— NAVIGATION
NAVIGATION

Raised in the technotheocracy of Kossos, Aristaeus spent his formative years in a group home among peers of similar age. Under the guidance of caretakers, he absorbed the fundamental values of his society early on. These included principles of discipline and obedience, a strong sense of collective responsibility, and the prioritization of the group's welfare above individual interests.
During his tenure at the military academy, Aristaeus' deep-seated nationalistic fervor, unwavering allegiance to the empire, and a self-centered belief in Kossian superiority were further ingrained. He embraced the notion that the empire's strategies of benevolent expansion were indispensable for enhancing the well-being of its assimilated populace.
Post-graduation, he joined a small operational unit consisting of three individuals. This placement offered Aristaeus a practical illustration of how personal connections could harmonize with his responsibilities as a Venator, strengthening his commitment to the collective while demonstrating the integration of personal relationships within the broader context of Kossian societal duties.
Nonetheless, the primary focus of the relationship remained centered on maintaining the unit's efficient and effective operation.
Aristaeus' life changed dramatically after meeting Mavis in the Soundless Wilds. Initially driven by an intense desire to capture her, his emotions towards her grew steadily more complex over time.
This experience forced him to confront and reassess his core beliefs, leading him to pivotal decisions with far-reaching consequences for his future.
When fully transformed, Aristaeus takes on the imposing stature of a destrier, standing at a formidable 18 hands high and measuring approximately 9 to 10 feet from nose to tail. His fur is sleek and glossy, a deep blue-black hue with a subtle swirling pattern reminiscent of drifting smoke.
Physically robust and agile, Aristaeus possesses sharp teeth and claws that are formidable weapons, capable of inflicting substantial damage on his adversaries. Despite his size, he moves with surprising speed and grace, showcasing his ability to maneuver effortlessly through challenging terrain and launch swift, decisive attacks.
INFERNAL BITE | His bite inflicts significant harm or incapacitating conditions, frequently triggering a feverish sensation owing to its injected venom. Such encounters can result in swift deterioration, agonizing suffering, and potential demise without swift medical intervention.
Additionally, he has the capacity to track individuals marked by his bite over great distances.
SPECTRAL HOWL | While in spectral form, he can unleash a bloodcurdling howl that sends shivers down the spines of all who hear it, freezing them in terror or causing them to flee in panic.
INTANGIBILITY | Given his spectral nature, he possesses a limited ability to phase through solid matter.
PHEROMONE GENERATION | He exerts control over its targets through the emission of specialized chemical signals, manipulating their behaviors, emotions, or perceptions. This ability is primarily focused on instilling fear or confusion, although it can also evoke feelings of attraction or induce compliance as necessary.
Old Shuck fiercely defends the woods, showing no mercy to trespassers and protecting allies. Active at night, he likely has a hidden den nearby.
In hunting, he behaves like a typical wolf, silently stalking and swiftly incapacitating threats to his domain. His spectral form allows eerie stealth, striking suddenly from the shadows.
His attacks are precise, aimed at minimal effort for maximum effect. He can phase through obstacles, adept at ambushing enemies. After incapacitating a threat, he drags them to his den, leaving no trace.
as a kossian, aristaeus was born with a naturally high affinity for furor, meaning that he is able to exert a greater degree of influence over his environment. ordinarily, this would also mean that his power is considerably more unstable; however, he has been subjected to decades of training and conditioning, paired with a technological enhancement that ensures he is not only able to wield his ability to maximum efficiency but he is able to accomplish feats that would be difficult for most others to accomplish safely.
world snapshot: centuries ago, one of the tribes unearthed a sentient ai from among the ruins of a once-great civilization. the ai, who called itself “THEMIS” shuttled the people into a golden age of technological advancement. disease and hunger were quickly eradicated, with death by old age soon to follow.
however, the most curious of THEMIS' gifts wasn't the technology it offered but the tether. because the people were naturally sensitive to furor, a psychic energy force, THEMIS was able to draw them into a single, collective consciousness with each person psychically connected not only to each other but the ai itself.
through the use of this unified consciousness, THEMIS was able to exert a greater control over the people, guiding them toward the path of greatest societal good. as a result, the people developed a culture that would be considered philosophically collectivist and began to refer to themselves as the empire of kossos, with THEMIS being placed as their leader.
desiring to spread the bounty, the empire begins to expand its borders slowly. some would resist, while others would bend the knee. in time, however, all would fall under the empire's heel.
