“ | We don't know what Spurs are. Many believe they are saviours, to be revived from dead is seen as salvation for many Chosen. But Spurs might just be saving themselves. You all know the first thing your Spur tells you to do is to go visit one of the Spheres, ushering us to serve one of the nations and spill blood in their name. What do we, supposed Chosen, gain from living this long, a life all ushered to be spent in combat? Immortal or not, We Palovans are not meant for this type of life. | „ |
~ The Vagrant |
Summary[]
The Vagrant is a character from Crestseal. He was a Rogue Chosen and leader of the Dawn organization. He later became Sentinel of Pinnacle after spearheading the unification of Palova under Pinnacle alongside Thrasel Shravrek. He is a Sentinel of Pinnacle and one of the 6 members of the Council of Pinnacle.
Background[]
The Vagrant is a Palovan man who died centuries before the Calamity and was revived by a Spur from Nadisar Sphere. He is one of the oldest Chosen, having been revived by his Spur, which he never gave a name but only referred to as 'Thing', just a few decades after the Calamity, at the early stages and the height of the Dark Era. Like all Chosen, the Vagrant was revived with no memory of his past life, not even a name. He was ushered to the location of the dormant Nadisar Sphere by 'Thing' to aid the slowly gathering populace there. However, the Vagrant was not interested in that fate. A suspicious man, he chose to keep his identity as a Chosen hidden and travel around the world by himself, calling himself a vagrant, a man with no place to return to. This would eventually lead to him being known as 'The Vagrant', as he never chose a proper name for himself.
Wandering[]
The Vagrant would live through the Dark Eras, surviving the entire period, and witnessing untold suffering from all corners of the world for centuries, hundreds of god-wannabe petty kings rising and falling. He would survive it all, always keeping his identity a secret, and blending in with other communities. He never visited Nadisar Sphere all these years and, quite oppositely, wandered opposite sides of Palova. He witnessed constant conflict among the remains of Palovanity, suffering and inflicting suffering on others. He never saw a point in joining any of this, he would feel bad to suffer, and feel bad to inflict suffering. So he kept on hiding his identity and traveling around the world. He lived past the Dark Era and eventually lived long enough the see the onset of the Faction Era, and witnessed much larger, major settlements and factions emerging, far outclassing what the Vagrant saw earlier during the Dark Era.
Eventually, the Faction Era reached its later stages, with the most fertile remaining lands of Palova taken over by three factions, which the Vagrant witnessed closely. Stargazers, Nadisars, and Astravars. These three were one of the three peoples Chosen like him often served, calling themselves 'Sentinels', which Vagrant thought was ironic given it implied a protector role but these Sentinels were nothing but conquerors from his perspective. The three Factions were founded and led by the aforementioned Sentinels, they used Chosen like him as Sentinels in their battle against one another and this continued to be uninteresting to the Vagrant, who kept on hiding and traveling. He eventually found the location of a woman he was looking for, a woman named Nady Nafsara, who was notoriously known as Sentinel-Killer due to her capability of killing Sentinels irrecoverably, preventing Spurs from reviving them. The Vagrant, keeping his identity as a Chosen secret, assuming a much younger female appearance and the fake name of Jade Anavrin, became her pupil and lived with her for over fifty years, eventually getting close enough to her to be her heir. Nady explained to him her Method, the Diminisher, and how she learned this from her own master and improved it, making it able to kill Sentinels who survived and reformed after being hit by Diminisher utilized by her own master, and given her age she should teach it to someone before passing away, which led to the path of the Vagrant learning Diminisher, a great asset for him as those who hunted him the most relentlessly were Sentinels. Nady Nafsara died of old age, and the Vagrant continued the path of his own, traveling and hiding.
Dawn Rises[]
Unfortunately, as a man who has been around for centuries, hiding his identity as a Chosen was now an impossibility and most who knew about him knew about his Chosen identity, as it is the most logical assumption to make for a man who has been alive for this long. Unfortunately, but not unknown, the Vagrant already knew his identity was discovered by many others, and was even excepting to be hunted by the supposed 'heroic' Sentinels serving their 'glorious' factions even before they took notice of him. To combat this, the Vagrant formed a secret organization known as Dawn, made up of members, several also Chosen like him, who saw the current state of Palova as pointless. They infiltrated all three major factions and lived as spies in their territories, hiding in plain sight. Dawn members and the Vagrant saw no point in this conflict, there should be no reason for Palovans to fight one another bitterly considering another Crimson Fleet could arrive and wreck the place again, irrecoverably this time. This was the philosophy of the Vagrant, he wished not to interfere but was willing to take measures to prevent his end. He was a pessimistic man and thought he could do nothing to prevent this state of Palovans which he called infighting. They hide, infiltrate, sabotage, and Diminish their way into achieving their own goals.
