Gonnmakh

SITH ORIGINATOR

Rattataki · Age 28 · 6'7"

Gonnmakh

Character Sheet

Name Gonnmakh
Race Rattataki
Age 28
Height 6'7"
Rank Lord 1

Abilities

Force Abilities

Acolyte

Meditation

Force Shock

Telekinesis I

Move objects and beings with the Force.

Force Push

Shove a target or object away with concussive force.

Force Pull

Draw a target or object toward you.

Force Throw

Hurl an object at speed toward a target.

Force Barrier

Deflect blaster bolts and some physical attacks by creating a field of Force energies around the caster.

Enhance Attributes

Improve an array of attributes, such as the ability to see great distances, hear faint sounds, or increase one's own movement speed and reaction time.

Force Jump

Augment physical limitations to leap higher, cover greater distances, and perform acrobatics.

Force Speed

Increase one's speed through the usage of the Force.

Force Reflexes

Slow down perception of time, increasing reflexes.

Detoxify Poison

Force Sense

Force Sight

Force Persuasion

Force Slow

Force Concealment

Mind Shield

Pyrokinesis (PK1)

Tapas

Force Healing

As an action, allows to regain +1 HP during a fight.

Force Stun

Attack the senses and perception of the target to prevent movement.

Aura of Uneasiness

A technique that creates Force resonance that can confuse and unsettle enemies.

Comprehend Speech

Allows for spoken speech to be comprehended through the Force.

Breath Control

The ability to control one's breath for an extended period of time. Can potentially starve the brain of oxygen if used for too long.

Apprentice

Telekinesis II

Apply the Force directly to bodies, joints, and organs.

Force Choke

Constrict an opponent's throat at range.

Force Grip

Hold an opponent or object in place; the grip strengthens as your power in the Force grows.

Force Rend

Twist a part of an opponent's body, such as an arm or shoulder.

Force Wound

Target a non-vital organ and squeeze it until it ruptures; debilitating, not fatal.

Force Punch

Strike a target with a Force-amplified punch in melee, or as a ranged shockwave; cannot be used with artificial limbs.

Force Stasis

Freeze incoming inert objects in place; cannot stop living creatures at your current level.

Force Wave

Force Lightning

Force Fear

Sith Alchemy (SA1)

Force Rage

Force Affliction

Apply the symptoms of any disease of your choosing on up to 5 individuals.

Force Body

Beast Control

Lightning Wraps

Tutaminis

Attune Armor

Lord

Sith Alchemy 2

Used in the creation of Intermediate Sithspawns.

Telekinesis III

Force Destruction

Tutaminis II

Darth

Sith Alchemy 3

Restricted

Blood Sorcery

Sanguine Sword

The art of creating a weapon from your own blood or the one of your enemy. One can create any weapon they wish, but must use the blood required for it. (TK3 + SA2)

Saber Forms

FORM I: Shii-Cho Master

Dominant leg back, rotated 45 degrees right, or left depending on dominant. Non-dominant forward, Knees bent slightly, Hilt positioned over navel, Blade pointed up, slanted forward 45 degrees.

Sarlacc Sweep

This allows a person to sweep their lightsaber in a wide and open arc during a duel. It provides them with a wide range of attack, hitting opponents at lengths and angles not thought possible by some practitioners of the saber.

Disarming Slash

On a successful attack the user makes a decisive, particularly powerful or dextrous strike, disarming their opponent of their lightsaber or other weapon.

FORM V: Shien/Djem So Master

Standard Shien: A two-handed high guard with the hilt raised above the head, the blade angled upward and behind the wielder, and the dominant leg held back for powerful step-through strikes. ** Djem So: A high attack stance with the lightsaber held above the head and angled backward at forty-five degrees, designed to deliver crushing overhand power strikes.

Shien Deflection (Shien)

This maneuver can only be used when being attacked by an opponent with a blaster. It allows the practitioner to deflect blaster bolts back at their opponent.

Falling Avalanche (Djem So)

This is one of the most defining maneuvers of Djem So, the practitioner would utilize an overhand power blow that crashed down upon an opponent with exceptional force. It was a move that often ended duels with weakened opponents.

Barrier of Blades (Shien)

This maneuver, when activated, provides a barrier between the practitioner and their opponents. It allows the practitioner to hold off a large group of blaster wielding opponents as well as strike out at close targets in an offensive manner. The practitioner could deflect blaster bolts while attacking with their saber. It is essentially a figure 8.

