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Christopher Eccleston as Malekith the Accursed |
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Name: |
Malekith the Accursed |
Birthdate: |
{$birthdate} |
Faction: |
Team Malekith |
Codename: |
Malekith the Accursed |
Position: |
Master of the Hunt |
Hometown: |
Southern Swamps, Svartalfheim |
Partner(s): |
Aelsa the Elf Queen |
Height: |
6'10" |
Father: |
Lord Black Bile, dead |
Weight: |
340 lbs. |
Mother: |
Lady Mazerot, dead |
Hair Color: |
White |
Siblings: |
Twelve dead brothers |
Eye Color: |
Grey-black |
Children: |
The heir apparent to Alfheim |
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Background
Malekith the Accursed was born to be the Lord of the Wild Hunt, thirteenth son of Lady Mazerot, whose Svartalfjar clan ran the hounds and wolves of the hunt. He joined the wars as an unwilling soldier, ever better suited for tactics and scheming than hewing his way through the battlefield.
He grew to hate the ljosalfjar (light elves), dvergr (dwarves), and especially Asgardians and Vanir, whom he came to see as little better than imperial overlords trying to inflict their will on Svartalfheim again and again. He soon came to believe the only way for the Svartalfjar to gain their freedom was by liberating themselves from Asgard, preferably by destroying Asgard forever.
Family fortunes came to ruin such his mother sold him to another clan for money and food for the Wild Hunt. Little more than a casteless slave, he fought and toiled in misery (and plotting revenge) until chance aid to a dark elf prisoner changed his life. The prisoner was a sorcerer, who took him as an apprentice after their escape and trained him for many years. Malekith drank all he could of power, spending two thousand years in study and practice and battle until he was claimed as equal to his wizard master. Then he struck out to bring his long plots to fruition.
Malekith murdered his master and then his mother, adopting the mantle of lordship. The power that struck him during his master's assassination earned him his title Accursed. The clans of the Svartalfheim Dark Council banished Malekith, even though he was among the most gifted sorcerers ever known to the dark elves. He swore to return to restore Svartalfheim to glory and conquest, and to purge the weakness from his race. Forced out, he sought shelter in Jotunheim and has since crossed the realms seeding chaos and rebellious notions against Asgard and the dark elven kings and queens. He has found many eager hands and minds receptive to his ideas, and they only realize the depth of his schemes long, long after he has departed from the scene.
He has instigated wars and assassinations, fomented trouble, and stirred up open revolt among many realms simply to learn the tactics of his Asgardian enemies, and pitted one realm against another on countless occasions. The tolls in bodies don't matter so long as he rules supreme over a universe where the dark elves are ascendant.
Description
No one would ever mistake him for human. Not at nearly two meters tall, the man built like an Olympian swimmer has unnaturally pale colouration at every turn. Ashen skin carries a distinctive dusky undertone, gone completely to gunmetal grey beneath a shock of hair pulled back into a rough braid. Slanted brows and hair is pristine white, not yellowed by age but completely colourless. His flinty eyes are nebulous stormclouds, capriciously shifting from nearly white to almost basalt, and tilted at a pronounced angle. Though undoubtedly masculine, his features lack coarseness, rather cut by a very sharp knife from malleable stone to achieve razored cheekbones, a hard jaw, and a harsh brow. The rest of his athletic body is similarly hard and built to a sculptor's proportions, broad of shoulder and narrow of hip.
He is dressed for war, as much as one can probably make sense of the lean black jacket and pants he wears. They resemble nothing terrestrial, and fuse the stylings of Japanese samurai with a futuristic take. Scaled plates, each thin and edged, fit together in a supple breastplate of sorts, giving protection to his chest, shoulders, and hips. Segmented leggings in some curious material, between carbon fiber, silk, and ceramic, split up the seams to accommodate thick boots that bear a sharp point at the toe and spur-like protrusions at the back. His gloves are in fact shoulder-high gauntlets infused with electrical rungs and charges.
IC Events
1964:
- May: Malekith goes looking for some entertainment. He finds out Loki is back to play!
- June:
- He calls the Wild Hunt down on New York. Dogs vanish across Manhattan to Queens.
- Bucky and Kai end up as hounds in the Wild Hunt, which they'll remain forever more.
- He entertains Kai in Svartalfheim, then releases him. Bucky isn't happy about how.
- Malekith and Loki attend on a few cosmic adventures to obtain the necessary trinkets for his wedding to Aelsa Featherwine, captive princess of Alfheim.
