dedicated his entire existence to maintaining the Archives and protecting whatever is within- It was all he was made for, after all.
Throughout the years, Rorze has subjected himself to new patches to ensure that his programming is completely immune to computer viruses, hacking, and other forms of tampering. After each update is installed, past memories and data are transferred to the new ‘brain’. Whether or not each version of Rorze is truly the same person is up for debate, but Rorze himself does not care. As far as he’s concerned, he has no allegiances or loyalty to anyone, and acts as a neutral party whose sole concern is preserving objects and even living creatures within the Archives. Because of his robotic, single-minded dedication towards his task, Rorze will do anything to accomplish his goals, so long as he is permitted; He is still technically beholden to The Powers That Be and those that he serves.
Idris- A grumpy, surly overseer, Idris was placed in charge of a field of Airweed and its workers after the past overseer and his hired guns mysteriously died, obviously killed by The Beast. Hired specifically for her apathy on the subject, Idris doesn’t particularly care that other workers are at risk of being devoured by The Beast each day they work; Xia’s harsh climate for workers has taught her to be similarly callous. Still, when three masked strangers appear, offering to help find and kill The Beast –and for free no less!- she can’t help but take the offer. Even if their help is on the condition that Idris herself attend the mission…
Fero- Amongst the Bone Hunter clans, one is led by the persistent, vindictive Fero. Fero is the leader of his clan for obvious reasons- He is a skilled, cold fighter who knows when to cut his losses, when to retreat, and when to strike suddenly from the cover of the sands, or the darkness of night. Like any successful Bone Hunter, Fero is a patient individual, and he has led countless raids on villages, caravans, and so forth. His clan has amassed a wide variety of goods and weaponry to sell, alongside prisoners to keep or sell off as slaves.
Fero knows that he is human, just like anyone else, but he manages to get around this by being an incredibly stealthy and skilled hunter. He is an intelligent strategist, knowing exactly how to track footprints in the sand, find resources, or take advantage of the environment to swiftly ambush enemies. He has led various guerilla attacks on past opponents and emerged in victory in the process, and is experienced in the realm of survival in any circumstance. Fero himself wields a hand-held rail gun, and rides atop his personal Rock Steed Skirmix, with rider and steed having known each other their entire lives. Skirmix is fiercely loyal to Fero, and would die for him- And should he die, Skirmix intends to go down alongside him. Skirmix is intelligent and understands Fero’s harsh orders well.
Berix- Travelling across the arid sands of the Baran Desert are Water Merchants, who will sell precious stores of water or replenish them to thirsty travelers. Among them is Berix, a heavily-cloaked, hooded figure who keeps himself cool with mechanisms and air-conditioning units underneath his pack. Despite Berix’s rough, coarse demeanor and voice, he is still trustworthy; He is a man of his word and will not try to scam or take advantage of his customers.
Berix is also a scavenger and collector, and with his supply of water is able to make extended trips out into the desert, hoping to dig up neat artifacts to keep. One can barter for water by trading him a unique item of some sort. Berix owns quite the collection of knick-knacks, some gathered from corpses, or found in the sand, or sold to him; Others bought directly from the market. There is some suspicion towards him having killed or robbed for his collection, but he maintains that he is totally innocent.
Berix wields a sword for self-defense, one that has an edge etched with carvings in the shape of sharp waves. It is a keepsake from the past, one of the first things he found in the desert, and an item he treasures and cherishes. In addition, he also has a shield that doubles as a wide, double-edged sword.
Perditus- Perditus is a frequent champion of Zakaz’s brutal races, riding his own Thornatus V9 into victory. Amongst its modifications are an Exsidian front, an improved engine, a rail-gun, and a few Force Blasters. Outside of his races, Perditus will frequently ride across Zakaz’s deserts, and will offer rides; For a price, of course. The longer the trip, the higher the pay. For someone of his title, he is of course a skilled and quick-thinking driver, able to outmaneuver bandits and Bone Hunters on the fly.
Perditus himself is a mysterious figure, often wearing a racing helmet that obscures his face. There is even a bit of a rumor going about that he is a serial killer, but nobody can know for sure. Outside of his Thornatus, Perditus keeps a rapier on himself for personal defense.
Sahmad- Riding across Zakaz atop his chariot, pulled by a Spikit steed is Sahmad; A ruthless, nihilistic bandit, smuggler, and poacher. Armed with a powerful whip, as well as a rail gun merged with a blade, Sahmad has made a living not only robbing helpless travelers, but also hunting and selling even endangered species- Attached to the back of his chariot is a wheeled cage that he keeps animals in. Poached animals are kept in line with brutal whip-cracks as Sahmad gathers them, before eventually selling them off. On the side, he helps carry cargo of questionable legality across the Baran Desert.