Joining Forces With Pinnacle[]
Dawn and the Vagrant lived hiding in plain sight for over half a century until they eventually came to realize the existence of another organization known as Pinnacle. The Vagrant eventually discovered its leader after a few years, who was Thrasel Shravrek, but Dawn kept hiding and continued their policy of non-interference. Decades passed, and the Vagrant figured out that Astrava's leadership was taken over by members of Pinnacle, whose branches in Stargazer and Nadisars were also discovered, which prompted the two factions to take measures against it. Disappointed, but not surprised, the Vagrant expected a civil war of sorts to break out soon, between these two factions and branches of Pinnacle in their territories.
But this war never came, a decade passed and there was no war, only crackdown attempts on Pinnacle from Stargazers and Nadisars. Eventually, Thrasel herself wished to negotiate with the Vagrant. This surprised and impressed the Vagrant, as so far nobody could learn his identity even when he was in plain sight. The two talked and discovered to be very much alike, seeing the current state of Palova as pointless. The key difference was the response they had towards this state of Palova, while the Vagrant chose to hide, Thrasel took actions to solve this state. The Vagrant saw the glimpse of hope he had waiting to see for centuries in Thrasel, a woman who was so hellbent on her goal, that the word "determined" would have been a massive understatement. Eventually, the Vagrant chose to ally himself and his organization, Dawn, with Thrasel to achieve Palovan unification, and rebuild the Palovans to prepare for the possible return of the Crimson Fleet, or any other threat that might arise, which he was sure they would arise. This eventually made him a member of the Council of Pinnacle, the governing body of Pinnacle which now controlled the entire Palova, as one of the 6 members of it.
Conflict with Talith Congregation[]
As a Councilor, Vagrant pursued and advocated for a defensive policy for Pinnacle. The new Palovan government was too hopeful and overconfident, even Thrasel herself who wished for Palovan expansion. Vagrant was not keen on this, as it reminded him of foolish behavior, and desire to get back to the 'glorious past', which may cause Pinnacle to take wrong steps. He advocated that Palovans outside Palova were dead, and Palova itself was mostly reduced to a barren wasteland with only 25 Cities on it, and there was no point in seeking expansion, Palova itself was large enough to support the current Palovan population and Pinnacle does not have any significant things to gain from other former Palovan territories in the solar System. He advocated to no avail, as Pinnacle soon decided to launch an expedition on the Moon, which was ruled by a faction they were familiar with since before unification. This led to what became known as Grand Failure, a catastrophic military defeat by Talith Congregation that ruled the Moon, and subsequent decades of conflict with them. Eventually, his defensive ideology gained more supporters among other Councilors and the conflict with Talith Congregation lessened over time.
Yekk expedition[]
As the conflict with Talith Congregation vaned, another threat arrived out of nowhere, known as the Yekks, who attacked both Palova and Moon. Vagrant, despite being a Councilor, was on the front lines fighting against Yekks. He eventually ran into the leader of this invasion force, a Yekk known as Alvaraz, and battled it. Alvaraz witnessed Vagrant utilizing Diminisher to easily kill Yekks, including other Broatative Probes like itself and dared not to approach Vagrant.
Restart in Zenukia[]
Eventually, Alvaraz was able to land a hit on him with a strange beam, and Vagrant attempted to launch a counterattack but he suddenly saw himself in a different place. He looked around and analyzed the surroundings, and quickly deduced that he was no longer in the same place, not even on the same Tumult in which Palova existed. He was shocked and impressed as such a Method should be ineffective against a Sentinel like him, and tried to summon his Spur, 'Thing' to move back to Palova, but nobody came.
