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Valerie Gray

Protagonist. After the devastating loss of her social life, stability, and the dignity of her father, Valerie was left angry and directionless. When offered the opportunity to funnel her anger into attacking the ghosts, and more specifically Phantom, Valerie seized it, gladly selling away her freedom to Vlad Masters, becoming his personal ghost hunter/attack dog. When this power proved insufficient to her goals, Valerie next sold her humanity, allowing Technus to fuse her with her own ghost hunting gear.

Valerie is self righteous and deeply stubborn, a wayward paladin type. She has only just been introduced to the idea that being human and being a ghost aren’t as obviously separate as she once thought, due to her introduction to Danni. Furthermore, she has recently found out that her employer, Vlad Masters, is himself a ghost. These twin revelations have shaken what was once an iron-clad conviction in the absolute dichotomy between evil ghosts and good humans.

This uncertainty is covered over via excess aggression and an even firmer outward pretense in the rightness of her own beliefs.

Has an unbending personality, refusing to outright concede defeat unless broken outright. Prefers to channel her uncertainty and self doubt into anger and action, hates ruminating. Smolders over long periods of time in an often unproductive manner. Loyal and firm. While she often looks down on those she considers beneath her, she will always go out of her way to protect those she considers worthy of the act. Narrow minded and closed off, a symptom of her early, privileged upbringing as well as the early loss of her mother.

Hates loss of control, or the sense thereof, which she struggles to deal with in any productive manner and fuels some of her worser habits

Icecrest of the brimming youth (Guidar)

Obsession: Rise (I can Rise to the challenge, whatever that may be.)

Youngest of his father’s line, Icecrest grew up somewhat coddled by both the clan mother’s and his older siblings, who were the ones to give him his Moniker (Ekename,) as a child, referencing his vibrant, eager to please attitude and somewhat hasty character.

Over time, Icecrest began to resent his status as the eternal little brother, always doted on, but never properly respected, and began to go out of his way to prove he was a real adult, often going exploring to places he was told not to go, getting beat up in his attempts to protect those lesser than himself (without ever calculating his chances of actually succeeding, of course,) and trying to get involved in jobs and tasks he wasn’t quite trained for. This had the unfortunate effect of getting him in trouble while simultaneously reinforcing the very moniker he was trying to rid himself of.

Finally, Icecrest decided the best way to make a name for himself was to strike out on his own, away from the preconceived notions of his close clanmates and friends. To that end, he runs off to the capital to join the royal guard as soon as he’s of age to do so.

Unfortunately, this attempt is foiled by his father, himself a captain of the treasure guard, who pulls some strings to get his son placed directly under himself as a subordinate.

This leads to no small amount of frustration on Icecrest’s part, as now, not only have his chance to prove himself been utterly foiled by the very father who was never really around to watch him grow, but he also managed to earn the resentment of his fellows for being a wet-behind-the-ears recruit whose family connections allowed him to skip multiple ranks. This makes it very hard for Icefall to make friends.

Despite all this icefall’s core motivation is still to prove himself a man in the eyes of his family, his father, and himself. He wants to be acknowledged as a worthy son, and close the distance between himself and the father he never really knew as a child.

He is still, unfortunately, hot headed, brash, and reckless, characteristics which are often exaggerated due to his nervousness about his new leadership position, which he knows full well he is neither deserving of, nor well equipped for.
Often idolizes traditional values and ancient heroes as examples of the kind of person he wants to be, and is in fact somewhat nerdy in the sheer depth of his knowledge of his society’s tales and lore.

Icefall, Fighting Rampart (Warian)

Obsession: Rise (I Risebecause I must, because others will fall if I do not.)

Old fashioned, burnt out, yet fantastically skilled warrior who has served as an integral part of the treasure guard since the era when the position was a responsibility as dangerous as it was prestigious.

Icefall was the third born of his clan, inheriting his place as head when his father (Icehaven) and elder brother (Iceherald) were both slain in one of Pariah Dark’s many assaults, which were penetrating deeper and deeper into their homeland with every passing year. After his last remaining brother (Icehart) was forced to kill himself after having been discovered ferrying information to Dark’s forces in exchange for the protection of his own people. Icefall, who understood his brother’s intent, despite himself, was deeply marked by this event.

