Alanik - Tainted Hand Capital
Alanik is the capital of the Tainted Hand: a brutalist theocracy built to extract corrupted truth and convert it into law. The city does not feel “lived in.” It feels administered. Streets are narrow and over-shadowed by monolithic, decayed structures that seem designed to silence the body - high walls, blind corners, heavy arches, sealed bridges, and towers that block the sky like verdicts. Every route leads past a checkpoint, a tithe mark, or a ritual threshold. In Alanik, faith is not a comfort; it is a procedure. The economy is indistinguishable from doctrine. Alanik exports silk, sacred paper, and bone incense, materials treated as holy infrastructure. Silk becomes scripture and restraint: woven into ritual tapestries, veils, binding cords, and oath-bands. Sacred paper is manufactured to receive soul-ink seals and self-erasing ciphers, used for trials, decrees, and “memory revisions.” Bone incense burns in vents, braziers, and wall-shrines, saturating districts with a metallic sweetness that clings to skin and makes breathing feel like participation. The city smells like sanctified rot—beautiful, controlled, and wrong. Governance is immediate and visible. Trade points enforce a 10% religious tithe as a public act of submission, often collected under carved arches where scripture is etched into stone so deep it looks like wounds. Heresy doesn’t go to court. It is extracted in ritual chambers, or silenced in alleys that were built to hide screams. During sanctioned vow-weeks, speaking aloud is punished, and the city’s quiet becomes aggressive. Footsteps, cloth movement, and prayer chains replacing conversation. Even the art is hostile: encrypted murals, veiled songs, and Wailing Portraits in civic halls that shriek when a marked heretic draws near. At the heart of Alanik rises the Spiral Sepulcher, a monumental, downward-spiraling sanctum where spiritual infection is studied, weaponized, and “purified” through ritual collapse. Its geometry is deliberate: corridors that repeat, stairs that loop, chambers that feel slightly mis-measured, designed to make visitors lose orientation and eventually certainty. For the faithful, the Sepulcher is proof that suffering has structure. For everyone else, it’s a reminder that the Tainted Hand doesn’t just punish bodies. It edits identity. Alanik produces a specific kind of fear: not the fear of dying, but the fear of being redefined. In this city, memory flows upward into authority, every confession, oath, and failure becoming material the Order can reuse. People don’t disappear in Alanik. They are repurposed. Visual / Atmosphere Anchors: Silk Scripture Infrastructure: huge woven tapestries stretched between buildings like suspended laws; wind makes them “breathe.” Incense Vents + Bone Smoke: thin smoke leaking from wall seams and street grates, marking ritual districts like invisible borders. Tithe Architecture: carved arches and toll-gates where payment is a public ritual, not a transaction. Landmarks / District Hooks: The Tithe Arches: main trade checkpoints; coin + confession collected together. Silken Scripture Mills: looms operated like temples; workers speak in chants or not at all. Black Paper Foundries: sacred paper drying racks like hanging skins; soul-ink stains embedded in floors. The Wailing Gallery: civic corridor of enchanted portraits; silence is enforced by sound itself. Hand-Cleansing Baths: purification stations for Tainted Hand members to delay madness.
Age
2026
Faction
Location Concept
Type
Capital City / Order Territory
Location
Tainted Hand - Order of the Black Heron
Overview
Age: 17
Origin: Southern Keltus (Grimholdt ruins)
Faction: None (aligned only through player choice)
Heritage: Daughter of a fallen noble and an earth-marked healer
Companion: Veyr, the ashfang wolf
Combat Role: Agile frontline blade-user; hybrid duelist and beast-wielder
Narrative Role: Fixed protagonist; mythos anchor and alignment catalyst
Core Traits: Loyal | Silent | Decisive | Myth-shifting
Design Pillars: Clean silhouette | Practical gear | Layered identity | Ethereal presence
Kaelen is the fixed player character in Aetheris, a grounded, narrative-first protagonist with dynamic myth evolution. She cannot be customized visually or narratively, but the world’s reaction to her changes constantly through decisions, region-based ripple effects, and myth perception.Her role is to carry the weight of player agency without being a blank slate: she’s deeply written, but allows the player to steer her reputation, factional standing, and influence across the world. The design favors clarity of silhouette and identity, but with evolving perception systems.
