Morax
Posted: Mon Jun 29, 2009 5:55 am
Character Name: Morax
Age: Indeterminate (Recalled sentient existence: 142 years)
Race: Demon
Height: 6’8”
Weight: 235 lbs
Physical Description: Very tall, with especially long arms and legs, broad shoulders and thin waist, Morax almost appears like a caricature of a person. He has a sharp, long jaw-line, a thin, wide mouth, a crooked, beak-like nose and deep set, inquisitive yellow eyes. His expressive eyebrows and wild hair are both a vibrant orange-red.
Morax is thin, but noticeably muscular. In many ways, his facial features seem to resemble those of his brother Zapar, and, if his presence were not so unsettling, he might not be considered altogether unattractive.
Possessions:
Clothing : Several pairs of casual wear, full set of traveling gear with boots, cloak, pants, shirt, belt and rucksack, one formal outfit—black pants, crisp white buttoned shirt, dark-green jacket with silver cufflinks, patent-leather shoes and belt, and a paisley cravat.
Tools of the trade : Full alchemist’s laboratory with three workbenches, two alembics and distillation towers, one oven with stovetop, two mercury thermometers, one calibrated balance with counterweights, several crucibles, pairs of tongs, work gloves, mesh lattices, and stirring rods, knives, spatulas, mortars and pestles of varying sizes, and countless vials.
Reagents : Many common reagents, including most elemental metals and gases, organic solvents and acids. High-molarity acids include three liters of concentrated hydrochloric acid, one liter of 100% acid of saltpeter. Additionally, he possesses an extensive collection of local plants, fungi, herbs and krauts.
Powers / Strengths:
Feral strength and agility – Despite his awkward appearance, Morax moves with unexpected grace and speed. He is often likened to a serpent due to his flexibility, dexterity, quick reflexes and sinewy strength.
Alchemy – Morax is a very capable alchemist. With a recipe on hand, he can make any potion, magical or mundane, within three attempts. Though he cannot create, alter or destroy atomic matter, he can force reactions to proceed that would violate thermodynamic predictions.
Scholarship – Very intelligent and, more importantly, capable of focusing on a mental task for extended periods of time, Morax can read quickly and, given about ten minutes per page, achieve perfect recall of studied material. He is driven, at times, by an insatiable hunger for knowledge.
Innate Knowledge – As he puts it himself, he already knows ‘the virtue of all things’ as they are employed in alchemy.
Possession – Although he now occupies his own physical form, Morax is, fundamentally, an extra-planar entity. Should his physical form be destroyed, Morax would be able to occupy another one. Finding a host is, however, difficult. Only willing or exceedingly weak-willed individuals are suited for occupation. His entrance into strong-willed individuals is largely blocked, and, once occupying them, he is still unable to exert control that runs counter to their wishes.
Weaknesses:
Strangeness – Between his wild appearance, unsettlingly predatory movements and low, threatening voice, Morax is memorably and uncomfortably strange. A person’s initial reaction to him is likely to be unfavorable.
Poor social skills – Having long-eschewed social interaction, Morax finds himself consistently baffled by more subtle means of communication such as tone, body language, or facial expression. He is incapable of being charming, convincing, or funny, and he is completely oblivious to social conventions and taboos. By default, he comes across as threatening and occasionally disgusting.
Preoccupation – Morax cares little for things unrelated to alchemy. He can learn other subjects, but only chooses to do so if it suits him in the short run, and his memory of the material fades quickly after it is no longer useful. He never chooses to study another subject just for the sake of knowledge.
Cursed – The general consensus among Morax and his brother Zapar is that they were summoned during the Changers’ War but defeated and cursed by one of the opposing forces. They, along with their five other brothers, were scattered across their new plane and badly weakened. Neither of them know how to return to their home plane, and neither can recall their old lives, their role during the war, or even what happened in the time between when they were almost destroyed and when they regained their sentience. They only know that they do not necessarily belong where they are now.
History:
Although he has no real memory of the events, Morax and his brothers were summoned during the Changers’ War and nearly obliterated by a group of enemy mages.
Many centuries later, Morax awakened to find himself in the middle of a cold, dark winter in the lands north of Thar Shaddin. Instinctively, he found himself drawn to the closest town, a port city known as Skelleftejäure. He spent almost twenty years in a frustrated search for a host, until opportunity presented him with a mind too weak to resist his control—the malformed and mentally handicapped newborn son of the Duke of Skelleftejäure and its surrounding counties. Though Kelston Bekkar, the family’s private doctor, pronounced that the baby would not live more than a few weeks, everyone was surprised to see that, within several days of its birth, it seemed to overcome its initial deficiencies and exhibit an uncanny and startling intelligence. Bölg Skellef, as the baby was christened, would have been regarded as an ideal heir if not for his deformities. He was an unbelievably quick learner, and he seemed to possess wisdom beyond his years, but with his withered right arm, bulbous eyes, and misshapen head, he was almost as repulsive in his appearance as he was with his disgusting habits and general disregard for social convention. His parents tried to sire more children, but they were plagued with miscarriages and sudden infant deaths. Even surrogates were unable to give birth to heirs. Finally, when Bölg was 18, his parents grew ill and passed away. As the unquestionable heir, their titles and responsibilities were turned over to him. Aside from using their wealth to secure a mansion far outside of town, supplies to practice alchemy and whatever books he found that interested him, his inheritance was largely neglected. He lived his life as an obscure and frightening hermit, occasionally counseled when his remarkable alchemical abilities seemed the only means of remedying dire circumstances. Over time, he was forgotten as Skelleftejäure began to flourish in the absence of the ineptitude and greed that had plagued it under the rule of the former duke and duchess.