With no choice but to lead, and no one to comfort him as he grieved the loss of those who put him there, Icefall threw himself into his duties, as strict on himself as he was on those around him. Any time that was not spent performing his duties as Clan Elder was spent training in the art of combat, often well past the point of exhaustion.

Due to his early experiences, Icefall developed serious trust issue, always avoiding intimacy both friendly and romantic. This was what earned him his first moniker: Frigid Rampart.

As the war dragged on and Icefall spent more and more time on the frontlines, Icefall’s fighting skill leads to a slight change in name: Fighting rampart.

The war ends, and things settle down, but after so long spent distancing himself, Icefall struggles to connect with others emotionally.

Over the years, Icefall does relax, helped in no small part by one of his favored haram mates, a smaller than usual female from outside his own clan, Snowpass. Incidentally, Snowpass was only able to bear one child before dying from overexertion of the core (Ghost procreation involves spinning one's core to intense and unsustainable levels in close contact with another core, weak cores are at risk of permanent, potentially existence ending damage.) That child was named Icecrest.

Icefall lived through an era of pain, turmoil, and loss, and has already decided that the loss of his most favored mate will be the final one he will endure, no matter what. He ends up distancing himself from others once again, but is unable to fully sever his affections, which he still has trouble expressing.

This is made harder by the fact that Icecrest looks very much like his mother, which makes it very disappointing when he doesn’t act like her at all.

Icefall has long since come to look down on many old traditions and tales, viewing them as romanticized bloodshed and betrayal. War is pain, and pain is life. He cares about order and the law, but sees any attempt to justify it beyond the necessity of its existence as foolish. Laws and order exist to keep people safe and happy, and any law that fails to do that should be discarded or ignored.
Icefall likes to pretend he’s hardened and bitter, but in truth, he’s tired, in pain, and sick of loosing people he cares for without cause or reason. To this end, he’s determined to make sure those he cares for are safe, regardless of their opinion on the matter.

Major Clans of the Far Frozen:

  1. Frost:
    Foremost house of the Far Frozen, which has been led by a member of the Frosts since time immimoreal, They are the generals, high officials, and political heads of state and town. Lead by Lord Frostbite of Winter’s Fist. Their clan colors are deep blue with light blue accents.
    1. Colors: deep blue with light blue accents, angular knotwork.

  2. Hoar
    The intelligentsia of the Far Frozen, they are heavily involved in the study, research, and management of artifacts, objects of power that exists beyond Yeti societies current levels of technology and understanding. Led by Hoarwhistle Mealy-mouthed, they oppose the house of Ice and are trouble makers on the political scene with the house of Frost
    1. Colors: dark grey with silver accents, twisting fractal patterns

  3. Cold
    Merchant clan, the house of cold is the primary reason forign markets haven’t taken the combat focused society of the far frozen by the balls. Yetis favor self-sufficiency, and will usually try to build what they cannot create, and conquer for themselves what others won’t give them. The House of Cold is an exception to this, mostly dealing in the import of raw materials, and, of late, fine goods from other nations. They favor a blunt, straightforward bartering style, and view haggling as an insult to the worth of their goods. Lead by Coldclammer Widewit.
    1. Colors: Yellow and pink, broad, vertical band patterns

  4. Ice
    Artifact guard and border patrol, the House of Ice is a military based clan in close alliance with the house of Frost, serving as the royal guard and tasked with the protection of the Far Frozen’s most valuable resources. They are also responsible for the discovery and retrieval of new artifacts, the glory for which they often compete for with the house of Hoar. Lead by Icehaft the Grim.
    1. Colors: Red and pink, triangular lines and squares

  5. Sleet
    landholders and farmers, they are heavily involved in agriculture and the rural peasantry who work the land. A very large, but mostly poor house with a broad divide between haves and have nots, the house of sleet is noted for its anti-industrial, anti-city stance, which they view as a threat to their way of life and base of power. Strong believers in tradition and “the old ways.” Lead by Sleetclaw of the flourishing palm. They dislike the House of Skift.
    1. Colors: purple and black, circles and triangles