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aristaeus: aristaeus is born in a breeding centre, in the heart of the imperial capital. like all kossian children, he grows up without knowledge or contact with his parents, and spend the first six years of his life in a group-home-like environment. there he is indoctrinated into the kossian cultural philosophy, while also being monitored by a team of technicians to ensure that he is placed on the correct training track.
during this time, he would struggle to reconcile himself with many of these societal ideals. a volatile child, he would particularly struggle with the idea of setting aside his own needs in favour of the whole. this dissatisfaction will gnaw at him in the coming years, eventually becoming an angry self-loathing.
nevertheless, he does come away from his early education with a strong sense of nationalistic pride that would only blossom as he began his priory training. the priory is the empire's military academy, responsible for the training of venators, a caste of soldiers-cum mercenaries responsible for the tracking and recruitment of high-affinity furor users. venators are held in high regard by the empire given their dangerous yet necessary function.
the training program is gruelling. with a high turnover rate, the likelihood of injury or burnout is high. this is deemed a necessary evil given the demands placed on the venators, themselves.
while a talented student, his behavioural issues persist. in an effort to bring him into line, aristaeus is placed under the direct supervision of one of the priory's senior instructors, pallas. over time, pallas is able to convince him of the merit of using his strength in service of the greater good. while he does not fully accept his mentor's paradigm, he becomes skilled at performing it as he enjoys the sense of fulfilment and praise, and doing so leads to further acclaim outside of their relationship. he is able to complete his training and graduate.
the graduation ceremony itself involves relatively little fanfare, with graduates being fitted with a spinal implant that augments their natural ability well past the point of what would ordinarily be considered safe. the surgery is excruciating but successful. once once recovered, he's placed in a three-person unit and sent out for his first rotation.
years pass. aristaeus distinguishes himself for his ability to track high-affinity marks over difficult terrains. he is known to be relentless. what was meant to be a routine assignment would see him sent into the badlands, one of the few truly unconquered territories still in existence. there, he and his team would meet with representatives of the kuruko clan, a roaming tribe that called the area home, and attempt to negotiate with them. negotiations quickly sour and a violent confrontation ensues, ending in the clan being purged. en-route back to the shuttle meeting point, aristaeus is distracted by signs of life and heads out to investigate.
he encounters mavis, the target. another confrontation ensues that ends in mavis incapacitated and aristaeus gravely injured. as he is unable to make it back to the shuttle in time, they take shelter in a nearby cave where he intends to use the time to recuperate. mavis comes round prematurely, injures him further and flees back into the desert, leaving him furious and reeling.
⁍ telekinesis: aristaeus is able to manipulate or otherwise move objects with his mind.MANIFESTATION▹level one: able to lift light objects and hold them suspended.⁍ biokinesis: aristaeus is able to manipulate the bodies of living things, with varying degrees of success, including his own. this ability is rooted in the primary telekinetic ability.
▹level two: able to lift a person and restrict their movement for upwards of a minute.
▹level three: able to lift a heavy object (am fine with nerfing this but thought nothing larger than a small car) and hold them suspended for upwards of two minutes.▹level one: able to temporarily increase his physical abilities, allowing for a short burst (no longer than 30 seconds) of increased speed, strength or durability. able to inflict light/heal minor injuries.⁍ regenerative healing factor: aristaeus is able to rapidly recover from injuries, provided his head remains attached and there are no foreign obstructions in the injury site. this being said, he is still vulnerable to starvation, suffocation and dismemberment regardless of the level of his ability. this ability is rooted in the secondary biokinetic power.