Days before the planned celebration of Bölg’s 100th birthday, the city was stricken by a strange illness. Daq Bekkar, grandson of Kelston Bekkar and the city’s youngest yet most competent physician, was put to the task of curing it. He worked tirelessly, but he made no progress in treating it. The epidemic continued to spread until his wife and son became ill. Desperate for a cure, Daq decided to turn to the hermit Bölg, who was rumored to have supernatural powers. He met with the ailing ruler in his mansion, where he learned an odd and remotely unsettling truth—that Bölg was nothing more than an empty shell, a host for the true sentience that possessed it, Morax. He was then presented with an offer, Morax would occupy him and control him during his former sleeping hours in exchange for the cure. Daq agreed, and Morax forced his way out of the malformed, dying body he had occupied for so long and into a healthy, capable form. That night, as Bekkar slept, Morax assumed control and reversed the poisons he had introduced into the city’s groundwater. Daq was lauded for saving the city, but it was too late for his wife and son. Morax found himself confronted and overwhelmed by Bekkar’s maddening grief, and he became trapped within a distant, forgotten corner of the young physician’s mind. During the almost twenty years of traveling as a passenger within Bekkar, he slowly altered the man’s psyche to work his way back into a semblance of control and good grace.
Upon hearing stories of a man that reminded him of his brother Zapar, he directed the alchemist to the city of Marn, where the rumors had originated. There, he reunited with his brother after many centuries of separation. The two of them worked in secret, communicating with each other mostly through waking dreams, to bring about the events that lead to the death of Bekkar and full assumption of his body for Morax’s purposes. Once in total control, Morax was able to reform Bekkar’s body in his own image.
He currently resides with Priscilla Malatrast and his brother Zapar in their mansion outside of Marn.
Age: Indeterminate (Recalled sentient existence: 142 years)
Race: Demon
Height: 6’8”
Weight: 235 lbs
Physical Description: Very tall, with especially long arms and legs, broad shoulders and thin waist, Morax almost appears like a caricature of a person. He has a sharp, long jaw-line, a thin, wide mouth, a crooked, beak-like nose and deep set, inquisitive yellow eyes. His expressive eyebrows and wild hair are both a vibrant orange-red.
Morax is thin, but noticeably muscular. In many ways, his facial features seem to resemble those of his brother Zapar, and, if his presence were not so unsettling, he might not be considered altogether unattractive.
Possessions:
Clothing : Several pairs of casual wear, full set of traveling gear with boots, cloak, pants, shirt, belt and rucksack, one formal outfit—black pants, crisp white buttoned shirt, dark-green jacket with silver cufflinks, patent-leather shoes and belt, and a paisley cravat.
Tools of the trade : Full alchemist’s laboratory with three workbenches, two alembics and distillation towers, one oven with stovetop, two mercury thermometers, one calibrated balance with counterweights, several crucibles, pairs of tongs, work gloves, mesh lattices, and stirring rods, knives, spatulas, mortars and pestles of varying sizes, and countless vials.
Reagents : Many common reagents, including most elemental metals and gases, organic solvents and acids. High-molarity acids include three liters of concentrated hydrochloric acid, one liter of 100% acid of saltpeter. Additionally, he possesses an extensive collection of local plants, fungi, herbs and krauts.
Powers / Strengths:
Feral strength and agility – Despite his awkward appearance, Morax moves with unexpected grace and speed. He is often likened to a serpent due to his flexibility, dexterity, quick reflexes and sinewy strength.
Alchemy – Morax is a very capable alchemist. With a recipe on hand, he can make any potion, magical or mundane, within three attempts. Though he cannot create, alter or destroy atomic matter, he can force reactions to proceed that would violate thermodynamic predictions.
Scholarship – Very intelligent and, more importantly, capable of focusing on a mental task for extended periods of time, Morax can read quickly and, given about ten minutes per page, achieve perfect recall of studied material. He is driven, at times, by an insatiable hunger for knowledge.
Innate Knowledge – As he puts it himself, he already knows ‘the virtue of all things’ as they are employed in alchemy.