  6. Snow
    artisans and architects, heavily involved in the creation and maintenance of public and private buildings, as well as the keepers of the only repository of floor layouts and plans for most major constructions, which they keep in a large library accessible only by select members of the House of Snow without direct permission. The members of the House of Snow are the ones largely responsible for temples, statuary and other public art projects. Led by Snowscatter Dream wright
    1. Colors: aqua and yellow, smooth, looping knotwork

  7. Skift
    industrialists, the Skifts are famous for their skill with heavy machinery and automated craftsmanship, and are well know to compete among themselves for the best and and most efficient designs. Once a minor clan known for leeching off the house of Hoar, they have of late gained status of their own, thanks to great leaps in technology and manufacturing, most of which are rumored to be not true innovations, but adapted from stolen knowledge of artifacts and their functions. Known for being secretive of their techniques, yet disdainful of tradition, particularly the clan system, which they say favors the stagnation of progress and fragmentation of knowledge. Rivals with the house of Sleet, their long alliance with the house of hoar has recently decayed, and they are currently in an unsteady partnership with the house of Firn, instead. Led by Skiftclaw Burntback
    1. Colors: grey and blue, plaid with crescent moon patterns stacked in vertical lines

  8. Firn
    scientists and biologists, a clan dedicated to the catalogue and discovery of the natural world, and an exception to overall Yeti culture, which largely favors stoic acceptance and enforcement of tradition. The Firn are unusual in that they are very open with their discoveries and knowledge, in part as a way to parley favor with other clans, seeking broad acceptance in exchange for relative lack of favor and power with those in power, a long standing issue that has only recently changed with Lord Frostbite, whose lack of understanding when it comes to science does not stop him from enthusiastically supporting it. Their alliance with the house of Skift is a major one, but ultimately fraught due to ideological differences, mainly revovling around the Skift’s tendency for hypocrisy. led by Firnfirth EverReaching
    1. Colors: black and tan, bold slanting patterns

  9. Rime
    police and law enforcement, where the house of Ice is largely responsible for guarding “things,” the house of Rime are mostly involved in the guarding of “people,” keeping order and enforcing law among the civilian and non-royal populouce. Are envious of the house of Ice’s exclusive hold on that of the royal guard, which is clearly the protection of “a person,” which they believe is their domain. Close alliance with the house of Cold.
    1. Colors: Brown with red accents, simple, horizontal split between colors

  10. Freeze
    outcast clan, and the only House to form within surviving historical records, the result of a major dispute of succession between two halves of the Frost clan. Just as the fourth era (Empire) began to pick up steam and expand. One half of the clan wanted to ensure the safety of the Far Frozen by joining the Empire, while the other wanted to stay loyal to the third age, and maintain independence from the “usurpers.” This divide lead to a long civil war that nearly ruined the Far Frozen completely, though those who wanted to remain independent eventually won, casting out the opposers, who were left to form what is now the house of Freeze on the outskirts of society. The house of Freeze makes its living filling in the cracks of society, working low status jobs others avoid, participating in illigal or nefarious activities, and fraternizing with foreigners. They are widely disliked by all other clans not only for the nature of their formation, but for their decision to side with Pariah Dark during the 6th age (Kings), a number of their members directly involving themselves in the betrayal that caused the death of the last Lord frost and the severing of the current Lord’s right arm while in combat with Pariah. The house of Freeze is split between three leaders: Freezefall Rotbelly, Freezefang Burning Oath, and Freezestrike Ever-loyal.
    1. Colors: Light blue with Dark blue accents angular knotwork, more simple than the frosts with more of the background field exposed.

Far Frozen naming conventions:

(Given name) (Courtesy name) (Ekename)

Ex:(Guidar) (Icecrest) of the (Brimming youth)

Society of the Far Frozen:

The far frozen’s civilization began when the 9, ( and later 10, after the Freezes split off from the frosts, ) yeti clans were United through conquest under the halfa kings of the third age. After this, cooperation was mandatory as part of the ongoing resistance against the rise of ghost kings of the fourth age, forging a group identity beyond that as vassals for a set of distant lords.

