Kar'ka Rias, the Pirate King
Mar 31, 2019 18:35:21 GMT -4
Post by sesh on Mar 31, 2019 18:35:21 GMT -4
Name: Kar'ka Rias, Pirate King of the Submerged
Species: Zora
Age: Unknown, possibly 30's or 40's
Gender: Male
Physical Appearance:
One of the most brutal looking Zora to have existed, Kar'ka shares an uncanny resemblence to the Great White Sharks that lurk in the southeastern bays of Hyrule. Ash-colored, scaly flesh clings to a laborer's muscles along his back half, while a smoother, eggshell white skin covers his jaw, underarms, and front torso. Olds scars, monuments of hooks, blades, and spears, create a tapestry of perilous history across his entire form. Two rows of razor sharp and jagged teeth line the tops and bottom of his mouth, crested a cartilage horn above the snout and a pair of shrewd, beady golden eyes. At just beneath 2 meters tall, Kar'ka is a sizeable beast.
As is customary for many Zora, Kar'ka's wardrobe is scant. Most of his clothing consists of the scraps of light armor found during raids and other marauding. Thick leather straps keep sharp, curved blades adorned to the back of his forearms; useful tools for slashing as foes while swimming or in close quarters. A hide belt stretches around his midsection, the silver buckle holding it in place donning the symbol of Kar'ka's bandit clan.
Background:
The vast ocean east of Hyrule is a great mystery to most in the realm. The handful of seas along the south and eastern coasts of the county are not often explored except for the closest of shallows. Still, travel by ship is faster than that by land, and fishing serves as a near endless source of food for the coastal people of Hyrule. Having the sea at one's back offers its own strategic advantage, and these various blessings make the waters appealing to many. Trade routes have been established running up and down the bays of Hyrule, and such plethoras of goods draws in the gaze of the ocean deep's predators.
There are those that strike under cover of storm, or hide ships in the tall caverns of inlets while waiting for an unlucky merchant to sail past. They strike like lightning and fall upon their foes before the victims know what's happening. Highwaymen on the marine road; thieves lurking in the salty shoals. Pirates make their homes in ramshackle huts, boobytrapped caves, and commandeered ruins along the beaches of Hyrule. Many are isolated from one another as a symptom of their selfish existence, natural rivals all fighting over the scraps of an unfortunate trader's end. However, there are some that are more organized and they are feared by the rest for they have numbers, and they have a code.
The Submerged rule the Faron Sea and lay claim to all the ocean south of Hyrule. Their sovereignty is disputed by few to none, for the navy they control is matched by none. A hundred ships line the coast from the Cora River Delta by Gerudo Desert around and up to the Rist Peninsula in the Akkala Sea. Their color is silver, like the grey skin of a drowned man shining from the brine of the salt water. The Submerged make their home in many small camps all along the coast and on the scattered islands in the closest ocean waters, but they distinguish themselves from other pirate clans by having a main base of operations in the Pirate Hamlet south of Faron. From here their ruler, Kar'ka Rias, issues commandments to the dispered fleet.
Little is known of Kar'ka's origins. The earliest rumors of his career already put him at the helm of a vicious frigate called the Widowed Orca, a black ship with a black history. He dominated the beaches of Faron with a crew of rogue Zora brethren and hawkish Rito that together struck masterfully from both sea and air. The Orca took satellite ships as loot from plundering and crewed them with despicable sorts, and within a short frame this compounded. Their territory expanded, war was waged against other pirate clans and merchant syndicates, and the Submerged came out victorious. Now, it is rare to sail the seas of Hyrule without a Submerged vessel within earshot. Most prisoners are killed upon capture, though any that display value are thrown at the feet of Kar'ka Rias to face the Pirate King's mercy.
Relevance:
With nearly all of the seas and coasts of Hyrule under Kar'ka's influence, he bears self-imposed authority to involve himself in the affairs of regions like Faron, Necluda, Lanayru, and Akkala.
Skill Set:
Sovereign Submerged:
Reputation is a resource highly coveted among the pirate clans of Hyrule's coast. The myth of Kar'ka grants dominion to its owner, bringing about the loyalty of largest pirate clan in the realm, the Submerged, as well as dozens of other smaller yet subservient tribes. In the regions of Hyrule containing a coast (Faron, Necluda, Lanayru, and Akkala), Kar'ka can sound the Monarch Conch to summon pirate lackeys to come to his aid. The closer to the sea, the faster the reinforcements arrive. He can also bring half a dozen novice grunts or two elite bodyguards when on an expedition into the mainland that will fight to the death on his behalf. Kar'ka also wields the social perks of being a Pirate King, such as intimidation over merchants and traders, respect from unsavory characters, and access to his personal frigate, the Widowed Orca.
