| Name | Irakusauu |
| Age | Adult |
| Species | Raveen Kat |
| Element | Sunset |
| Gender | Male |
| Father | Wild |
| Mother | Wild |
| Birth Pride | Unknown |
| Mate | Lunatha |
| Pride | Foretold Prophecies |
| Dimension | Inner |
| Deity | Orcle |
| Advancement | Blood-Marked Slayer, Flier Class (Level I) Slayer, Tactics Class (Level I) |
| Description | ... |
| Personality | ... |
| Powers | Soul-Reading Self-Healing (Instant) Night Vision (Perfect) Telekinesis (Infinite) Teleportation (At Will) Psykinesis Advanced Senses (Hearing) |
| Magics (Flier Class) |
Flier Remedy - Allows the Flier to blend into their surroundings while airborne. If they're wounded, faint, or low on energy this magic also allows them to fully heal as the wind passes through them, restoring them to full health and allowing for Fliers to go for days on end without having to rest. This magic functions only while the Flier is in the air. Should the Flier lose his ability to fly, they also lose the benefits of this magic until they regain it. (Special) Alkna - A spell which causes energy to build upon a Flier's forepaws, adding silver and spirit-essence damage to any weaponry the Flier possesses, as well as claw damage. (Level I) Devruso - All nearby allies are momentarily removed from the immediate area, relocated to a safe zone of the Flier's choosing. Used mainly for retreats, or when the threat is too large and allies need to regroup. (Level I) Ghatha - This spell allows the Flier to see the area in a birdseye view, even when grounded, permitting him to see all threats and obstacles that may be in the areas ahead. (Level I) Hijuen - Cripples an enemy's ability to send magics or attacks into the air. (Level I) Kyutavs - Sends out an unseen net of energy into the air above and surrounding a battlefield, making it impossible for enemies to take to the air. If they're already airborne, it renders them unable to move at all. (Level I) Mevaen - This spell causes the automatic destruction of any active sensory magics and manipulations in the area. The spell does not, however, differentiate between enemy or allied magics, so sensory magics used by allies will be negated as well. Can be used to expose enemies who have manipulated one's senses to remain hidden. (Level I) Taklsu - Stops an enemy from being able to track the Flier, causing any tracking magics or senses to be unable to pick up the Flier's trail. Causes the Flier's mind to be unreadable for as long as the spell is active, and hides its aura from view. (Level I) Wind Walk - Allows the Flier to become one with the wind and air currents, making him invulnerable to physical harm. (Level I) Jyvata-Nu - Instantly knocks all airborne enemies from the air, sending them plummeting back to the ground where the force of gravity awaits to crush them completely. Once they're grounded, they'll be disoriented for a few short moments. Enough time to attack and finish the job, or get out of the area. (Level II) |
| Magics (Tactics Class) |
Denial - Energy flares out and blocks the next magic, or power, activated by the target. (Level I) (Counter-Curse) Further Prevention - Prevents those in the area from being able to target individuals under the effects of a Healer. If they try to, their energies will be rapidly drained. (Level I) (Traps / Psionic) Insight - Allows the Slayer to recognize, and predict, the next magic or attack to be used by the target. (Level I) (Psionic) Pawhold - Makes it impossible for the Slayer, and those within ten feet of him, to be knocked down or harmed by environmental magics. (Level I) Rust - Corrodes the weaponry of targets, reducing metallic or earth-based weapons to rusted dust in the matter of seconds. (Level I) (Weapons Magic) |
| Abilities | Tornado - Calls forth a tornado. Seclusion - Takes all the air away from the target, making it impossible for the target to breath. Air's Fury - Summons a flock of clear air phoenixes which can call forth tornados and gusts of wind. Wind's Calling - Calls forth a wave of wind which is powerful enough to pull ten trees, out of the ground by the root, or send the target flying miles away. Falling Wind - Causes the sky to fall, pushing the target into the ground and rendering them immovable. This ability can easily crush bones. Wind Of The South - Calls forth a huge storm of wind. This wind is usually cold and ends up freezing the target for up to two hours. Cloud Cover - The area is instantly covered in clouds, making sight useless. Cloud Wave - Summons a white wave which electrocutes everything it touches, resulting in paralysis of the target. Cloud Dragon - Summons a 100ft. cloud dragon. This dragon is powerful enough to easily stop a Kat dead in its tracks. The dragon can take damage but will not stop until the summoner wishes it to. Whirlwind - Calls forth a gust of wind which is powerful enough to move an adult Raveen Kat wherever the user wishes. Clashing Sky - Creates