Somehow Vagrant lost his connection to his Spur, thus lost his status as a Sentinel, and even lost his access to her Spur. He already noticed something was off right away but did not want to believe in it, but it was somehow true. Despite how little he knew of Yekks and Alvaraz, Vagrant was entirely sure that he was not the reason for this situation, his beam was a catalyst for where he was now, but this was not a capability of Alvaraz he believed. Having lost what made him who he is, he decided that "The Vagrant" was no more, and switched to his Jade Anarvin and traveled to this new, strange planet he was on which was called Zenukia by the locals.
Powers and Abilities[]
Tier: At least High 6-A, likely 5-C
Name: None, referred to as "The Vagrant", known by other names such as "Jade Anarvin"
Origin: Crestseal
Gender: Male normally, can change to Female, referred to as Male
Age: Over 600 years old (One of the oldest Chosen/Sentinels was revived only a few decades after Calamity, which happened over 600 years ago)
Classification: Palovan (Nadisar), Chosen/Sentinel, Leader of Dawn, Co-leader of Pinnacle, Paramountmond
Powers and Abilities:
- Phanon Control (Full)
- Superhuman Physical Characteristics
- Genius Intelligence
- Immortality (Types 1, 3, 4, and 8; Chosen are reliant on their Spur)
- Regeneration (Low-Mid; Chosen can heal broken bones and regrow their vitals)
- Self-Sustenance (Types 1, 2, and 3; Chosen subsist off of their Spurs, do not need to eat, sleep, or breathe)
- Accelerated Development (Battle-Passive Abilities; Chosen grow very quickly, can go from not knowing what a gun is to being proficient marksmen in few minutes, and can reach Aspirantze level of proficiency in less than a day, much faster in battle situations)
- Acausality (Type 2; Sentinels are Nonlogical due to their link to the Voyager. Nonlogical beings, at their most basic, are singularities and wholly detached from their past and future)
- Martial Arts and Mastery of Melee and Ranged Weapons (Verseduelists exhibit exceptional expertise in various different combat arts including wrestling, kickboxing, jiu-jitsu, and sambo to the point of knowing and fully mastering every single application of these combat arts and knowing everything these arts can ever be used to achieve. They also are very proficient across various combat disciplines involving close-ranged weapons like swords and spears, as well as proficiency in marksmanship with firearms and rifles the same way)
- Afterimage Creation (Miragestriders can leave numerous afterimages that look identical to confuse and disorient)
- Enhanced Senses, Extrasensory Perception and Non-Physical Interaction (Sensethrusters have heightened senses allowing them to sense smallest details down the size of atoms, and can sense clearly from kilometers away, can interact with and harm unphysical phenomena such as emotions, smoke, shadows, as well as beings of Contour)
- Body Control and Natural Weaponry (Morphforgers have atomic control over their own physique, allowing them to manifest weapons out of it and mitigate blunt damage by readjusting)
- Sound Control, Instinctive Action, and Acrobatics (Hypermobility, All-Terrain Mobility, Self-Momentum, Surface Running; Mentalweavers can instinctively react to incoming attacks by dodging or blocking and launch a counter attack even when no longer alive, capable of performing hundreds of rapid jumps and flips both in-ground and in the air, move through any terrain and glide in the air with maximum efficiency, move in a way that is not affected by air friction to perform instant full-speed movement without acceleration, and move in a way that makes no sound.)
