Kuvarakh the Driven Physical Description :
Physical Description
Name: Kuvarakh Lashman Race: Nuit, formerly human Age: 151, 99 as Nuit. 52 at the time of Nuit ritual Birthday: Human birthday: 16th day of Summer, 363 AV, Nuit transformation: 64th day of winter, 415 AV Appearance: 38th day of Summer, 514 AV to Present: Kuvarakh occupies the remains of a criminal from the Alvadas Underground named "Kirby" He is a skinny, rat-faced fellow with dark hair and eyes. He is missing the little finger on his left hand and has numerous scars. He now enjoys the recent addition of a deeply gashed and sewn up left shoulder. Character Concept :
Character Concept
Kuvarakh is a Nuit, formerly human, from Zeltiva, who actively seeks a way to formulate some medium by which he can make it possible for Nuits to enjoy bodies that will last much longer, perhaps even indefinitely, to forestall their need to keep ‘jumping’ new bodies. His motivation is that his daughter was slain by a Nuit. And though he fatalistically accepts that the Nuit needed a body, in the way that we accept that a wolf needs to kill a cute little rabbit to survive, he feels motivated to end this painful cycle, for the Nuits’ sake as well as their future victims’. He wishes his daughter’s death to have meaning. Character History :
Character History
33rd day of fall, 407 AV, Kuvarakh sees his daughter unexpectedly walking down a street in Zeltiva when she should be at home studying. He confronts her with mild disapproval for her lapse of focus on her studies. She stammers an unlikely explanation about a class trip and that she needs to get to the docks. Kuvarakh quickly shoots holes in the story on the basis of the school’s requirement that he give signed approval for such an outing, as he is the provider of her tuition payments. He begins to question her about the odd accent she speaks with when a strange disorientation overwhelms him. He regains his wits to find himself at home, hours later. Upon inquiry with the local authorities, he finds to his crushing despair that his daughter was among a trio of dead bodies found in the hold of the ship sailing to Sahova, an incident with a Nuit mage of some sort. Always a man of reason and moderation, he fatalistically accepts his painful loss as only partially being the fault of the mage/perpetrator. The fool who created the race is, by extension, responsible for all evils that they do to survive. And no doubt, the prejudice against them had a hand in the confrontation that brought about the additional deaths. Still, it eats at him, as it would any loving parent, not so much because of the fact of her death, but because of the meaninglessness of it. It occurs to him that it all comes down to the fact of the Nuits’ need to ‘change bodies’ every so often. If this need could be negated, there would be no further need for such deaths and no need for the fear that leads to such deadly confrontations. He begins to research the matter and finds evidence that of the various schools of magic discipline that had ‘dabbled’ in that direction, only Alchemy and Animation seemed to show any promise. He takes the money he had saved for his daughter’s education and uses it to enroll in the two courses at Zetiva University. After several years he realizes he has nowhere near the lifetime left to even master ONE of the two schools, and falls into despair. He receives a strange offer by letter weeks later from a ‘master alchemist in Zeltiva, seeking an apprentice’. This 'man' confesses to being a Nuit himself. He wishes for an assistant that is a Nuit like him, for the protective benefits that body-swapping give against the ravages of such exposure to accelerated djed streams. He shows Kuvarakh a dozen bodies frozen in his ice-cellar and assures him they were not victims of foul play. He asks Kuvarakh if becoming an immortal would not lend itself well to the possibility of his accomplishing his life’s mission. And doesn’t the irony of it seem as