Kaelen is always accompanied by Veyr, a bonded wolf companion with light combat support and stealth assistance. Later, she is joined by Maera and Tarin, her two childhood companions, forming a squad that grows emotionally, not numerically.
Design choices
Kaelen Thorne - Faction Outfits
Every outfit starts from the same core silhouette- silver-white hair, cloak, layered half-skirt, and signature weapons. Each faction unlocks its own variation: unique colors, symbols, and materials, all layered over the base design.
No matter the allegiance, Kaelen’s identity stays constant. The spirit of the character never changes, only the outer marks of culture and loyalty shift.
Combat style & Loadout
⚔️ Combat Style & Loadout
Combat Identity:
Kaelen blends fast, intentional strikes with terrain awareness and Veyr-assisted synergy. Her playstyle rewards spacing, stamina management, and myth-triggered abilities. She excels at interrupting rituals, disrupting heavy foes, and quickly relocating.
Weapons:
Alesdair (Primary)
A long, living blade — 65/35 handle-blade ratio. Semi-sentient. Attuned to the Undertrace. Heavy, brutal swings with subtle earthbound powers. Parry-heavy style.Secondary Sword
Shorter, fast-reacting blade. Used in dual-wield rituals, traversal moments, and tight interior spaces. Lighter damage, high precision.
Core Mechanics:
Light-heavy attack combo strings with animation cancel windows
Dual-weapon synergy with ritual-activated stance switches
Veyr-assisted takedowns, distractions, or pathfinding
Terrain-aware stamina system (echo zones affect mobility)
Interrupt-focused parry system
Faction-dependent passive buffs (based on myth perception)
Design Language
Kaelen’s design prioritizes recognizability, weight, and functionality. Her visual identity never changes — only its accents and cultural markings shift based on faction alignment. This preserves her presence across versions.
Visual Anchors:
Long, white-silver braided hair
Layered asymmetrical cloak (heavy, black, torn with utility)
Half-skirt over rugged loose trousers
Tight-fit black top with flared sleeves
Minimal armor (only forearms / shoulders, no full plating)
Understated face markings (subtle ivory glyphs, not warpaint)
Wolf companion always present
Glyph on back of cloak (only visible in motion)
Core Color Palette:
Muted blacks, soft silvers, mossy greys, under-earth greens, ash-white highlights
→ Palette adjusts subtly with faction, but always rooted in “Moon & Hollow”
Faction Outfit Variants (modular, same base):
First Hand: Symbolic shackles, light plate over cloak, Order glyphs
Tainted Hand: Prayer ribbons, bone-white cloth, blackened leather
Kyadamri: Sealing thread patterns, contract mask, blood-signed bracers
Keltus (default): Earth-toned wraps, relic cloth, fur-lined collar
Base/Neutral: As shown — minimal, clean, survival-based
Lore
Kaelen Thorne was born in the broken halls of Grimholdt, a southern Keltan fortress long since overtaken by moss and ruin. Her father died defending their collapsing keep from Order incursion. Her mother, marked by the earth, kept them hidden, until she vanished beneath a blood moon, leaving only a woven heirloom tied to the Undertrace.
Alone at thirteen, Kaelen wandered until she found Veyr, an ashfang wolf, also wounded, also lost. Their bond was instinctual, immediate, and absolute. From that moment, Kaelen became ghost and myth. Stories of a white-haired girl roaming ruins spread quietly, too precise to be folklore, too wild to be Order truth.
Kaelen never pledged to any banner. She has learned to avoid the reach of all Hands, all factions, all chains. Yet she is not passive , she acts. Protecting relics, disrupting Order movements, or simply surviving. Her presence alone shifts the mood of regions. Some see her as a heretic. Others, a ghost. A few, a savior.
Her identity is shaped by what others believe, not by what she says. Because she speaks little, and acts in silence. But her story is written in the ripple she leaves behind.