- Analytical Prediction (Precogazers can attain a clear insight into the movements of their targets by simply looking at their present state)
- Information Analysis (Fullreaders can accurately glean information about individuals or objects, decipher their capabilities, combat methods, and their present intent with seemingly as little effort as a mere gaze, and prepare to counter what they were able to glean to the best of their abilities)
- Perception Manipulation (Knows Rapidaware, which massively enhances awareness of the user, allowing him to pay far greater attention and reach and respond to phenomena far faster than himself normally)
- Teleportation (The Vagrant knows Teleporator, allowing the user to Teleport short distances)
- Biological Manipulation (Can change his own biology to look younger or older, and assume a female form)
- Healing/Regeneration Negaiton (Up to High-Godly) and Immortality Negation (Types 1, 3, 4, 7, and 8; Knows Diminisher, which can irrecoverably kill Chosen/Sentinels alike)
- Statistics Reduction (Knows both Shackler Malady and Weaken Malady, the former a random target with Shackle, halving their speed, the latter inflicts the same target with Weakening, halving their attack power)
- Damage Boost (Shackler Malady and Weaken Malady allow the Vagrant to do double damage against Shackled and Weakened targets, these two effects stack)
- Telekinesis (Knows Telekinesis which he primarily uses to ragdoll or capture his targets)
- Death Manipulation and Durability Negation (Invented the Gravechant, which allows him to kill off all he touches, including Kernels themselves)
- Fire Manipulation (Vagrant is a master Firemancer, allowing him to Firemance in various ways)
- Homing Attack (Can utilize pursuing projectiles with Pursue)
- Forcefield Creation, Sealing, and Power Nullification (Can form a barrier of fire via the Mantle of Fire to protect himself and allies. He uniquely can also use it to trap his targets. Knows Fair Sifting, which passively nullifies the amplifications of others and renders them invalid)
- Sifting
- Purification (Type 3; Knows Clear Sifting, which will passively remove negative and debilitating effects like poison, diseases, and possession from himself, and can also be actively used to remove them from others)
- Energy Absorption (Knows Loot Sifting, which can be used to absorb energy from the sun or other stars and use it as sustenance)
Resistance to Subjective Reality, Precognition, Retrocognition, Causality Manipulation, Power Mimicry, Duplication (Yekks cannot emulate Nonlogical beings), Vibration Manipulation and Wind Manipulation (Unaffected by Thrasel's Windration), Healing/Regeneration Negaiton (Up to High-Godly) and Immortality Negation (Types 1, 3, 4, 7, and 8; Unaffected by Thrasel's Diminisher, as well as Diminishers of other Dawn members)
Attack Potency: At least Multi-Continent level (Vagrant is one of the most capable Sentinels of his time, is classified as an Average Rank 1 and is stronger than many others of the same Rank), likely Moon level (Many times implied to be an even match with Golden Veil Unificator Era Thrasel Shravrek)
Speed: At least Subsonic movement speed with at least Relativistic reactions and combat speed (Comparable to Thrasel Shavrek)
Lifting Strength: At least Pre-Stellar, likely far higher (Generally superior to many other Average Paramountmonds)
Striking Strength: At least Multi-Continent level (A high-ranking Rank 1 who can reliably keep up with and easily defeat many other average characters of this rank, who can do this consistently), likely Moon level (Many times implied to be an even match with Golden Veil Unificator Era Thrasel Shravrek)
Durability: At least Multi-Continent level (Generally superior to many other Average Rank 1 characters), likely Moon level (Several times implied to be comparable to Golden Veil Thrasel Shavrek), higher with Mantle of Fire (Mantle of Fire can block attacks that are strong enough to reduce the Vagrant to dust)
Stamina: Superhuman to Infinite. Chosen have no need for sustenance as they subsist off of their Spurs, but can still get tired and need resting breaks, The Vagrant can fight constantly for days with no rest and can use Loot Sifting to absorb energy as a substitute for resting
Range: Standard Melee Range normally and with Gravechant, Extended Melee Range with Swords and similar melee weapons, Hundreds of Meters via Pistols (Pistols have an effective range of around 300 meters), Tens of kilometers via Telekinesis (Telekinesis has an effective range of at least 10 kilometers), Interdimensional with Spur Portals (Spurs can open portals to Primeval Plane, which is another realm separated from Middlescape)
Standard Equipment: Sword, several Pistols
Intelligence: Extraordinary Genius. The Vagrant is a highly capable figure, having survived the entire duration of the Dark Era, an era in constant chaos, while also many other Sentinels hunting him for being a rogue Chosen. He spent most of his life outsmarting and outmaneuvering highly capable Palovans, forming an organization named Dawn, recruiting other likeminded individuals in it, and having the entire organization 'hide in plain sight' within the territory of the three factions for over a century and is said to be more intelligent and capable than Thrasel Shravrek by Thrasel herself. He was promoted to a Special Paramountmond right away after the Unification of Palova, while Aspirantzes are this capable
Standard Tactics:
The Vagrant does whatever is most effective based on his own analytic capabilities, though he likes to keep his range by shooting with pistols and Telekinesis while flying, if this is more advantageous of course. Against enemies he deduces to be far stronger, he relies on the sealing capabilities of the Mantle of Fire as well as gets close to finishing them off via Gravechant.