a storm of whirlwinds. Each whirlwind is strong enough to move ten adult Raveen Kats miles away, or easily crush bones. Falling Sky - Causes the sky to fall upon the target, instantly crushing and paralyzing it. Setting Sun - Calls forth spheres of fire which explode into flames upon contact with the target. Sun's Vision - Renders the target instantly blind. While the target is blind, its body is covered in flames. The flames will not go away, even if the target jumps into water. Only the user can stop this ability. The Sun's Call - A wave of fire spheres, followed by a fiery wave of destruction which renders living things paralyzed and completely destroys nonliving things. Rainbow Enchant - Calls forth a rainbow shield. The shield can block any physical attack and most abilities. Mist abilities cannot be blocked by this. Rainbow Wave - Sends a rainbow wave at the target. The wave cages anything it touches in rainbow crystal. The crystal drains the target's energy while it is trapped inside. Bow Of Rain - A wave of acid arrows, these arrows explode on contact with the target and instantly start draining the target's energy while burning through its flesh. Meteor Shower - Calls forth a shower of meteors. Illusions cannot use this ability. Dusk - Instantly darkens the area and makes the user invisible. Illusions cannot use this ability. The Hunt - Causes dusk to come, along with a pack of nocturnal hounds which are immune to Raveen Kat abilities. The hounds are able to turn invisible. Illusions cannot use this ability. |
| Origin | Battle Prides |
| Notes |
Irakusauu has a full mane, as well as bits of black fur on his cheeks, which is a rare trait that is usually only found in those of mixed blood. His eyes are of the type which are usually only seen among Keepers. His pupil is always a thin slit, giving him a somewhat feral look. His sense of hearing is very keen, far more advanced than that of most Raveens. His psykinetic power allows him to focus his emotion into his attacks, making his claw strikes powerful enough to shatter a Metal Kat to pieces. It also works to clear his mind of any lingering emotions which might otherwise serve to distract him in battle.
His eyes are Shadow-Marked. The armor which he wears is indestructible. It is not true metal, but rather the scale plates of a silver Zethn Dragon molded into armor. The claw hanging from the front of the armor is from the same dragon, whom Irakusauu is responsible for killing. The adolescent Zethn had been threatening an area of the north which Irakusauu had been using as a training ground. After losing a student to the Zethn's uncontrolled bursts of anger, he had no choice but to do away with the beast. It was a difficult battle, since the dragon could not be harmed by tooth or claw, but Irakusauu outsmarted the beast - summoning a powerful shield and reflecting the Zethn's pulse blasts back at it until it succumbed to death. As a warning to other Zethn Dragons hoping to seek residence within the territory of his training grounds, he displayed the silver's decapitated head out in the open, and even to this day, wears the dragon's scales. After this incident, he returned to his duty as a Battle Master, continuing to train those Raveens who had sought him out. After a number of his students fell in the battle against demons in the east, he left his territory, and entered the battle himself. It was a way to redeem himself, for many had criticized his training capabilities since so many of his students had died on their first days in the east. He survived the whole attack on the east, killed hundreds of demons without the aid of anything but his claws, and proved his strength in battle numerous times to other the Battle Masters who followed him into war. He redeemed his name, but after the dust cleared on his final battle on the east he had no desire to return to the north. Irakusauu had heard the stories of the Battle Masters in the west having fallen in the attacks there, and felt that he may be needed there. When he arrived, the Battle Master from the south, Miku-Nii, had already taken over the position left open by the removal of Rashemora. Miku-Nii told him that they didn't need another Battle Master in the west, and that he should just return home, as this was her domain now. Irakusauu was amused by her and firmly stated he wouldn't be leaving, as there could never be enough Battle Masters in one area. Miku-Nii was annoyed, but agreed in the end to let him stay with one catch - as long as Miku-Nii was active in the role of Prime Battle Master of the west, Irakusauu could not teach any students abilities or powers. He agreed, and thus could only teach students physical fighting skills. He keeps his oath still, until he discovers what has happened to Miku-Nii. He is also wary of taking on new students, given the changes the world has experienced, and is unlikely to do so until he has some answers. |