though crafted of the gods’ own sense of destiny. Kuvarakh accepts, and on the 64th day of winter, 415, he successfully endures the ritual to become a Nuit, not the ancient ritual, but the drinking of a large portion of his master’s ichor. In time, he becomes disillusioned with his master’s mentoring. He seems only to learn commercial skills, of which he receives only a pauper’s share, the master insisting that the great knowledge he is gaining, as well as the room and board, ought to be payment enough. Kuvarakh becomes disgruntled due to the fact that this reasoning was no longer valid. He still had money and only lived there for the master’s convenience, not out of any necessity. But mostly because, after several years, he made no progress of his own beyond what most would still consider novitiate. Then the final straw. In early summer of 420, in a moment of confusion, he looks in the wrong book for an equation at his master’s request, opening his out-of-lab research schedule by mistake, and finds an entry that raises suspicion. Cross referencing the dates in this book with records of unsolved murders in the local area, he finds irrefutable evidence of his master’s guilt. This, coupled with the growing assessment that he will never advance beyond apprentice level work, and that, indeed, the title ‘master’ was generously overstating the old man’s true skill, infuriates him. The thought of his 'master' being a murderer gives rise to memories of his murdered daughter and provokes him to kill his master when he is vulnerable during a body transfer ritual. He completes the act by striking off his dead master's head, draining the ichor, then cutting up the body and giving the parts to a local maledictor, who had previously voiced a grudge against the old man for some past transgression. He returns to the lab to find it in flames. It seemed the old man had taken steps to ensure that any that might betray him would not benefit, by creating some sort of trigger to scuttle his lab upon his death. Apparently the trigger had difficulty determining just exactly WHEN an undead “dies”. In truth, Kuvarakh considered himself lucky not have been consumed in the conflagration and doubly so, since the 11 bodies in the ice-cellar were undamaged. But the ichor, which he had hoped to try some experiments with, was lost. In thanks, the maledictor teaches him the rudiments of Hypnosis and directs him to several other alchemists. But Kuvarakh finds them jealous in the sharing of their knowledge and not desiring of an apprentice whose master has just died suspiciously. He grudgingly understands their hesitancy and lives for awhile outside of the craft. In 422, fate steps in and Kuvarakh happens to make the acquaintance of a traveler newly come from Riverfall. This man mentions the faith of Akajia, Mistress of Shadows and Secrets. Kuvarakh leaves on the next boat and spends 5 years there, learning all he can about this dark goddess in hopes of gaining her blessing in his pursuit of secrets he hopes might aid him in his obsession to delay or end Nuit' dependence on body switching. He comes to feel that alchemy-enhanced embalming may be the key and, finding no great focus on either skill in Riverfall, He returns to Zeltiva, liquidates his assets, and begins his journeys across Mizahar. He heads north to Nyka, but finds that the Monks of Xannos have a stranglehold on the practice of any world magic, so he presses on to Ravok. In Winter of 430, he is taken in as an apprentice again, by a Ravokian Master worthy of the title. This man encourages him to make covert searches of his rival mages' libraries and even loans items to Kuvarakh to aid in his break-ins, provided he bring back occasional tidbits from his rival’s stores. During one such adventure, Kuvarakh finds a reference in a book about a ‘Beacon of Darkness’. This master helps him with the crafting of this item, provided it is done on his own time and paid from his own pocket. He takes his thankful and respectful leave of this master, travelling Mizahar, lighting his beacon and praying to Akajia for guidance. Eventually he finds his way to Alvadas where he believes the rumored friendship of Ionu and Akajia will help facilitate the contact he craves. It has now been 105 years since his daughter’s death and 97 since his own transformation. Possessions :