Weaknesses: Can be permanently killed if his Spur, 'Thing', is destroyed. There is a brief period of weakness immediately after Spur revives him each time
- Chosen: The Vagrant is a Chosen, fallen individuals who were revived by Spurs manifested by one of the Spheres. This grants him immortality as his Spur will resurrect him if he's killed in any way. This also allows him to subsist off his Spur alone, as well as a very potent learning capability allowing him to go from not knowing what a gun is to becoming a capable marksman in a short time, and even reaching the capabilities of Aspirantzes in less than a day. This learning potency is accelerated during combat situations
- Proficiency: The Vagrant is exceptionally proficient and capable, master of various proficiency paths.
- Versaduelist: Verseduelists exhibit exceptional expertise in various combat arts to the point of knowing and fully mastering every single application of these combat arts and knowing everything these arts can ever be used to achieve. They also are very proficient across various combat disciplines involving close-range weapons, as well as extensive knowledge in marksmanship with various weapons/abilities
- Sensethruster:Sensethrusters have exceptionally heightened senses. They can perceive their surroundings down to an atomic scale, and usually in a radius around them. They can perceive sounds and sights from kilometers away. They can see, interact with, and harm unphysical phenomena such as smoke, shadows, and beings of Contour as if they are solid or physical
- Morphforger: Morphforgers have extensive control over their own physique down to an atomic level. These characters can alter their shape considerably, conjure weapons out of their body, and even partially counteract blunt force damage by readjusting their structure.
- Mentalweaver: Mentalweavers can effectively control their bodies like puppets guided by their mind rather than conventional movement. For these individuals, the thought of moving is the same as moving itself, and there is no delay between the mind and the body. This allows them to perform hundreds of rapid jumps and flips both in-ground and in the air, move through any terrain and glide in the air with maximum efficiency, move in a way that is not affected by air friction to perform instant full-speed movement without acceleration, and move in a way that makes no sound. They can also innately react to any incoming attack by dodging and launching a counterattack, even when no longer alive or conscious
- Miragestrider: Miragestriders can manifest numerous afterimages with their movement that perfectly replicate their own form, creating a perplexing and disorienting effect on opponents.
- Precogazer: Precogazers have exceptional clarity and understanding of their surroundings, they can not only gain clear insight into the physical movements as well as incoming attacks that do not require physical movement on the fly but can also predict the possible intent of their targets before they even have that intent simply by looking at their present state once
- Fullreader: Fullreaders can accurately glean information about individuals or objects, decipher their capabilities, combat methods, and their present intent with seemingly as little effort as a mere gaze, and prepare to counter what they were able to glean to the best of their abilities
- Teleporator: Teleporator is a common Method, it allows user to teleport through short distances, its usual range is around 30-40 meters but capable users such as The Vagrant can teleport up to 100 meters
- Sifting: The Vagrant knows several forms of Sifting, a diverse technique that can grant various uses
- Clear sifting: The first Sifting technique he learned, Clear Sifting will passively remove any negative ailment he suffers from, such as poison or diseases. He can actively use it to remove such ailments from others as well
- Loot Sifting: The second Sifting technique he learned, from Thrasel Shravrek, Loot Sifting allows him to absorb energy of the sun. The Vagrant uses this energy to avoid rest times
- Fair Sifting: Fair Sifting passively negates amplification of others and renders them invalid. The Vagrant's Fair Sifting is potent enough to undo amplifications used by high-ranked Paramountmonds
- Rapidaware: The Vagrant can utilize Rapidaware, a primarily defensive technique that allows user to massively enhance their attention to block and dodge attacks far faster than themselves. She used this to keep up with and block attacks from those who previously saw her as an unmoving statue. He used this to keep up with those who previously saw her as unmoving statue in the past
- Biological Altering: The Vagrant can change his own biology, to appear younger or older, or to assume a female appearance, which goes by the name of Jade Anarvin
- Diminisher: The Vagrant knows Diminisher, having learned it from Nady Nafsara. This Method allows him to irrecoverably kill other Chosen/Sentinels alike, preventing their Spurs from reviving them, who can revive their own Chosen/Sentinels even from destruction of Kernels.
- Malady: Malady is a diverse technique revolving around maladies, or negative status ailments.