Djem So (Fluid Riposte)

A maneuver in which the practitioner parries incoming blows and uses the energy of their opponent’s attacks to strike back in a smooth, quick, and precise manner. These counter attacks seemed to be insanely simple and natural to those that would observe someone utilizing this form, the reason behind this is based on the fact that the practitioner used little of their own energy, relying on their opponent’s.

FORM VII: Juyo Expert

Juyo begins in a one-handed high guard, with the blade held horizontally above the head and pointed outward. The body is half-twisted while the free hand sweeps across and downward. From this stance, the practitioner launches into fast, erratic, and unpredictable attacks, allowing the passion and intensity of battle to guide their movements.

Vornskr's Ferocity

A practitioner builds up their rage, relying on their emotions and fury. Attacking so quickly with so many strikes at once that it becomes hard for an opponent to defend against. One of the few maneuvers that can overcome a master of Soresu. 3 attacks, 3 zones.

Assured Strike

A maneuver in which the practitioner pulled every emotion and ounce of hatred from within, pooling it into raw power and strength. The only goal of this power and strength was a single blow to snuff out the life of their opponent. Such a deadly and hateful strike would have social ramifications in a spar.

Swift Flank

A maneuver in which the practitioner leaped and jumped around the target, making every effort to catch an opponent off guard. It employed many quick strikes on different flanks before landing a striking blow.

FORM VI: Niman beginner

Opening Stance: Begin standing wide and open with the feet evenly spaced apart. The blade held out from the body in a one-handed grip, angled upwards and back, while the off-hand was folded across the chest. ** Second Stance: Begin with the blade held at a head-height in a two-handed grip, angled upwards and slightly in, with the dominant foot placed forwards. ** Third Stance: Begin with a two-handed low guard, with the hilt held at waist height in both hands, the blade held back and to the side, angled downwards, with the feet closely spaced.

FORM II: Makashi beginner

Opening stance: Stand shoulder-width apart with the saber lowered at your side. Turn sideways to present a smaller target, keeping the blade pointed toward your opponent. Makashi Salute: Salute by bringing the hilt inward and raising the blade straight up.

Martial Arts

K'thri Expert

K’thri’s opening stance resembles a fluid dance. The practitioner shifts their weight from foot to foot, sweeping the free leg in a wide arc behind them while the arms swing across the body. The stance remains lightly hunched and constantly moving, with variations involving circular steps, lowered movements, ground touches, or even handstands.

Attack Flurry

A technique designed to overwhelm opponents, with emphasis on kicks it's meant to land blow after blow after blow.

Two Against One

The practitioner lashes out, balancing themselves on one leg as they strike at one opponent with a kick while laying a series of blows against another.

Rain of Blows

Another technique with an emphasis on quick and precise strikes. The user lashes out with their palms at the side, neck or shoulders of an opponent attempting to disrupt their nerves.

Trapping Block

The only defensive move in K'thri's arsenal.

Wrruushi Master

Wrruushi’s opening stance resembles a low wrestling stance. The feet are spread wide, the knees deeply bent, and the arms extended toward the opponent with open hands. The shoulders are braced, preparing the practitioner to tackle an enemy, catch their charge, or immediately transition into powerful punches and throws.

Kashyyk Brain Shatter

One of the basic grappling moves. The practitioner grapples their opponent and lifts them over their head as they fall backwards, aiming to slam their opponents head into the ground.

Kachirho Might

An overly aggressive move meant to overwhelm and pin their opponent before the fighting even begins.

Anakkona Strike

Like the predatory beast of Kashyyyk, lash out with all your might. This is an attack designed to be used with both fists, the target is often a shoulder and chest, but has been known to target other areas of the body in unison.

Tach Shriek

The only "defensive" skill in the entire style, though still focused on offense. The Wookie lets out a mighty roar before being attacked. This is meant to disorient and confuse their opponent allowing them a chance to attack once more.

Wroshry Break

An attack inspired by the daily task of breaking wood. The Wookie grapples their opponent, lifting them and slamming them down on their knee.

Teras Kasi Master

Offensive stance: Stand upright with the body half-twisted and leaning forward. Keep the feet shoulder-width apart, knees slightly bent, and dominant foot behind. Raise both open hands to head level with the palms facing downward. Defensive stance: Crouch low, nearly kneeling while balancing on the soles of the feet. Keep the dominant foot behind and extend both slightly bent arms forward with open palms facing the opponent.

Gronda Stomp

A two step, offensive stance maneuver, where the user stomps the foot of their adversary to limit their movement by pinning it down. Then, they follow it up with a punch to the jaw or other vulnerable target.

