Sonandra Massone: Pirate, Cult Leader, Extreme Sports Enthusiast.
Sonandra Massone - (Martial Master 5 and leader of the Headlong Hurlers)
Cues: Speaks with a drawl at a slow, deliberate pace; noticeably bereft of extraneous adornments; her eyes are wide and unblinking, affecting a thousand-yard stare.
Sonandra arrived with her brother Mokul from a cold, barren world which she never mentions by name. Several years of simultaneously toiling and indulging her worst impulses drove her into a deep depression, amplified by the subsequent death of her brother at the hands of Sha-Benyu cultists in the Kettle. Alone and stripped of all the trappings of her past, she sought salvation in fanatical devotion to The Goddess Who Balances On Narrow Precipices. First training with Pankratz at Kamma Tower, then betraying his trust during the Night of Sighing Clowns and turning the tide in favor of the Powertruthers, she finally committed herself to pursuing empire in the name of Ji’Gin’Jir.
Sonandra only accepts women into the Headlong Hurlers, her fanatical gang of wingsuited, scraperdiving cultists. She lives, trains, and raids with them in their Neighborhood Friendship Hall, which she received from the Wind Merchants in exchange for the lives of dozens of trade competitors. Sonandra deeply dislikes the Elven Kings and only occasionally preys upon the lesser residents of Berchan. When the whim strikes her, she will deem fit to act upon requests from the poorest denizens of the Favela, although she typically takes liberties when interpreting their desires.
The early years: Kill all night, drink all day.
The Headlong Hurlers - Originally a skydiving cult dedicated to the worship of the Goddess Who Balances On Narrow Precipices, the Hurlers became an aggressive militant street gang after the arrival of their current leader, Sonandra Massone. Massone armed and organized the cult, emphasizing the shock potential of wingsuiting into the streets to seize whatever they want. Their subsequent successes have led to rapid growth in the Favela.
The Hurlers have taken control of the multi-story perch poles scattered across Berchan, using them as recon posts and launching sites to dive into the streets. They wear colorful, high-tech wingsuits and brandish two-handed swords, and their bravado matches their skill. They only allow women into their ranks and hope to become the dominant force in Berchan, harboring a deep hatred for the Elven Kings. Protection rackets and targeted raids feed their enterprise.
First concept sketch of the Hurlers.
Headlong Hurlers Neighborhood Friendship Hall - A single elevator sits at the base of a 22-story windowless tower in the northeastern corner of Berchan, with only a line of odd, abstracted facial expressions carved into granite to indicate any significance about the location. A ride up the elevator takes visitors to the 18th floor, a cold, dim atrium guarded by six of the Hurlers. Those lucky enough to proceed further find spartan dormitories on the 19th floor, common living and working facilities on the 20th, a grand and artless meeting hall on the 21st, followed by an intense training facility on the 22nd. The roof of the tower features retractable climbing poles, which allow scraperdiving access from up to 35 stories.
Sonandra Massone lives in the common dorms along with the rest of the Hurlers, eschewing the excesses of gang leadership in a show of solidarity with her sisters. The monastic life of the Headlong Hurlers breeds fanaticism, and their dedication to The Goddess Who Balances On Narrow Precipices never wavers. Here the Hurlers plot their forays into the city, and the only reaches of Gathox denied them are those of higher altitude in the Craw. Excess wealth is stored in a grand vault, from which regular tithes to lesser shrines of the Goddess are extracted and delivered in the most athletic fashion.
Flying Wombat Armor/ Gathoxan Wingsuit - This suit of ultra-light armor features a woven mix of kevlar and carbon fibers, sewn into the form of a 'onesy' jumpsuit. The most incredible feature of this new, cutting edge technology is the wings and tailflap sewn between the limbs, allowing for high speed controlled falls. Basejumping parachute included. +2 AC, 1 enc, 800gp. Armorless versions are available for Mentalists for the same price.
*Operation: Without training, the wingsuit requires a 5d6 vs. DEX check to operate successfully; with verbal instruction, 4d6 vs. DEX; with 5 or more successful jumps, 3d6 vs. DEX. The check must be made when first jumping and when significantly altering course. If jump and course-change checks have been made successfully, there is no need to make a check for pulling the parachute cord; however, failing either of the jump or course checks will necessitate an exploding 2d6 vs. DEX check to deploy the parachute.
*Death from falling is the number one killer in Gathox. Flying Wombat Manufacturing assumes no liability for accidental, incidental, coincidental, ironic, karmic, or purposeful injury or death due to the use of Flying Wombat Products.