▹level two: able to temporarily increase his physical abilities, allowing for a short burst (no longer than a minute) of increased speed, strength or durability. able to inflict/heal moderate injuries.
▹level three: able to temporarily increase his physical abilities, allowing for a short burst (no longer than three minutes) of increased speed, strength or durability. able to inflict/heal major injuries.
▹level four: able to induce varying degrees of pain in a target for upwards of a minute. this is accomplished through neural manipulation.▹level one: wounds that would take weeks to heal naturally recover over a span of days. cuts, bruises and light burns will heal seamlessly but anything more severe will leave a scar. cannot recover from organ damage, lost limbs or moderate to heavy blood loss. still vulnerable to toxins and disease.▹level two: minor to moderate wounds can take anything from minutes to hours to recover from depending on their severity. most wounds will heal seamlessly, without scars. small increase in resistance to disease and toxins.
▹level three: can heal from most injuries, including organ and nerve damage in the span of minutes. ordinarily this would include most traumatic brain injuries provided his head remains attached but will be nerfing this for the sake of the game.
⁍ extrasensory perception: aristaeus is able to acquire information by means independent of his known senses or previous experience.▹level one: can detect life, read surface level thoughts and glean vague memory impressions from people or objects provided he is able to maintain physical contact with them.▹level two: can hold mental conversations. also able to push beyond surface level thoughts and read deeper memories. this can be resisted relatively easily.
▹level three: can track a person or object if he were to concentrate on them. this requires prior physical contact in order for a maximum chance of success.
like all kossian children, aristaeus was born in a breeding center in the heart of the imperial capital and raised in a group-home by caretakers who taught him to think of himself as part of a community. as a result of the hivemind connecting the psychically-sensitive population of kossos together, aristaeus learned to eschew personal relationships and individualism, focusing instead on his duty to the collective. though he had no knowledge of nor contact with his parents, he bonded to those around him, and he came away from this early education feeling certain about his place in society.
a gifted student with a strong sense of nationalistic pride, aristaeus was accepted to the empire's military academy. his time there further cultivated in him a fanatical devotion to both the empire and its policies of benevolent expanionism — believing that those hostilities bettered the lives of all those integrated into the empire. under the supervision of a senior instructor and telekinetic specialist named pallas, aristaeus trained to become a venator, tracking down and retrieving individuals identified by themis as good candidates for integration into the empire due to their strong psychic abilities. with her assistance, he refined his already precocious predisposition towards telekinesis and became a prodigy at precision control. he graduated from the program a year earlier than projected, at thirty eight. during his graduation ceremony, he was fitted a spinal implant to enhance his power and assigned to an operational unit.
as a venator, aristaeus joined an elite caste in kossian society, enjoying all the pleasures of imperial bounty, regarded by fellow kossians as the right arm to THEMIS, the ancient AI who rules the empire (and whose discovery birthed the empire and its hivemind). venators have the novel privilege of interacting with THEMIS directly, and through this experience, aristaeus also developed a personal and fanatical devotion to the AI. fueled by this increasingly aberrant personal loyalty to THEMIS and pallas, aristaeus served dutifully in this role for about fifty years and developed an impressive reputation for efficiency.
when a routine assignment takes him into the soundless wilds, one of the last territories untouched by imperial influence, aristaeus and his unit meet with representatives of the itinerant kuruko clan. the venators attempt to negotiate for the surrender of their target, but the conversation quickly sours when the kuruko deny sheltering her. per protocol, the venators turn to violence to seek out their target. but even after brutally eliminating the clan's people to the last man, they find no sign of her.Abilities:
en-route back to the shuttle point, aristaeus discovers signs of life. upon investigating, he discovers the target — mavis — approaching the wreckage of her former clan. they fight, and mavis escapes.