- Aelsa and Malekith jaunt off to have some fun.
Traits
- Svartalfjar: The dark elves were born into shadow. Tall and more muscular than humans or ljosalfar, they are 6- 7' tall and their flesh is thrice as dense, resilient to mundane weapons, falls, and violent impacts. They regenerate damage quickly but not severed limbs or organs. Magic or rare toxins/poisons are needed to inflict lasting damaging. Their agility is stuff of legends: they seem to be shadows given their light-footedness and apparent ability to move unhead, and their rapid reflexes are well beyond human norms. Malekith can lift up to 25 tons unassisted, though his magic vastly increases this (enough to toe-to-toe Thor somewhat). His personal durability is superior to svartalfjar, and he can resist extremes in temperature and pressure, great blows, and channeling immense amounts of magic.
- Lifespan: His people live thousands of years. He appears 40, being about as old as Odin.
- Allspeak: He comprehends all spoken languages in the Nine Realms as if they were Svartalfen. He never speaks Aesir or Vanir though he knows them, and he knows the Jotun tongues as well.
- Willpower: He could hypothetically wield an Infinity Stone. That speaks enough.
- Sorcery: His powers are on par with the other great Asgard magicians, a whisper below Loki's skills. He can draw power in Svartalfheim to heighten his Svartalf magic to equalize them. His personal reserve of power and capacity to channel or absorb magic is immense, and he's studied for millennia in many forms, forbidden and not.
- Transformation: He can shape, manipulate, and transform physical objects or sentient beings from one state to another. He alters aspects like appearance or volume, state (like himself into a gaseous form).
- Dark Elf Magic: He has an affinity with subtle, mind-affecting magics that warp the mind, causing a target to see something which isn't there, feel an implanted emotion or memory, act on a buried suggestion or command, or prey on the hidden secrets of their psyche. His illusions are long-lasting and potent, requiring a sympathetic connection to fuel deeper terrors, suggestions or mental domination. He is deeply resistant to mind control powers in his own right, being shielded against mind control.
- Teleportation: He can cross vast distances on the same realm.
- Shapeshifting: He is good at changing his size, physical attributes, and hiding his form. He only remains humanoid (vain, baby)!
- Energy Bolts: He shapes elemental energy that damn well hurt, preferring magic, ice, or esoteric elements like enchanted darkness.
- Power Siphon: He drains magic from other magic users, spells, items or humans by aura (15m) or touch, absorbing it into himself or letting it dissipate. Siphoning requires concentration and counts as an attack that most aware sorcerers can resist.
- Swordsmaster: Armed with any kind of blade from a stiletto to a greatsword, Malekith is a devastating force. He fights dirty using tactics reliant on surprise, his great speed and strength, and inflicting devastating cuts that hamstring an opponent - often quite literally. His skill was learned in the alleyways and brawls of Svartalfheim, not the battlefield, though he can accommodate a fray full of bodies as easily as sneaking up and assassinating an opponent in their bed. Using poison and toxins derived from rare plants that break even Asgardian constitutions is a particularly favoured ploy, and he can fight competently without risking himself, though he always carries an antidote for himself.
- Poisonmaking: He is an expert at distilling, brewing, and preparing a number of potent toxins that cause illness up to death. He prefers to use contact or ingested poisons, as his pride demands often the victim know exactly who did them in. He also has many remedies and antidotes to the same toxins he harvests and creates.
- Sorcery: He has a deep, practical education on all aspects of faerie magic, that used by the elves and dark elves, and their cousins in the Celtic pantheon (e. g., Morgan Le Fay). He also has deep understanding for seidr, Asgardian magic, Norn prophecy, elementalism, and the weird branches of sorcery practiced among the Nine Realms minus Midgard. He's made a personal study of most potent magic items he might wish to acquire to use to his nasty devices, including the mythological or fantastical, and knows something of their banes, weaknesses, and whereabouts.
- Silver Tongued: By careful phrasing and insinuations, Malekith can convince people of most anything he sets out to make sound utterly reasonable. His gifts for deceit are only surpassed by his talent for magic, and he sprinkles enough half truths to confound even highly astute, empathic observers.
- Smart: Malekith is a cunning, quick-witted foe who relies more on his wiles than his physical or social skills to achieve his ends. He's rarely anyone's fool.