Possessions
Heirloom, Funds & Housing :
Heirloom: Artist's Kit (formerly belonging to his daughter, uses it to glyph new bodies so he never forgets her)
Funds: 32gm, 7sm (Current: 21,153gm, 7sm) Housing: 20x20ft. The house, also comes with a key which acts as a sort of compass that tugs the possessor of the key in the direction of the house which the key belongs to (It would be best described as two magnets attracting each other). The house includes a hearth, bunk, chest, chair, and table. New house in the works Ledger & Expenses :
Starting Purchases:
Ledger:
Stockroom items of note:
Skills and Languages :
Common Skills:
*Fall & Winter 512, Spring, Summer & Winter 513 Seasonal XP (3 each) Spring 514 (2 each) Languages: Fluent Language: Common Basic Language: Tukant Poor Language: Isur Lore List :
Lores:
Alvadas Location Changing Religion: Akajia A Message From Light: Begin Anew (t1) Founder of The Order of Transcendence (t1) Picking the Perfect Name (t1) Practical Application of Flexible Glass (t2) Impersonating a Guard (t2) Being Turned to Stone (t2) A Year Lost (t2) Daydreaming in Class (t3) The Story of Kuvarakh's Daughter (t3) Involvement in the Innate Personality Restoration Experiment (t3) Traditionalist/Conservative University Politics (t3) Unconscious Use of Hypnotism (t3) Personality Switching Due to Experimental Side Effect (t3) Exposure to Djed radiation (t3) Overgiving Not Really Applicable to Alchemy (t4) Summoned by a Professor (t4) Alchemy: A Doorway in Which Common Pass to Become Extraordinary (t4) Emotions are Fickle Things (t4) Conversation With a Flower (t6) Aldren Trask, the Vigilante (t7) Strangling to Death With a Scarf (t7) Trask's Utilitarian Justification for Homicide (t7) Embalming With Malediction Tools (t7) Trask's Search for His Son (t7) Trask's Suffering: Ten Years of Not Knowing (t7) Ecstatic Revenge (t7) Profession: Shopkeeper at Alchemmia Alchae (t8) Wanda: Owner of Alchemmia Alchae (t8) The Snowman's War (t9) The Nostalgia of Snowball Fights (t9) The Power of Teamwork (t9) OoT Goals and Responsibilities (t10) OoT Temporary HQ (t10) Accepting the Responsibility of Leadership (t10) Apologizing to Nira'lia (t11) Nira'lia Can Only See Happy Memories (t11) The Extraordinary Fool (t11) Sylkra is a Wolf (t11) Interviewing: Thinking up Tricky Questions (t12) Wanda's Wacky Remedies: Potatoes and Pots (t13) Wanda: Hides a Broken Heart (t13) Handy Man at Wanda's Alchemmia Alchae (t14) Wanda: "Don't Add The 'Miss" (t14) Understanding Simple Instructions (t14) Mirror, Mirror, on the Wall, Who's the Most Monstrous of All? (t15) Thrashing (t15) I Think I Lost It (t15) Wait, Did I Ever Have It? (t15) Death By a Friends Hands (t15) What Drowning Feels Like (t15) Kuvarakh's Other Self (t16) Confusion in Hypnotism Initiation (t16) Univ. Politics: Religious-Conservative Stance on Alch. Mortal Experiments (t17) (Literally) Reflective Meditation (t17) Lute Player's Song: "An All Too Final Exam" (t17) Brawling Weapon: Chair (t17) Traditionalist Thugs (t17) Andrik, the Inflammatory Lute Player (t17) Personal Hypnosis technique: Becoming the Other (t17) Anger/Emotions: Key to Activating Hypnosis (t17) Introducing the Order (t18) Entering Andres Towers Manor (19) Spotting a Maintained Trail (19) Andres Towers Manor: Time is Warped (19) Andres Towers Manor: Unseen Sentience (19) Verlyna: Masked Blonde, the Famous Hypnotist (19) Aceren: Masked Escort to Verlyna (19) Towers: Threat Against His Life (19) Aceren: Womiyu, Protecting Tower (19) Towers: May Have the Eye (19) Ravion Roma: Killer, New Host (19) Towers Mansion: True Sentience(19) Manners When