Supposedly, Sahmad was once a member of the decimated Iron Tribe- Apparently, members of the Iron Tribe one day found themselves unable to dream when asleep. This predicament began to spread amongst others, with those afflicted soon going mad as they could not sleep; Rest had no effect on their addled minds, which became unable to recover and sort through the events of each day. Victims of the ‘Dreaming Plague’ eventually could not fall asleep, and died of exhaustion.
Naturally, neighbors of the Iron Tribe reacted in fear, and worked to shun the group. It eventually got so bad that the Vahki, normally scarce in Zakaz, were called in to quarantine and contain the entire tribe. Sahmad escaped the quarantine, traumatized after seeing his loved ones die, and became an outcast- Others in Zakaz feared he had the Dreaming Plague and would spread it to them. As a result of his trauma, Sahmad has become an embittered, nihilistic individual who sometimes wonders if his cruel crimes are his attempts to lash out at the world that had forsaken him and his people so?
Telluris- A mad, brilliant inventor, Telluris was also another survivor of the Iron Tribe after the Dreaming Plague wiped it out; Although he and Sahmad didn’t really know each other back then, nor do they interact much in general. Still, a general kinship between the two is still there, as they both share the same trauma and have also been shunned by Xia for their association with the Dreaming Plague. Once, Telluris partnered up with Sahmad, believing that if they colored their armor a dark-blue, people wouldn’t recognize them…
It didn’t work out, and his armor has remained a rusted-orange since. Yet despite his eccentricities, Telluris is nevertheless a brilliant engineer. On his own, he scavenged parts for and created the Skopio-XV1, a massive four-legged mech with treads built into its limbs. The Skopio has a ‘stinger tail’ equipped with powerful cannons and other weaponry, such as a targeting rail gun and Force Blasters. Telluris himself rides on the back of his Skopio, and has grafted mechanical bits into the back of his head that let himself plug cables leading into his Skopio, enabling a more accurate and precise control over it.
Perhaps to get back at the world that hurt him –or just because- he rampages frequently around Zakaz, attacking villages, settlements, bandits; Anyone that comes across his path. His Skopio-XV1 is unmatched in firepower, and can even fold up to assume a faster vehicle mode as well. Telluris is paranoid, believing everyone has it out for him, and aims to take over all of Zakaz with his personal weapon. Thankfully, his own madness inhibits his effectiveness- If Telluris were fully sane, he likely would’ve taken over Zakaz by now. One has to wonder if he didn’t totally avoid the Dreaming Plague…
Between the occasional rampage, Telluris will suddenly calm down and become peaceful in order to visit markets to buy parts and tools from. He has a hidden garage where he performs maintence on Skopio, which he seems to treat as a living creature and beloved pet of his, often talking to it. Damage against Skopio is a personal affront to Telluris, who believes that people are hurting his precious creature, and he will retaliate tenfold for such an action. Between his sudden mood swings and genuine brilliance, Telluris is a dangerous, volatile character that is hard to predict.
Tuma- Once a slave, this towering titan of a Xian has risen to fame and glory as an esteemed Glatorian. Operating in the Baran desert, Tuma is intimately aware of his place and status in society, and knows that the villages of Zakaz see gladiators like him as nothing more than a tool to use; And he is familiar with indignity and dehumanization of slavery as well. Initially a slave-fighter, Tuma earned his freedom after winning countless battles with his unusually potent strength and huge frame.
Now an independent master of himself, Tuma has become dissatisfied with his lot in society, and still feels like a puppet. To remedy this, he has begun to make recent alliances, hoping to establish a ‘Glatorian Monopoly’ of sorts; Him and other like-minded Glatorian have begun to make deals with one another, purposely losing fights, or choosing jobs, according to the needs of one another. Members of this ‘ring’ of individuals will make alliances, giving out recommendations to one another, and helping to recruit new fighters and training them.
With his lieutenants Stronius and Branar, Tuma hopes to control the gladiator system that many villages in the Baran desert rely on. Ideally, his network of gladiators will collaborate and coordinate with one another, scheming to lose or win matches with each other, reject offers and services unless at a proper price, strike for better conditions, etc. With Tuma at the top of this Glatorian Monopoly, Tuma hopes to rule the Baran desert by proxy of having control over its gladiator matches, which decide the majority of its political decisions and conflicts. With his wealth as a champion, Tuma has also set up betting offices, and employed his fellow Glatorian, whom he essentially commands, into collecting on debts, as well as accepting matches that he deems beneficial, and in general swaying the events of the arena as he pleases.