As a result of their long history as warriors, paired with the harshness of their environment, the Yetis ultimately formed a strict, but ultimately merit based society that emphasizes duty and honor to one’s clan and king. A yeti who is exciled from his clan is no longer a true yeti, and treated accordingly.

clanless yetis have the first part of their name replaced with “no”, ex: frostbeard-->nobeard. Their ekenames are usually replaced with “the clanless” as well.

Yeti clans and social hierarchy:

One’s place in life within Yeti society is strongly related to the clan you were either born or adopted into. Clans also form the basis of the political system, with each clan voting in ten of its members to serve as part of the lord’scouncil.

  1. The house of Frost: the most politically powerful of the clans, with one of its members serving as the yeti lord for six generations.

Extra: As the infinite realms are A) Infinitely large, B) have existed for an infinitely long time, C) have a large number of light sources which are allowed to travel through large amounts of empty space, and D) filled by an atmosphere of dense, reflective mists, the entire realm if filled with a diffuse sort of light.

This light originates from many sources, but the main cause of the Ghost Zone’s glow green and purple glow emanates from the eyes of the Ancients, who contain the realm of the dead in their eternal, unblinking gaze as they guard against the ravenous unbeings that would seek to consume life and death into themselves, unmaking all existence for a chance to be, if only for a moment, in their own right.

The Ancients themselves are former unbeings, who became through the sacrifice and consumption of other multiverses, who at first created existence as a nothing more than another meal, albeit made from scratch this time, rather than stolen, before becoming fascinated by the intricate dance of creation and destruction they had made within themselves.

The moment the ancients become more hungry than amused is the moment the realms of the living and the dead are taken forever, swallowed by the never ending throats of their creators.

Note: Death came first, and it was from death that life took root and flourished.

How Valerie’s robo-suit works:

Overall: Valerie’s suit is the byproduct of Technus, a technology ghost whose love of technology is matched only by his total ignorance for how it’s supposed to work. On one hand, this means Technus’s creations are usually unstable, since he’s using his powers to force them into existence. This technique, furthermore, leads to a lot of power bleed, as he’s dedicating more concentration and effort to keeping his creations real than he otherwise would be if he would just knuckle down and learn how whatever robot he’s forcing to exist is actually supposed to work.

On the other hand, because he never really learned what technology can do, he also failed to learn what it can’t do, either. As such, Technus’ creations rely more on his imagination than they do on reality, and Technus wouldn’t be technus without dreaming big.

What this means is that Valerie’s suit is more the result of what a ghost thinks the ideal ghost-hunting techno suit should be, not what real technology would or should be capable of creating.

The reason the Valerie’s Red Huntress gear has managed to stick around after Technus himself ceased to power it is powered primarily by dreamlogic and metaphor than reality: Basically, the reality of Valerie reinforced and stabilized the reality of the Red Huntress, which now, as a part of Valerie herself, is just as real as she ever was. The fact that Val never doubts the reality of her suit, and indeed often relies on its continued existence, reinforces its ability to continue to be. 

This is also the reason why Technus can’t just remove the Red Huntress suit from it’s host once they fused: He might have created the suit, but he isn’t a part of it, not the way Valerie is.

This same logic of using the reality of something to stabilize something otherwise too unreal to exist on its own follows with all of Technus’s creations. He just doesn’t 1) Because that would mean giving up most of his control over the new creation, and 2) he’s not terribly clever, and hasn’t realized how incredibly dangerous this ability could be when applied well. 

Suit Details:

  1. Self-synthesizing endo/exo-armour

    1. The Red Huntress unit is capable of reinforcing its host body both internally as well as externally using four types of monomers (Think freaky robo-DNA), which combine to form polymers of various kinds, all of which are unique to the Unit. These Polymers, depending on how it arranges itself, can be stiff or flexible, conductive or insulative, depending on the need.

    2. Most of the mechanics of the Red Huntress Unit, including most of its guns, anti-gravity board, and power cells are formed using these unique compounds as a base.