rendered unable to pursue by injury, aristaeus returns to the capital. ashamed of his failure and fixated on correcting his mistake, he argues for his unit to be sent back. after debrief and healing, he is. his obsessive determination to capture her only grows when, on their next encounter, mavis kills the youngest of his teammates, ione, and creates a psychic tether between herself and aristaeus, allowing them to sense each other's thoughts and feelings, even across great distance.
the next time he finds her, he and his remaining teammate leto pursue her into an ancient mine site where she shelters from a growing dust storm. their conflict causes the mine to collapse, killing leto and trapping mavis and aristaeus together.
left to survive or die together, aristaeus and mavis reluctantly bond. aristaeus' fixation on mavis deepens into something more complicated, which is what ultimately leads him to decide that if she won't return with him voluntarily, he will simply remove the choice from her. after all, once she sees what the empire has to offer she will understand. a rescue team arrives after two days, greeted by him and his unconscious captive.
FUROR: a natural force exerted upon the world in the vein of gravity (think something like the force in star wars or dark energy in mass effect), it was dubbed 'furor' by the early empire due to its strong connection to a wielder's emotional state.
as a kossian, aristaeus was born with a naturally high affinity for furor, meaning that he can exert a greater degree of influence over his environment. his power can be broken down into the following branches:• TELEKINESIS – aristaeus' primary talent is in telekinesis. he can lift, hold and otherwise manipulate objects to a very precise degree. in theory, he can lift light through to heavy objects (around the size of a small car) but the greater the weight the more strain it places on his body.
• BIOKINESIS – rooted in the primary telekinetic ability, aristaeus is able to manipulate living matter telekinetically, with varying degrees of success. primarily he can temporarily augment his physical traits, allowing himself brief bursts of speed or strength. he is also able to inflict or heal wounds in others, though his ability is restricted by his anatomical knowledge.
• ESP – he does possess a nominal skill for perception based psionics (which would be something like telepathy). primarily, this will manifest in an ability to detect life in his immediate area, read surface-level thoughts (provided he either concentrates or they are especially loud) and glean vague memory impressions off of objects.
VENATOR TRAINING: as a part of the kossian military caste, aristaeus has received decades of physical and psychological conditioning to prepare him for hunting down high-affinity individuals.• COMBAT – he excels in armed and unarmed close-quarter combat. a stun baton or combat knife would be his weapon of choice.KOSSIAN PHYSIOLOGY: while biologically human, aristaeus has some unique characteristics i'm noting because they will influence his behavior.
• SURVIVAL TRAINING – he has been instructed to survive in hostile terrains, with minimal resources, for extended periods. in addition to this, he is a skilled tracker and performs this function in his operational unit.
• PHYSIOLOGICAL KNOWLEDGE – he has extensive knowledge of human anatomy, albeit on a mechanical rather than medical level. this instruction was meant to extend his knowledge of the body's functioning, to manipulate or influence it better.
• IMPLANT – a prissite implant (rare, high-value in universe metal) that runs the length of the spine. the implant functions as a passive amplifier, allowing him greater control of his abilities and occasionally pushing himself past what would ordinarily be considered a dangerous limit. surpassing these limits will have obvious physical effects like intense migraines, haemorrhages and even seizures.
• RAPID HEALING – a passive side-effect of the implant is that aristaeus' body will heal at an accelerated rate dependent on the nature of the injury, and provided his head remains undamaged. obstructions to the injury site will hamper healing.• HIVEMIND – a psychic tether that ties him to the people of the empire and to the ai, THEMIS. as the hivemind operates on moderate drone awareness, individuals maintain a significant amount of personal autonomy and sense of self, but are monitored by THEMIS. in aristaeus' case, this means that he would be able to pick up on the thoughts and emotions of other 'tethered' like himself if he were in close proximity, with relative ease.
• SUB-TETHER – a secondary, "lesser" connection formed between himself and mavis which allows him to occasionally pick up her strong emotions and thoughts.