Speaking to a House (19) Architectrix: The Magic of Bringing Life to Architecture (19) Lonely Existences of Nuits and Old Houses (19) Architectrix: Structures Can Usually Only Communicate with Mages (19) Architectrix: Initiation into the Magic (19) Architectrix: Requires Building Skills (19) Architectrix: Different Parts, Different Personalities (19) Architectrix: Connection Will Remain Between Body Switches (19) Architectrix: Structure Can Expand to Property Line (19) Towers: Protected the “Eye” (19) The Wolf's Cave (t20) Conducting an Interview (t20) Welcoming Another (t20) On The Word "Pleased" (t21) Another Alchemist (t21) An Application (t22) Writing a Note (t22) Reaching a Decision (t22) Welcome to The Order (t22) Kuvarakh's Personal Hypnosis Style (t23) Learning From Illusion (t24) Eadfrid (t25) Hypnotism: The Four "A's" of Hypnotic Defense (t26) Hypnotism: Easier to Create Memories than to Delete Them (t26) Toying with Polarities (t27) "My Hero" (t27) Experimenting with Magnets (t27) Working with Wanda (t27) Faking Shit is Not Cool (t27) Getting a Grip (t27) Wanda is Not for Loving (t27) Being Mauled by a Dire Wolf (t28) Falling Off a Cliff (t28) Nuit Body Transfer (t28) Pretending to be an Isur (t28) Isur (Partial) (t28) Sultros Kingdom (Partial) (t28) Nuit: Knowing When it's Time to Change (t29) Akalaks: Cautious About Disease (t29) Akajia May Hold the Key to a Nuit "Cure" (t29) Common: A Nuanced and Versatile Tongue (t29) Tukant: Complex and Unorthodox (t29) Death as an Opportunity (t29) A Feminine Shock (t29) When Nobody Listens... (t29) Ti'sali: Stern and Matronly, But Not Bad (t29) Pity for the Departed (t29) Faking death to Escape (t29) Lorogon: Proud and Powerful (t29) A Widower's Fury (t29) Acceptance from Akajia (t29) Finding Glassbeaks (or Vice Versa) (t29) Zith: Fast, Flying and Sadistic (t29) Playing on an Enemy's Cruelty (t29) Playing Dead, Then Making the Dead (t29) The Drykas: People of the Plains (t29) Educating Others About Nuit Rituals (t29) Endrykas: The Traveling City (t29) The Hatred of Zith (t29) Garren: Quick to Anger (t29) The Truth Comes Out (t29) Words That Can Start Wars (t29) Providing a Common Enemy (t29) A Lie to Save Lives (t29) Not All Endings are Happy (t29) Sinoa the Pycon (t30) Call me "Lord Craven" (t30) Explaining the Fates (t30) "Why is it Smiling?" (t30) Flutes Can Make You Dance (t30) I've Been Voided (t30) Save Me from This Ghost (t30) Jilitse: Nuit Inventor (t31) Ionu's Stars (t32) The Acumen Asylum (t32) Planning Alchemic Endeavors (t32) The Quality of Djed in an Alchemic Experiment (t32) Exhaustion from Creation (t32) The Power of Mental Imagery (t32) Magic to Create Beauty; not to Gain Power (t32) The Sculpture Rejected by the Temple of Ionu (t33) Metallic Bug Infestation (t33) Accidentally Transmuting the Properties of Bugs (t33) Single-Handedly Causing an Infestation (t33) The Magnetic Properties of Bugs (t33) The Benefits of Being Able to Replace One's Body (t33) Wanda: Past Wife, Reborn? (t33) Bugs: Eating Through One's Flesh (t33) Drowning Magnetic Bugs (t33) Kelvics: Injuries Transfer Between Forms (t34) Hypnotism: Defensive Technique "Awareness" (t34) Wanda, My Love (t36) The Field of Dreams (t36) Being Pissed Off at the Neighbors (t37) Hypnotism - Better Than Arguing (t37) Helping Revamp the Shop (t37) Wanda's Punishment (t37) Aftermath of the Mutant Bug Attack (t38) The Inverted Man (t38) Having Pink Hands (t38) The Pink Well (t38) Hiding My True Nature (t39) Being the Undead Black Sheep (t39) Unwittingly Saving Someone's Life (t39) Licearsvansan: Strange Dhani (t39) I'm Adonnie (?) (t39) A VERY Awkward Situation (t39) Lyseer Swanson (t39) Chained and Drowned (t39) I Want...Revenge! (t39) Laviku's Vengeance (t39) Taking You Down With Me! (t39) A New Body (t39) Alvadas: The Festival of Illusions (t40) Hypnotism: Enforcing Misdirection with Certainty (t40) Nothing Worthwhile is Ever Easy (t41) A Familiar Face (t41) The Last Wilmot (t41) Nuit Aura: They Make Clothes for That (t42) Date Night with Wanda (t42) The Odor-Absorbent Properties of Charcoal (t42) Ale Foam: That Airy, Bubbly Head on the Ale (t42) Big-Tipper (t42) Swanson Guy: Unnatural Snake (t43) The Blessing of Slow meditation (t43) Practical Jokes Between a Nuit and a Dhani (t43) Lyseer is a Dhani (t43) Returning a Necklace of Unknown Significance (t43) Recipe: Flexible Glass (t44) Recipe: Eternal Glass Bulbs (t44) Negotiation: Making a Sale (t44) Negotiation: Making a Repeat Customer (t44) Glyphing: Delayed Stench Through Alchemy (t45) Lacerta, Daughter of Syna (t46) Discussing One's Immortality With an Immortal (t46) Meditation With Music (t46) Becoming a Tour Guide of Mura (t46) Rowland: Performer, Morpher and Hypnotist (t47) Alchemy: Creating Edged Mizas (t47) Hypnosis: A Little Boost of Courage (t48) Street Musicians in the Bizarre (t48) Wanda: Djed Residue is a Serious Issue (t49) Construction: Balsa Wood is Light (t49) Alchemy: Widening Djed Streams to Stack receivers (t49) Kuvarakh: Protection from Dangers of Alchemy is Vital (t49) Searching for Scallop Shells (t50) Speaking with Water Rather Than Air (t50) Otani: Laviku's Servants (t50) Uleru the Otani (t50) Architectrix: Bonding Before Introducing Guests (t51) A Home's Upkeep is Never Done (t51) Carpentry: measure Twice, Cut Once (t51) Carpentry: Leave Room for Error (t51) Carpentry: Sanding Down Splinters (t51) Carpentry: Transport First, Assemble Second (t51) The Greenhouse: Doesn't Like Colored Glass (t51) Alchemy: Infusing Cold (t52) Business Strategy: Capitalizing on the Seasons (t52) Alchemy: Parallel Ridges (t54) Alchemy: Shell Wood (t54) One Bad Bell: Draining Lungs (t54) Business: One Unspecific Order (t54) Phobius: Pale Inarta (t55) Phobius: Eager, Nervous, Desperate and Confident (t55) Maya: A Girl in Need of Work (t55) Rey: Viper Dhani (t55) Rana: An Excitable Resident (t55) Rana: Has Knowledge of the Underground (t55) Rana: Has Glass Working Skills (t55) Negotiation: Sealing the Deal (t55) Negotiation: Gobs of Jobs (t55) Hiding Information From Others (t56) Planning Ahead (t56) Relaying Riddles (t56) Edgar: Zith (t57) Botany: Pine Barrens Gentian (t57) Zith: Not All Feral (t57) Architectrix: A rare skill (t58) Aceren: Aristocratic maitre d' (t58) Andres Towers: Historical resource with a personality (t58) Charcoal - you can have it in any colour you want, as long as it's black (t58) Alchemy: Mixing colours (t58) Zinnwaldite - A useless shade of brown (t58) Maya: Art advisor (t58) Architectrix: Apologising to an empty house (t59) Architectrix: Protecting itself like protecting a wound (t59) Architectrix: Appeasing the mansion with gifts (t59) Glyphing: Learning by observation (t59) Glyphing: Understanding the basics (t59) Glyphing: Using glyphs to transfer ink (t59) Glyphing: Tuning forks as triggers (t59) Negotiation: Exaggerated quotes - more money, same work (t59) Wanda: Blood Pressure - I Nuit would be a problem (t59) Wanda: Watching while she works (t59) Construction: Mortar Application Location (t60) Construction: Mortar Removal (t60) Construction: Laying Bricks (t60) Investigation: Asking Nicely (t60) Persuasion: The Honest Truth (t61) Nuit: Time for a new body (t62) Phobius: So that's where he was... (t62) Mister Ekans: Not exactly discreet (t62) Planning: Working out how to clean up their mess (t62) Aislyn: Made a Sketch of the Silencers (t63) Political Allegiance of the Mansion is Unknown (t63) Victor: "Friend" of Kirby's (t64) Persuasion: Appeal to Empathy (t64) Persuasion: Begging (t64) The Baby Slavers (t64) Poison: Effects of Wildleash (t64) Nanami: Zypherian Kelvic (t64) Philosophy: The Value of Knowledge (t66) Research: Trial and Error (t66) Alchemy: Immunity of Ionu (t66) Serena: Enterprising Businesswoman (t66) Philosophy: The Burden or Immortality (t70) Morwen's Blessing: Cold Resistance (t70) Seffarah Whitevine: Pavintu Janta (t70) Redire: Hunter (t70) 288 Thread List :
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