    3. The colors of objects formed from these polymers are always going to be a shade of pink, red, black, or silver.

    4. The Red Huntress unit can shift its mass from place to place. When Valerie de-summons her armour, it’s not actually disappearing, but is mostly re-incorporating itself back into her body, where unwanted sections are allowed to go dormant to save energy.

    5. What parts can’t fit into the host body are stored in a subspace pocket for later use.

    6. The Red Huntress Unit is always present and active within the host body, responding to host stimuli, from fear to hunger, as best it’s able.

    7. The Red Huntress Unit can absorb and utilize almost any energy type to fuel itself. The food Valerie eats is not typically enough, however, and it will usually steal ambient ectoplasm in a vampire-like energy absorption to fuel itself. The host body will be encouraged to seek nearby fuel sources when stores are low.

    8. The Red Huntress Unit is capable of self repair at the expense of time and energy, and can encourage biological healing, as long as it has the right molecules available and the host is not too damaged/de-energized.

    9. The Red Huntress Unit CAN NOT create or synthesize any biological compounds. This is a consequence of both its ghostly origins and its nature as a synthetic entity.

    10. It is also limited to working with non-biological materials at the elemental level up. It Cannot pull apart, for example, the hydrogens from the oxygen they’ve bound to. Molecular bonds are simply too strong for it to break apart.

    11. If the host body is damaged, no biological compounds are available for supplementation, and the host itself cannot sustain itself alone, the Red Huntress Unit will simply replace damaged sections of the host with itself, and leave it there.

    12. What this means is that it is fully possible for Valerie to accidentally turn herself into a robot given enough time/damage.

  1. Storage Units (Val’s bags of holdling)

    1. The Red Huntress Unit is paired with a three folded subspaces which are tied to it at a distance of one foot away from the host body at all times. They are fixed in position, with one being above the right shoulder, the other above the left, and on near the small of the back.

    2. These storage units are each roughly the size of a walk in closet. They are not habitable, in large part because it never crossed Valerie’s mind that she could fill them with oxygen to make them so.

    3. The opening to these units self seal when not in use, and can expand to perfectly fit the proportions of whatever thing she wishes up to seven feet in height and four feet in width.

    4. Unit #1: Above the right shoulder, Val’s dominant hand: General storage, a free space for her to put whatever she wants inside. Most of the stuff in here is a combination of guns, school assignments, and small snacks.

    5. Unit #2: Above the left shoulder: Mass storage, formation and replication: Most of the unformed mass of the suit is stored here, as are the replication units that make more of it on an as-needed basis.

      1. Forming an object from the unformed mass takes longer than pulling an object that’s already made, and consumes slightly more energy.

      2. Forming more mass is energy intensive

      3. The only mass that can be replicated, instead of simply manipulated into different forms are the Red Huntress Units own Polymers. Once non-organic elements that are not of the Red Huntress Unit are all used up, they’re gone.

      4. Valerie has to actively find and store non-Red Huntress Unit elements in Unit 2 for them to be usable.

      5. Mass exclusively for the Red Huntress Unit’s own continuation and replication occupied 70% of Storage unit 2 at any one time.

      6. Valerie’s hoverboard board is stored here.

    6. Unit 3: Small of the back, engine room:The energy center for all the Red Huntress Unit’s various functions. It Connects to and powers all Red Huntress Unit’s disparite parts by using the same physics bending logic as the storage units. Each subunit is “charged” as needed through a small, dimensional pinhole that connects directly to the engine room, and can utilize that pinhole, in turn, to absorb forign energy and rout it to the engine room, where it’s converted to a more usable form.

      1. The power for Valerie’s weapons uses the same logic, simply pulling large enough quantities at a time from the dimensional hole to fuel a deadly shot.

      2. It is possible for Valerie to form power centers/ammo for her guns not directly connected to her own power source, but she would have to specifically will it so.

      3. The engine room occupies 100% of the space provided by storage unit #3

      4. Fully depleting the engine room’s power source is difficult but possible, particularly should Valerie get into a long firefight that is simultaneously damaging her suit, forcing large amounts of energy to be expended in multiple directions.

      5. Should this happen, the Red Huntress Unit will cease functioning until more power is supplied, leaving the host vulnerable.