Nexu Grin

A defensive technique which consists of using the opponent's blow against them. The user grab hold of a limb with both hands and then twist it in a vice-like grip before tossing them over the shoulder and slamming them to the ground in a hip toss.

Charging Wampa

A counter, executed from the defensive stance. After blocking or parrying an attack, the user rises back up from the kneeling position, ramming their dominant shoulder into the target as they advance and create an opening from their counter. This allows for a seamless transition to the offensive stance.

Rancor Rising

An offensive attack, where the user grips the target firmly by their throat and waist. They then kick a leg out from under their opponent and toss them several feet.

Dancing Dragonsnake

An offensive attack, where the user leans in low to attack the opponent with the ridge of their dominant hand in a chop. Often targeting pressure point on their target: eyes, throat, back of the neck, either ear, or the solar plexus. This attack is deceptively quick, as it is powerful should it hit a weak point. Can be used to transition into a defensive stance by staying low following your strike.

Aryx Slash

A front flip somersault kick, wherin the martial artist strikes with their heel from above and brings it down towards the opponents head. This technique is designed to overpower an opponent's highguard. This is performed from the offensive stance.

Leaping Veermok

An attack used from the defensive stance. Utilizing the low positioning and power of their legs, the user leaps clean over a low enemy attack. Jumping high enough to somersault over their enemies' head, a kick can be delivered to the head, neck, or back as the user descends.

Sleeping Krayt

A defensive stance maneuver. The user dodges a high attack, aimed at their head or upper torso, before sweeping with a low kick to cut their foe's legs out from under them.

Combat Forms

TrĂ kata

Pass the blade

The duelist deactivates their lightsaber as they attack, bypassing the opponent's block and then re-igniting it into the helpless foe.

Unbalancing block

The duelist catches their opponent's blade with their own before momentarily deactivating it, causing the opponent to stumble and leave their defense open for an attack.

Flash slash

Activation of the duelist's lightsaber for only a moment, allowing just enough time for the blade to reach full length while begin swung, and then deactivate again.

Force attack

The duelist deactivates their offhand and uses the offhand to attack with the Force, while continuing to defend with the mainhand saber.

Jar'kai

Sokan

High Ground Defense

High ground defense is when an individual takes an elevated position that has strategic merits for defense and awaits their opponent to attack.

Unhindered Charge

Unhindered Charge is when an individual is so familiar with the terrain that they are fighting on that they seem to weave and flow through the elevations and topographical features of the battlefield, making their way to enemies flawlessly in order to attack them.

Reminders & Tips

Zones

Zone 1 Head

Attack A downward vertical strike.

Defense Saber raised above head and held horizontal.

Zone 2 Right arm and side

Attack A horizontal swing from left to right.

Defense Holding blade vertical and in front of practitioner, pivot body towards attack and slide blade forward to counter momentum.

Zone 3 Left arm and side

Attack A horizontal swing from right to left.

Defense Holding blade vertical and in front of practitioner, pivot body towards attack and slide blade forward to counter momentum.

Zone 4 Back, chest, stomach

Attack Simply shiak or jab by holding a blade with two hands, angling it downward so the tip of the blade faces their opponent, pushing the blade forward.

Defense Sidestep pivot towards blade, push blade forward to redirect blade.

Zone 5 Right leg

Attack Diagonal swing from right shoulder down to opponent's right leg.

Defense Low sweep from left to right and back step.

Zone 6 Left leg

Attack Diagonal swing from left shoulder down to opponent's left leg.

Defense Low sweep from right to left and back step.

Dice Roll Bonuses

Praetorians

Scribe Outward Focus +2

Bonuses to all Offensive Force abilities roll

Collective Force Use Bonus +3

This bonus can only be used when people combine their rolls and use the Force together. This is most commonly used during Rituals, but can also be used during combo attacks or defenses.

Ritualistic Flow 0

Upon successful attack with a Force ability, the Scribe may attempt to deal double damage. This is done by rolling a d2 following a successful attack. If a 2 is rolled, double damage is caused. Can only happen once per fight.

Saber Modifications +2

Added a Blade Lock and a Saber Tuning

Alchemical Mask +2

Imbued with Force Resistance. Through modifications, grants a +2 bonus to defense against Force Attacks once per fight. Must be recharged at a Praetorian Forge event after 6 uses. An Alloy of Electrum was used.