• PRINCIPLED: to a surprising degree. while he is disdainful of anyone that exists outside of the kossian hivemind, he tends to deal fairly and directly with them and expects the same level of consideration in turn. failure to uphold this basic social contract will not only validate his prejudice but could result in him taking the offense quite personally. in the netherworld, this will reflect as much in his dealing with the locals as it will in his dealing with fellow restless.Weaknesses:
• LOYAL: aristaeus is very much a product of his society. years of indoctrination and conditioning has left him with an almost fanatical devotion to the empire and its cause. this being said, he does genuinely believe that bringing others into the imperial fold is doing them a favour and for this reason he is able to "betray" mavis without seeing this as a contradiction to their own burgeoning relationship. in his mind, the empire is the safest place for her where she will enjoy the best quality of life without having to fear for her safety or hide.
• RESILIENT: priory training is brutal, pushing novitiates to the edge in an effort to weed out any weak links. having survived to graduate, aristaeus has already demonstrated a considerable mental and physical fortitude. he has carried this forward into his active duty, where he is forced to spend extended periods of time away from the capital, with minimal resources. his ability to bear this discomfort without strain will translate similarly into how he engages with the netherworld.
• OBSESSIVE: aristaeus is prone to forming obsessive fixations. while the ability to hyper-focus has proven to be advantageous, allowing him to tune out distractions and maximize his efficiency, it also means that he quickly becomes consumed by the object of his obsession. its for this reason that he's unable to leave mavis alone once he's aware of her. this is only acerbated by the discovery of their connection.Fears:
• RUTHLESS: aristaeus is willing to do whatever is necessary to ensure his own success and survival. he tends to base his decisions on logic rather than on emotion, which means that he easily divorces the human element of the equation — this is made easier by the fact that he views anyone outside of the empire as being subhuman, and therefore expendable, which is why he is able to massacre mavis' clan without experience an ounce of guilt.
• INTRACTABLE: aristaeus becomes so invested in his decisions that it's difficult for him to deviate once he's settled on a course, regardless of if events take a turn for the worst. moreover, because he is so sure of himself he will struggle to admit when he's made a bad call and will quickly turn bitter and defensive when challenged. as a result of this, he can be difficult to work with and is prone to behaving recklessly, endangering himself and others around him, as seen in how his recent attempt to capture mavis nearly results in their death and does result in the death of his operational unit.
• REJECTION: leaving aside the fact that nobody enjoys rejection, rejection from the hivemind takes this a step further in that the psychological blowback from being severed might well be lethal. to aristaeus' knowledge, at least, there is no one that has broken from the hive and survived.
• FAILURE: due to his upbringing, aristaeus defines his personal worth by his ability to perform to the correct standard. as a result of this, his fear of failure and being deemed unworthy eclipses his drive to succeed and might lead him to act desperately and irrationally if he feels that he is not meeting that standard.
• LOSS OF CONTROL: in kossian society, losing control means "burning out". burning out is when you push so far past your limit that your mind buckles, and you succumb to an irreversible vegetative state. given his extended lifespan it shouldn't be difficult to understand why he would like to avoid this happening to him.
⁍ THE PRIORY - this is represented as a mechanical honey bee. the bee is the symbol of the priory proper, while the mechanical embellishments hint at the ai overlord's influence on not only it but the kossian society as a whole. the priory is "home" to aristaeus more so than the capital, as it is where he was raised and taught.
⁍ IONE & LETO - the two members of aristaeus' three person unit. leto is an older man with patrician features, who looks to be somewhere in his late thirties to mid forties. ione is a younger woman, who looks to be in her early twenties. they represent a kind of pseud-family and stabilizing force.
⁍ DORATA - two crossed weapons, resembling something between a spear and a riot baton. they're commonly used training weapons, allowing novitates to stun or disable their opponents in the ring. not only is aristaeus proficient in their use, but they represent his personal dedication and belief toward the imperial cause.
▸VISUAL.
Alternatively, he'll be rocking that desert gremlin chic, which will prioritize comfort and movement over style.