Menace of the Deep:
The Zora blood that pumps through Kar'ka's veins is that of an apex predator's lineage. He is kin of sharks and his body had built in tools to keep him on top of the food chain. Several rows of savage teeth in a gaping maw can be used to bite down hard on his foes, and they are sharp and dense enough to tear through metal and stone with some effort. The horn on his head is made of a compact cartilage that makes headbutts like a miniature battering ram. His fingers are tipped with jagged nails that can serve as last resort weapons when Kar'ka is unarmed, and webbed skin stretched between his fingers on subconscious command when in contact with water. His speed is increased when the weather is storming, and this boon is far greater when Kar'ka is underwater. His submarine prowess is nearly unmatched.
Polearm'd and Dangerous:
In all of Kar'ka's raids as Pirate King, the two most precious artifacts he has found have rarely left his side since. Two polearms of unknown origin, enchanted by a sea witch from a distant land and share something of a magical brotherhood, are Kar'ka's weapons of choice. The spear, Abzu, and the trident, Tiamat, were both crafted to be wielded in two hands. Kar'ka opts to grasp both simultaneously, however, and this has pros and cons. The weapons are mystically bound to their owner, either through blessing or curse, and thus anyone attempting to brandish either relic suffers for the duration. The Zora corsair forced a captive master blacksmith to customize each polearm, too, giving Kar'ka the ability to collapse them down to about a quarter of their size (half a meter) to hang from his belt.
Abzu:
Once the scepter of a bygone Zora king, the azure Abzu was stolen and lost to the annals of time for many centuries. Kar'ka discovered the mighty spear in the hands of a rival Gerudo pirate and pried it from her dead hands. One end is shaped like the mouth of a sea serpent, and is used to disarm and sunder armor. The other is augmented with blue fire, which is capable of melting even magical ice and burns hotter than regular flames. When another besides Kar'ka attempts to use Abzu, they will find the spear shaft grows hotter until their hands are engulfed in the same blue fire several minutes later. Such burning ends as soon as Abzu is dropped.
Tiamat:
It is said that Tiamat was forged from the tooth of a demonic black dragon from wence the weapon gets its name. The dark violet trident was allegedly found enshrined in the heart of an unholy cult's monastery, far from Hyrule. It seems to be of the same make as Abzu, and likewise it has two separate heads. The first has a fanged clasp that bites down on foes, either tearing away flesh to cause bleeding or latching to allow Kar'ka to pull or throw whomever was grabbed. The opposite end swells with dark magic that causes a temporary blinding effect when making contact. A target will find their sight blurred for half an hour with single contact, and prolonged battle against Kar'ka's Tiamat will lengthen the effect (up to 6 hours of blindness). Another trying to use Tiamat as a weapon will find themselves feeling this same effect, which becomes more extreme the longer they hold the trident until the user is completely blind. The blindness lingers but diminishes once one lets go of Tiamat.
Weaknesses:
Arid Allergic:
As a creature of water, Kar'ka suffers greatly when no water is present. Dry climates like that in the Gerudo Desert and hot regions like Eldin find the Pirate King in a weaker state, which is only amplified by their distance from the coast. Kar'ka becomes sluggish and fatigued when at a distance from rivers and seas over a long period of time, and weeks spent this way can become lethal. Also, like nearly all Zora, extreme cold can also be dangerous. Kar'ka cannot bear the weather of snowy regions without first procuring specialized clothing or otherwise is damaged over time in such conditions.
Bandit's Bravery:
In the world of thieves and murderers, the craven are those that live long enough to find their way to the top. Kar'ka, as a being with no honor or pride, is not afraid to flee. He will opt to see another day rather than die for a cause, and his allies will sometimes find themselves outnumbered when Kar'ka dips away from a fight unannounced. He finds his courage in outnumbered his opponents, and once the tables are turned he seems to shy away from a fight. Even if the enemy before him is in a weakened state to be executed, they might find mercy once reinforcements drive away the selfish Kar'ka.
Sorcery Skeptic:
In the course of Kar'ka's work, few have given him a run for his money as the mysterious mages he's clashed with. The enigma of magical power eludes the Pirate King, and he is often confused by the source of such mystical powers. Enemies that rely on magic over physical talent have an advantage over the Zora corsair, often both in range and mental domination. Kar'ka's other weaknesses are just made worse by magic, as harmful weather summoned through sorcery have greater influence and ranks filled with mages encourage Kar'ka to flee even more quickly.