A Glatorian strike and unionization is much-welcomed, and needed. Many gladiators have benefitted from what Tuma has brought about, and the concerns that some villages have on Tuma are not exactly out of the goodness of their hearts, or for the safety of society. Still, Tuma must not let the power and greed get to his head… It seems that gladiators who refuse to join his alliance tend to get bullied into submission, or find themselves out of a job as other members of the network will take job openings and positions from them. Tuma must beware becoming the tyrant that his masters were, and continue providing power to his fellow gladiators instead of oppressing them as well.
Born with unusual genetics, Tuma towers over most and wears black-and-green armor while wielding a massive sword, shield, and additional blades on his back in combat. Even though he is older than most gladiators, he retains his peak strength, height, and stamina, and stories of this ‘titan’ have spread across Zakaz. Some have interest over the secrets of Tuma’s body…
As a result, groups in the past have attempted to kidnap Tuma for their own gains. Tuma has resisted such efforts naturally, and is used to Exo-Toa Baterra being sent in to spy on him and his actions. Tuma is not open about his Glatorian network, and the Baterra have been sent to keep an eye on him. Unsurprisingly, this kind of surveillance has made Tuma somewhat paranoid, but rightfully so, and he remains sharp-minded as ever to avoid any mistakes.
Metus- A silver-tongued businessman and merchant, Metus has since become a recruiter in the Baran desert. He works to spot out potential fighters and introduce them to the gladiator system, as well as recommend combatants amongst villages, settle disputes, and so forth. Metus has a good eye and nose for potential, able to scout out a potential Glatorian amongst a group, and grant them the funding, investment, and support they need to reach success.
Metus himself was once a trader in the northern-kingdom of Iconox, only to lose everything within the crossfire of a war he wanted no part in. He does whatever it takes to survive, and will gladly sell out anyone else. He is untrustworthy, and while his recommendations are often good, he has also been caught giving villages poor fighters or else granting dishonest advice. On the side, he makes sure to place his bets well and carefully, and has amassed some wealth as a result.
Metus hopes to get in on Tuma’s planned network of Glatorian and gather a share of the riches, yet is also reporting intel and data to Baterra spies as well. Tuma doesn’t trust him of course, but Metus is insistent on getting a hand on the stocks and treasure; He aims to one day become rich enough to truly leave Zakaz behind, perhaps starting his own business in Stelt…
Surel- An aged veteran from the same conflict that robbed Metus of his livelihood, Surel was left wounded and dying on a blood-stained battlefield. But amidst the White Quartz Mountains, she found salvation in a pack of Iron Wolves that tended to her need, helping protect Surel and bringing her food as she recovered.
Now, Surel is a leader of this Iron Wolf pack, and leads them on hunts in the White Quartz Mountains, off the fringes of the kingdom of Iconox. She is mostly crippled from age and old wounds, and walks with a limp and walking stick; But armed with a dagger, she can be lethally fast, taking down and gutting an enemy in seconds. She knows how to conserve and utilize her strength well, and with her pack of Iron Wolves by her side, Surel is a lethal opponent and not one to cross. She has no interest in Zakaz’s politics- She has long ago rejected the battlefield she almost died in, and now intends only to live a life of hunts alongside her trusted Iron Wolves.
The Sisters- A cult of powerful telepaths and mind-readers, this all-female (trans-inclusive!) coven of ‘witches’ lives in a desolate forest, somewhere along the borders of Zakaz. They worship a deity named Annona, and their exact intentions and plots are unknown. They prefer to live to themselves, occasionally venturing out in their forest for supplies, and have used their mental abilities in the past to place others beneath their thrall- Such unfortunate victims are not only robbed and used as proxies to gather more materials, but are occasionally even harvested for their body parts.
The Sisters perform many unusual, arcane rituals. It is unknown to outsiders what they have planned, but evidently they seek to one day find Annona, whom they attribute the cause of their powers to. Attempts to infiltrate the group and learn their secrets have failed; They can sense intent and faultiness, and even Exo-Toa Baterra have been caught by them. Rumor has it that they can even perform magic, and the gladiator Tuma has an unknown connection to them that he’d rather not talk about. Things are apparently uncomfortable between him and The Sisters…
The Kraahl- In the darkness of night, people have spotted them- Darkened, cloaked figures who can be sighted briefly, only to suddenly blip out of existence as if they were never there to begin with. The Kraahl, as they are known, have been known to access areas under heavy fortification, somehow teleporting across massive distances with no one able to catch them. The Kraahl are cryptids in Zakaz, and known to occasionally appear to gather resources for themselves. Attempts to plant cameras and trackers on the things they steal have failed, with signals abruptly ending entirely once the Kraahl disappear. Where are these mysterious people going? Where do they come from? How do they have their power? Attempts to understand and decipher their strange, teleporting abilities have failed.