Possession – Although he now occupies his own physical form, Morax is, fundamentally, an extra-planar entity. Should his physical form be destroyed, Morax would be able to occupy another one. Finding a host is, however, difficult. Only willing or exceedingly weak-willed individuals are suited for occupation. His entrance into strong-willed individuals is largely blocked, and, once occupying them, he is still unable to exert control that runs counter to their wishes.
Weaknesses:
Strangeness – Between his wild appearance, unsettlingly predatory movements and low, threatening voice, Morax is memorably and uncomfortably strange. A person’s initial reaction to him is likely to be unfavorable.
Poor social skills – Having long-eschewed social interaction, Morax finds himself consistently baffled by more subtle means of communication such as tone, body language, or facial expression. He is incapable of being charming, convincing, or funny, and he is completely oblivious to social conventions and taboos. By default, he comes across as threatening and occasionally disgusting.
Preoccupation – Morax cares little for things unrelated to alchemy. He can learn other subjects, but only chooses to do so if it suits him in the short run, and his memory of the material fades quickly after it is no longer useful. He never chooses to study another subject just for the sake of knowledge.
Cursed – The general consensus among Morax and his brother Zapar is that they were summoned during the Changers’ War but defeated and cursed by one of the opposing forces. They, along with their five other brothers, were scattered across their new plane and badly weakened. Neither of them know how to return to their home plane, and neither can recall their old lives, their role during the war, or even what happened in the time between when they were almost destroyed and when they regained their sentience. They only know that they do not necessarily belong where they are now.
History:
Although he has no real memory of the events, Morax and his brothers were summoned during the Changers’ War and nearly obliterated by a group of enemy mages.
Many centuries later, Morax awakened to find himself in the middle of a cold, dark winter in the lands north of Thar Shaddin. Instinctively, he found himself drawn to the closest town, a port city known as Skelleftejäure. He spent almost twenty years in a frustrated search for a host, until opportunity presented him with a mind too weak to resist his control—the malformed and mentally handicapped newborn son of the Duke of Skelleftejäure and its surrounding counties. Though Kelston Bekkar, the family’s private doctor, pronounced that the baby would not live more than a few weeks, everyone was surprised to see that, within several days of its birth, it seemed to overcome its initial deficiencies and exhibit an uncanny and startling intelligence. Bölg Skellef, as the baby was christened, would have been regarded as an ideal heir if not for his deformities. He was an unbelievably quick learner, and he seemed to possess wisdom beyond his years, but with his withered right arm, bulbous eyes, and misshapen head, he was almost as repulsive in his appearance as he was with his disgusting habits and general disregard for social convention. His parents tried to sire more children, but they were plagued with miscarriages and sudden infant deaths. Even surrogates were unable to give birth to heirs. Finally, when Bölg was 18, his parents grew ill and passed away. As the unquestionable heir, their titles and responsibilities were turned over to him. Aside from using their wealth to secure a mansion far outside of town, supplies to practice alchemy and whatever books he found that interested him, his inheritance was largely neglected. He lived his life as an obscure and frightening hermit, occasionally counseled when his remarkable alchemical abilities seemed the only means of remedying dire circumstances. Over time, he was forgotten as Skelleftejäure began to flourish in the absence of the ineptitude and greed that had plagued it under the rule of the former duke and duchess.
Days before the planned celebration of Bölg’s 100th birthday, the city was stricken by a strange illness. Daq Bekkar, grandson of Kelston Bekkar and the city’s youngest yet most competent physician, was put to the task of curing it. He worked tirelessly, but he made no progress in treating it. The epidemic continued to spread until his wife and son became ill. Desperate for a cure, Daq decided to turn to the hermit Bölg, who was rumored to have supernatural powers. He met with the ailing ruler in his mansion, where he learned an odd and remotely unsettling truth—that Bölg was nothing more than an empty shell, a host for the true sentience that possessed it, Morax. He was then presented with an offer, Morax would occupy him and control him during his former sleeping hours in exchange for the cure. Daq agreed, and Morax forced his way out of the malformed, dying body he had occupied for so long and into a healthy, capable form. That night, as Bekkar slept, Morax assumed control and reversed the poisons he had introduced into the city’s groundwater. Daq was lauded for saving the city, but it was too late for his wife and son. Morax found himself confronted and overwhelmed by Bekkar’s maddening grief, and he became trapped within a distant, forgotten corner of the young physician’s mind. During the almost twenty years of traveling as a passenger within Bekkar, he slowly altered the man’s psyche to work his way back into a semblance of control and good grace.
Upon hearing stories of a man that reminded him of his brother Zapar, he directed the alchemist to the city of Marn, where the rumors had originated. There, he reunited with his brother after many centuries of separation. The two of them worked in secret, communicating with each other mostly through waking dreams, to bring about the events that lead to the death of Bekkar and full assumption of his body for Morax’s purposes. Once in total control, Morax was able to reform Bekkar’s body in his own image.
He currently resides with Priscilla Malatrast and his brother Zapar in their mansion outside of Marn.