Inquisition

Rune of Hysteria +2

Bearers of the rune of Hysteria are advised to draw on it with caution, as madness is a virulent thing, and those who stare into the abyss often find a thousand eyes staring back. +2 to uses of force Fear/Horror/InsanityOnce-per-event, the Rune of Hysteria may be invoked to achieve an extra kill in horde combat encounters.

Rune of Prowess +2

Often favored by Harbingers, the Rune of Prowess is usually placed on a gauntlet or bracer. Channeling the Force into the rune emboldens an Inquisitor's talent with a lightsaber, assisting them in hasty reactions, and making them a formidable foe in blade-to-blade combat. (+2 to defense against lightsaber attacks. The bearer must utilize either their own melee weapon or Tutaminis in the defense.)

Honor Guard

Parang 0

His sidearm.

Rune of Tyuk +2

Inscribed on his vambraces. Grants Force Speed when activated, and +2 to all attacks made with the Force.

Shadow Mark of Swiftness +4

+4 to initiative.

Animals

Aurex Divto
HP4 DiceD25 + 5

Golden scales with thin silver linings running through them.

Inventory

The Blade of Lord Mekirath x1

During his inquisition trials, he attuned to the blade of Lord Mekirath who had just become a Lord and who fell at the hands of a Jedi Master, knowing very well the battle would be lost, but allowing for a scion to strike him down. It is a particularly odd looking weapon which looks aged, damaged, and bears engravings on its hilt.

Sith Poison x3

A poison which is particularly strong against Light side users, bringing out the Dark side.

Swoop Bike x1

A swoop bike with no special augments.

Padawan Blade x1

Taken from a slain padawan, its crystal has been bled.

Gonnmakh's blade x1

A blade with a Synthetic sickly green crystal. Its hilt is particularly dark and its design perfectly encapsulates the Rattataki nature of reverse engineering.

Alchemical Mask x1

A mask that was alchemically enhanced during Praetorian trials with an alloy of Electrum. It looks exotic.

Bled Crystal x1

A crystal fetched on the Ilum trial of the Sith academy. It is currently not being used for a blade.

Padawan Blade x1

A blade that belonged to Dru' the brother of the first Padawan killed, who fell to the Dark Side and attempted to get his revenge on Gonnmakh after their brother and master's death. Its crystal is green

Legion Pugio x1

A pugio earned by joining the Praetorian legion.

GS Whiteout x1

Starship Style: Gunship Starship Model: K-52 Demolisher Starship Nickname: GS Whiteout Armor/Hull Material: Ferroceramic Shield Package: Ray Shields Hyperdrive: Class IV System Upgrade: Dynamic Shield Control

Jedi Knight Blade x1

Picked up on the Harbinger trial, kept as a trophy.

Inquisitorius Athame x1

A ceremonial dagger formed from Havod and bearing the sigil of the Inquisition on its hilt, given only to those that have completed their journey through the Inquisitorius Training Regime. While not special of its own accord in anything but design, its construction is ideal for the application of runes, physical reinforcement into a more potent melee weapon, and it is capable of being turned into a Force Focus if its owner so wishes.

Harbinger's Bracers x1

A pair of bracers engraved with runic sorceries, to be strapped to a Harbinger's armor. Both an identifier of Inquisitorial pride and powerful tool, the Harbinger's Bracers are imbued with the Force and inherently linked to the Harbinger that wears them. They are exceptionally difficult to damage, and excel at the energy absorption of enemy attacks, often utilized in tandem with a Harbinger's skill in Tutaminis.

Jedi Master Blade x1

Collected on GS Tie-in: MIL/INQ: Operation Cleaning House

Narissa's Personal Holocom x1

A personal holocom given to Gonnmakh by Narissa. This communicator allows for direct contact with the Lord.

Likes & Dislikes

Likes

Martial Discipline

He finds peace in the repetitive forms of lightsaber combat.

The Worthy Foe

Nothing earns his respect faster than an opponent who refuses to break, even when facing certain defeat.

Stoicism

He respects those who know how to keep their mouth shut and their feelings in check, preferring a cold resolve over a messy meltdown.

Structural Order

He believes the Empire functions best when the hierarchy is respected and the strong lead with a firm, predictable hand.

Directness

He has no patience for political maneuvering. He likes a problem he can look in the eye and dismantle.

Dislikes

Undignified Slaughter

He views purposeless killing as a lack of discipline. He will not go out of his way to strike the weak for mere sport, as it wastes a warrior's focus. However, if the weak prove themselves a liability, a hindrance, or a source of deceit, he will execute them with the same clinical detachment he uses to sharpen his blade.

Obfuscation

He finds "shadow-play" tiresome. While he recognizes the tactical value of a spy, he has zero respect for those who use secrets to avoid a direct confrontation.

Lack of Self-Control

Hedonism or erratic behavior, common among some Sith, disgusts him. A Sith who cannot control their own urges is a liability.

Whining

He has a very high threshold for physical pain and expects the same from those around him.

Beliefs & Ideals

The Iron Oath

My word is my bond; my hand is the Empire's reach. To lie is to fail, and to fail is to be discarded. I am the steel that does not bend, and the will that does not break.

The Sacred Burden of Labor

I believe that true Sith mastery is found only in the most difficult of paths. The hard work of the occult, including rituals, research, and the pursuit of ancient lore, is the only labor worthy of my time. What others call a struggle, I call my profession.

The Triviality of War

I believe that violence is the simplest of all languages. Because the battlefield is where I find ease and flow, I treat combat as a recreation and an art form. It is a means to vent excess energy and demonstrate physical perfection rather than an arduous task.

The Canvas of Conflict

I believe that every strike of a blade is a deliberate expression of discipline. Battle is not a mindless exchange but a gallery where I display my mastery. If one must kill, one must do so with the precision and grace of a master craftsman.

The Logic of the Machine

I believe the Empire is a vast engine and its subjects are merely components. A component that functions is vital; a component that fails or lies is a defect. I do not feel cruelty when I remove a liar because I am simply discarding a broken tool.

The Primacy of the Occult

I believe that modern politics are a distraction for the weak. True power is buried in the deep past. I seek to reclaim the forgotten arts of flesh-warping and creature creation to forge a grip on the galaxy that cannot be pried loose.

The Sanctity of the Word

I believe that a lie is the ultimate cowardice. To speak an untruth is to disrupt the order of the hierarchy and insult the intelligence of a superior. Directness is the only path as a problem must be met with an open eye and a steady hand.

The Principle of Utility

I believe that senseless destruction is the mark of an undisciplined mind. If a resource such as a captive, a beast, or a relic can be studied, repurposed, or improved, it is my duty to preserve it for the Empire's advancement.

Backstory

Stock

Gonnmakh was born into Raffik's holdings on Rattatak. Not a village, not a clan. A facility with cells under it and fighting pits attached, run by an Arkanian Offshoot who bought and grew people for a living and refused to be called a slaver. Raffik called himself the Curator. He called his slaves pieces and his pits a trial of perfection. The distinction mattered a great deal to Raffik. It never once mattered to Gonnmakh. Thousands came through that intake. Most were broken, sold off, or discarded inside a season for being unremarkable. Gonnmakh's file stayed open: high physical potential, unstable emotional profile.

The Chair

He was eight the first time they strapped him into it. A conditioning chair wired to read his brain while it punished it. Every spike the sensors caught, fear, anger, hesitation, pain, earned a current fired straight into whatever part of him had produced it. Hours at a stretch, then weeks of hours. He learned what the chair wanted faster than most did. Feel nothing where the sensors can see it, and bury the rest under flat, literal thought. He was the second subject to come out the other side of that particular process, and Raffik shelved the project afterward to study him rather than build another one. It did not stop at eight, or at ten, or at twenty. The sessions ran for seventeen years, until the day he was sold off the planet, and his body kept the record of every one of them. Under the armor he is covered in electrical scarring, pale branching lines across his back, his chest, and the insides of his arms, where the current went into the same places often enough to leave roots. There was no stretch of his life that was not this.

An Unforeseen Variable

The chair was meant to produce obedience. What it produced, between the sessions and the pits, was a body that had stopped filing pain as information worth reacting to. He took hits in the sand that should have folded him and did not change his stance. Opponents wore themselves out on his guard, and then he hit them once. Raffik had not designed for that, which delighted him more than any result he had planned for. He grew attached the way a collector does. Gonnmakh was written up, shown to buyers, called the great success of his mid-career work.

Manners

The pits were the loud part of Raffik's business. Above them sat the gamblers and the buyers, and Gonnmakh could hear them through the floor of his cell. He worked out early that the people holding the whip spoke softly and the people dying in the sand did not. Raffik never raised his voice at all. So he taught himself to stand straight in the dark, to speak in short clean sentences, and to bow properly. There was nothing proud in it. A piece that looked refined was worth keeping. A piece that looked like a pit beast got logged as a failed prototype and cleared out.

What Raffik Never Found

Behind the posture was a fast, funny, genuinely clever mind, and both of those qualities would have gotten him killed. Raffik's optics read pupils, breathing, and the small movements of a face. So Gonnmakh put the wit somewhere the lenses could not reach and left it there for seventeen years. He watched overseers make idiotic decisions and said nothing. He watched buyers get cheated and said nothing. He got very good at deciding what would have been worth saying.

Bought Out

He was twenty five when a Sith Lord came through Rattatak looking for brutes and found something else instead: Gonnmakh standing over Selkoth, a Rattataki he had been fighting since they were both boys, with the crowd screaming for a finish and Gonnmakh declining to give it to them. Asked why, he said there was no glory in killing the broken. The Lord paid Raffik's price. Raffik lost the best piece in his collection and had no standing to refuse a Sith. Gonnmakh left the planet with the conditioning fully intact and no intention of ever seeing it again.

Learning to Think

For most of his life he did exactly what he was told and nothing past it. Under Raffik, a piece that improvised was a piece that got corrected, so he executed the order in front of him and left the rest alone. That habit is gone. It went slowly over his first years off Rattatak, as it sank in that nobody was going to wire him to anything for having a second thought. What grew in its place is not subtlety. He is still perfectly willing to answer a problem by walking straight through it, and he knows that is what people expect of him, which is occasionally useful. But he plans now, further ahead than he lets on, and it turns out he has a real talent for it. Obedience became judgment, and the wit he spent seventeen years hiding stopped being a pressure valve and started being something he aims. The ones who still see a pit brute holding a title tend to learn otherwise at an inconvenient moment.

What the Chair Took

The conditioning did not only teach him to hide what he felt. It cut most of the capacity out. For the better part of two decades he did not experience fear or grief or fondness so much as note that the conditions for them were present, and then carry on with the task. That much has come back to him since Rattatak, slowly and with no grace whatsoever, and he is still getting used to the volume. What has not come back is any ability to look inward. He can read a room, an opponent, or a chain of command faster than anyone standing in it. Ask him what he feels about any of it and he will hand you a fact about the situation instead, and he will not notice that he has done it.

Nothing Wasted

He is not squeamish and he is not gentle. If a problem is best answered by putting someone through a wall, he will do it and give it no further thought. What he will not do is waste. Raffik discarded thousands of people for the crime of being unremarkable, and Gonnmakh watched that from inside the cells for seventeen years, so the instinct set the other way in him. A captive knows something. A beast can be worked. A relic can be studied, and he studies, because knowledge left on a shelf is the same as a corpse left in the sand. An enemy allowed to walk away owes him, and a debt is worth more than a body. Mercy, when he grants it, is usually the long calculation rather than the soft one, and he is entirely honest about that when asked.

A Word Is Iron

The exception is his word. Once given it is not open to revision, and he has taken real losses over that which a more flexible man would have stepped around. He does not present it as virtue. He presents it as the one piece of himself that nobody installed. Raffik built the discipline, the pain tolerance, the posture, the silence, and can take credit for all of it. The decision to be a man whose word holds was the first thing Gonnmakh ever chose with no sensor watching to see what he would do, and he has no intention of trading it for anything, least of all an advantage.

Present Day: The Lord Trial

His trial for the rank of Lord wanted a kill that cost him something, so he went back to Rattatak. He came in through the front of the facility, past guards who had held him down as a child, and killed Raffik in his own laboratory. Gonnmakh took the base, the staff, the cells, and the title along with them.

Present Day: The New Curator

He walked the cells himself. Anyone still recognisable as a person he cut loose and paid off the planet. The subjects too far gone, and the guards who had done the holding down, he kept, and he broke them properly first. Raffik's methods work. That is the part he cannot get around, and he knows precisely what using them makes him. The lab still runs. He pays scientists well to work it and to send him their reports, and he goes down there as rarely as he can manage. The chair is still in the building. He has never given a reason for that and nobody has asked twice. He commissioned a station instead and put it in orbit over Rattatak, and from up there he can see the whole planet and touch none of it. It is the first thing he has ever owned that was built for him rather than around him.

Key Figures

Selkoth: childhood rival, fought since they were both boys in Raffik's pits, alive because Gonnmakh would not finish him. Raffik, the Curator: former owner, Arkanian Offshoot geneticist and flesh merchant, dead by Gonnmakh's hand during his Lord trial. Gonnmakh holds the title and the facility now, and wants neither.

Storylines

Gallery