Species: Zora
Age: Unknown, possibly 30's or 40's
Gender: Male
Physical Appearance:
One of the most brutal looking Zora to have existed, Kar'ka shares an uncanny resemblence to the Great White Sharks that lurk in the southeastern bays of Hyrule. Ash-colored, scaly flesh clings to a laborer's muscles along his back half, while a smoother, eggshell white skin covers his jaw, underarms, and front torso. Olds scars, monuments of hooks, blades, and spears, create a tapestry of perilous history across his entire form. Two rows of razor sharp and jagged teeth line the tops and bottom of his mouth, crested a cartilage horn above the snout and a pair of shrewd, beady golden eyes. At just beneath 2 meters tall, Kar'ka is a sizeable beast.
As is customary for many Zora, Kar'ka's wardrobe is scant. Most of his clothing consists of the scraps of light armor found during raids and other marauding. Thick leather straps keep sharp, curved blades adorned to the back of his forearms; useful tools for slashing as foes while swimming or in close quarters. A hide belt stretches around his midsection, the silver buckle holding it in place donning the symbol of Kar'ka's bandit clan.
Background:
The vast ocean east of Hyrule is a great mystery to most in the realm. The handful of seas along the south and eastern coasts of the county are not often explored except for the closest of shallows. Still, travel by ship is faster than that by land, and fishing serves as a near endless source of food for the coastal people of Hyrule. Having the sea at one's back offers its own strategic advantage, and these various blessings make the waters appealing to many. Trade routes have been established running up and down the bays of Hyrule, and such plethoras of goods draws in the gaze of the ocean deep's predators.
There are those that strike under cover of storm, or hide ships in the tall caverns of inlets while waiting for an unlucky merchant to sail past. They strike like lightning and fall upon their foes before the victims know what's happening. Highwaymen on the marine road; thieves lurking in the salty shoals. Pirates make their homes in ramshackle huts, boobytrapped caves, and commandeered ruins along the beaches of Hyrule. Many are isolated from one another as a symptom of their selfish existence, natural rivals all fighting over the scraps of an unfortunate trader's end. However, there are some that are more organized and they are feared by the rest for they have numbers, and they have a code.
The Submerged rule the Faron Sea and lay claim to all the ocean south of Hyrule. Their sovereignty is disputed by few to none, for the navy they control is matched by none. A hundred ships line the coast from the Cora River Delta by Gerudo Desert around and up to the Rist Peninsula in the Akkala Sea. Their color is silver, like the grey skin of a drowned man shining from the brine of the salt water. The Submerged make their home in many small camps all along the coast and on the scattered islands in the closest ocean waters, but they distinguish themselves from other pirate clans by having a main base of operations in the Pirate Hamlet south of Faron. From here their ruler, Kar'ka Rias, issues commandments to the dispered fleet.
Little is known of Kar'ka's origins. The earliest rumors of his career already put him at the helm of a vicious frigate called the Widowed Orca, a black ship with a black history. He dominated the beaches of Faron with a crew of rogue Zora brethren and hawkish Rito that together struck masterfully from both sea and air. The Orca took satellite ships as loot from plundering and crewed them with despicable sorts, and within a short frame this compounded. Their territory expanded, war was waged against other pirate clans and merchant syndicates, and the Submerged came out victorious. Now, it is rare to sail the seas of Hyrule without a Submerged vessel within earshot. Most prisoners are killed upon capture, though any that display value are thrown at the feet of Kar'ka Rias to face the Pirate King's mercy.
Relevance:
With nearly all of the seas and coasts of Hyrule under Kar'ka's influence, he bears self-imposed authority to involve himself in the affairs of regions like Faron, Necluda, Lanayru, and Akkala.
Skill Set:
Sovereign Submerged:
Reputation is a resource highly coveted among the pirate clans of Hyrule's coast. The myth of Kar'ka grants dominion to its owner, bringing about the loyalty of largest pirate clan in the realm, the Submerged, as well as dozens of other smaller yet subservient tribes. In the regions of Hyrule containing a coast (Faron, Necluda, Lanayru, and Akkala), Kar'ka can sound the Monarch Conch to summon pirate lackeys to come to his aid. The closer to the sea, the faster the reinforcements arrive. He can also bring half a dozen novice grunts or two elite bodyguards when on an expedition into the mainland that will fight to the death on his behalf. Kar'ka also wields the social perks of being a Pirate King, such as intimidation over merchants and traders, respect from unsavory characters, and access to his personal frigate, the Widowed Orca.
Menace of the Deep:
The Zora blood that pumps through Kar'ka's veins is that of an apex predator's lineage. He is kin of sharks and his body had built in tools to keep him on top of the food chain. Several rows of savage teeth in a gaping maw can be used to bite down hard on his foes, and they are sharp and dense enough to tear through metal and stone with some effort. The horn on his head is made of a compact cartilage that makes headbutts like a miniature battering ram. His fingers are tipped with jagged nails that can serve as last resort weapons when Kar'ka is unarmed, and webbed skin stretched between his fingers on subconscious command when in contact with water. His speed is increased when the weather is storming, and this boon is far greater when Kar'ka is underwater. His submarine prowess is nearly unmatched.
Polearm'd and Dangerous:
In all of Kar'ka's raids as Pirate King, the two most precious artifacts he has found have rarely left his side since. Two polearms of unknown origin, enchanted by a sea witch from a distant land and share something of a magical brotherhood, are Kar'ka's weapons of choice. The spear, Abzu, and the trident, Tiamat, were both crafted to be wielded in two hands. Kar'ka opts to grasp both simultaneously, however, and this has pros and cons. The weapons are mystically bound to their owner, either through blessing or curse, and thus anyone attempting to brandish either relic suffers for the duration. The Zora corsair forced a captive master blacksmith to customize each polearm, too, giving Kar'ka the ability to collapse them down to about a quarter of their size (half a meter) to hang from his belt.
Abzu:
Once the scepter of a bygone Zora king, the azure Abzu was stolen and lost to the annals of time for many centuries. Kar'ka discovered the mighty spear in the hands of a rival Gerudo pirate and pried it from her dead hands. One end is shaped like the mouth of a sea serpent, and is used to disarm and sunder armor. The other is augmented with blue fire, which is capable of melting even magical ice and burns hotter than regular flames. When another besides Kar'ka attempts to use Abzu, they will find the spear shaft grows hotter until their hands are engulfed in the same blue fire several minutes later. Such burning ends as soon as Abzu is dropped.
Tiamat:
It is said that Tiamat was forged from the tooth of a demonic black dragon from wence the weapon gets its name. The dark violet trident was allegedly found enshrined in the heart of an unholy cult's monastery, far from Hyrule. It seems to be of the same make as Abzu, and likewise it has two separate heads. The first has a fanged clasp that bites down on foes, either tearing away flesh to cause bleeding or latching to allow Kar'ka to pull or throw whomever was grabbed. The opposite end swells with dark magic that causes a temporary blinding effect when making contact. A target will find their sight blurred for half an hour with single contact, and prolonged battle against Kar'ka's Tiamat will lengthen the effect (up to 6 hours of blindness). Another trying to use Tiamat as a weapon will find themselves feeling this same effect, which becomes more extreme the longer they hold the trident until the user is completely blind. The blindness lingers but diminishes once one lets go of Tiamat.
Weaknesses:
Arid Allergic:
As a creature of water, Kar'ka suffers greatly when no water is present. Dry climates like that in the Gerudo Desert and hot regions like Eldin find the Pirate King in a weaker state, which is only amplified by their distance from the coast. Kar'ka becomes sluggish and fatigued when at a distance from rivers and seas over a long period of time, and weeks spent this way can become lethal. Also, like nearly all Zora, extreme cold can also be dangerous. Kar'ka cannot bear the weather of snowy regions without first procuring specialized clothing or otherwise is damaged over time in such conditions.
Bandit's Bravery:
In the world of thieves and murderers, the craven are those that live long enough to find their way to the top. Kar'ka, as a being with no honor or pride, is not afraid to flee. He will opt to see another day rather than die for a cause, and his allies will sometimes find themselves outnumbered when Kar'ka dips away from a fight unannounced. He finds his courage in outnumbered his opponents, and once the tables are turned he seems to shy away from a fight. Even if the enemy before him is in a weakened state to be executed, they might find mercy once reinforcements drive away the selfish Kar'ka.
Sorcery Skeptic:
In the course of Kar'ka's work, few have given him a run for his money as the mysterious mages he's clashed with. The enigma of magical power eludes the Pirate King, and he is often confused by the source of such mystical powers. Enemies that rely on magic over physical talent have an advantage over the Zora corsair, often both in range and mental domination. Kar'ka's other weaknesses are just made worse by magic, as harmful weather summoned through sorcery have greater influence and ranks filled with mages encourage Kar'ka to flee even more quickly.