- Hunting Horn: An ancient relic of the dark elves, the Hunting Horn of Faerie allows a wielder to summon up the Wild Hunt. Malekith must sound the horn for at least one minute unbroken, and the arduous activity cuts his lips and tongue, smearing the mouthpiece with blood. He cannot prevent this damage by any spell or protection. The blood sacrifice is necessary. The horn creates a gate that allows the dark wolves and hounds, shades, and other creatures of hunting and tracking out of the depths of Svartalfheim.
- The summoned Hunt pursues the quarry which Malekith identifies unerringly, lasting either until dawn or they bring down their quarry. If dawn comes without success, the pack is pulled back into Svartalfheim wherever they are.
- The key properties of the Wild Hunt: each member of the Hunt is empathically connected to one another, and share general awareness of one another's health, direction, and emotional state. They have a degree of sentience equivalent to a human, but the Hunt cannot speak in any identifiable tongue. They are capable of howling to one another in a language understandable to other Asgardian and Vanir or Svartalf wolves. The Wild Hunt is made up of shadowy wolves that have a semi-tangible form, allowing them to blend totally into the darkness unless they choose to be seen. They can move across liquid surfaces as though they were solid and treat the slipperiest of surfaces or thinnest ledges as solid and stable. The Hunt cannot fly but they can leap with supernatural strength and stamina. The primary weapons for the Hunt are fangs and claws, and they use tactics similar to lupines.
- Members of the Wild Hunt were once humanoid or elven, but they retain barely any memories of their past. They cannot be transformed back to their original forms without powerful magic and a lot of therapy.
- Malekith, as wielder of the horn, telepathically controls the Wild Hunt. The Hunt cannot resist the call of the Horn or the suggested commands of its wielder.
- The Wild Hunt has the same weakness to cold iron that Malekith himself does.
- Caches: Malekith keeps caches of gear, money, gems, and weapons/armor throughout the realms. Individually, a cache contains enough to help him establish an identity and make the appropriate bribes to live comfortably for a short time, giving him all he needs to land on his feet.
- Winter King: Malekith's cold, unswerving focus and adaptability for what life throws at him make him a ruthless opponent. He never lets issues like sentimentality or patriotism get in the way of his goals and what is best for him. Appeals to such soft emotions will fall upon deaf ears.
- Owed: Many people have come into Malekith's debt over the years. He never forgets who owes him and for what, and some of those people with significant influence and power fear the day he comes to collect with interest.
- Cold Iron: Iron causes the svartalfjar pain and acts as anathema to their magic. Malekith feels burning pain when in contact with iron and any alloy that is at least 90% iron (this includes nearly all steel). He is especially vulnerable to pure iron weapons, which inflict devastating injuries as if he were a human hit by the same object. He does not gain any sort of magical resistance or protections to an iron weapon. Malekith cannot concentrate enough to attempt casting when even touching iron, and his powers cannot be channeled into any sort of iron object. Damage done by pure iron does not heal at an accellerated rate, and even alloys such as steel reduce the healing by half.
- Enemies: Malekith's rabble rousing and scheming left a string of slit throats and ruined fortunes in its wake. The man has more enemies than he can count. Asgardians, dvergr, and svartalfjar in particular hate him for his scheming designs that bankrupted merchants and corrupted good men to act terribly for his gain. He exploits people at liberty and honestly doesn't care who or what he hurts. If they were ever mobilized to act together, his enemies would make a battalion in their own right.
- Displaced: The Accursed is a man with no home and no place. Banished from his native Svartalfheim, he drifts through the realms, always dreaming and scheming to retake his place among the dark elves and wrest the fear and respect he believes he is due by almost every living being in existence. All will look upon him and quake, if he has his way. But that likewise means he is welcome nowhere, and calls no place a safe haven. He roams from port to port, always forced by circumstances to keep going.
- Power Mad: Some men lust for power, and some men would do absolutely anything including murdering their own mother and selling her corpse to get ahead in the world. Malekith's desires to assure his own position leave no stone untouched, no possibility too absurd, no demand too great. He's dealt with Surtur himself and bargained, certain he has the upper hand on the Muspelheim king. Malekith's madness is subtle, revealed only in the breadth of his machiavellian machinations, and often well after the fact.
- All About Malekith: Malekith does deals for himself. He acts in his own interest, always and only. Any partnerships are made purely for his own benefit and he doesn't accept 'possible future use' as a good reason without a serious immediate gain. Long term planning doesn't mean working long term with his enemies in hopes of a brighter day for himself.
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