- Shackkler Malady: The Vagrant will randomly inflict Shackled ailment on one of his opponents every twelve seconds, halving their speed for seven seconds. This also causes him to do double to any targets with this ailment
- Weaken Malady: The Vagrant will inflict Weaken ailment on the same target the Shackled ailment was inflicted to in twelve seconds, halving their attack power
- Firemancer: Vagrant is a master Firemancer. This allows him to Firemance; manifest and control fire in various ways. Common innate Firemance Methods include capabilities such as generating fire in the palms and throwing them as projectiles and generating fire to increase the heat of the body or specific target. There are also more complex Firemance Methods that have unique names and Firemancers can develop their own Methods. As a highly capable master Firemancer, Vagrant can easily manifest blue and white flames, indicating their extreme temperature that exceeds even the heat of naturally occurring lightning
- Mantle of Fire: Vagrant can generate a kind of barrier made of fire that protects him and his allies from harm. Uniquely, he developed a way that allows it to be used to trap his enemies by getting close to them and forming it, he can leave while enemies cannot as only the user can use their Methods within the confines of the Mantle of Fire, negating powers of those trapped in it
- Telekinesis: The Vagrant knows Telekinesis Method. This is mostly utilized by him to ragdoll his enemies or incapacitate them. However, his Telekinesis is not very precise and he also needs to make hand gestures to utilize its power properly, The lack of power and precision of Telekinesis is covered by its having good range, making it suitable to snipe weaker enemies from a great distance while keeping his own identity hidden
- Gravechant: The Inborn Method of Vagrant, this Method allows the Vagrant to kill off all he attacks with his hands, including the killing of Kernels. Negating resilience as well as healing Methods as this works in tandem with Diminisher. The target that is attacked by the arms of the Vagrant is killed off and, as such cannot be blocked. For example, if the Vagrant punches someone's arm, that arm will be killed off and rot away instantly, regardless of its durability, as the part of the Kernel of his target that governs that part of the arm will also be killed off with Gravechant. Attacking vital points such as the head might cause instant death if the target is not able to withstand not having a mind, including the Kernel of the Mind. Gravechant can also kill off Methods The Vagrant can interact with via his hands, rendering them invalid. This Method has short range but is effective against enemies stronger than the Vagrant himself.
The Vagrant's Spur is named 'Thing'. As a Chosen/Sentinel, Vagrant is reliant on his Spur for his revival as well as the bulk of her strength.
- Contour form: A Spur's true existence is a being made of contour, and not of matter. Spur's matter-based self, which is also called a Spur, is used by Spur to interact with reality, as their contour-based true form is incapable of doing so. Both true form and matter-based form will not age or decay, but the destruction of matter-based form effectively destroys a Spur, as their contour-form cannot interact with reality or do anything.
- Unphysicality: Spurs normally exist as beings of Contour, and are not made of physical matter. Their physical form is merely a vessel they use to interact with reality, which is also made up of Kernel energy attached to their Sentinels. This unphysical energy form can manifest into a corporal form, a form that is similar to that of a tennis ball in size and appearance, and can alternate between unphysical and corporal two forms at any time they want, but corporal form is necessary for Spur to revive or heal
- Revival: Spurs can and will revive and heal their Sentinels if they are killed or damaged too much. Destruction of the Spur or preventing it from reviving its Sentinel is necessary to permanently defeat a Sentinel, as Spur will revive at any chance it gets. Spurs cannot combat on their own, they can dodge, or even run away if the situation is too dangerous for them, and return at another time to revive their Sentinels. After revival, there is a brief moment of weakness Sentinel experiences and a moment needs to pass for them to regain composure
- Invulnerability:: Spurs are highly durable, unaffected by damage caused by their own Sentinels, or those comparable to them, thus making them more durable than their own Sentinels
- Proficiency: Spurs have much greater proficiency in terms of analytic capability than their own Sentinels, to the point those compared to their own Sentinels often cannot land hits on Spurs.
- Door: Spurs can open portals to different parts of the world, or other celestial objects, and other realms.
Note: Chosen and Sentinel are the same thing. The reason for the Vagrant being called a Chosen while other individuals such as Thrasel Shravrek a Sentinel is because the Vagrant was rogue and does not/did not serve his nation while other Chosen did and came to be known as Sentinels
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches: