Ebos was a strange world.
Everywhere, there were signs of life, great cities loomed over the vast, empty landscape. Many trunks, long since frozen solid and encrusted in ice, littered the landscape, suggesting the presence of vibrant forests, and the ecosystem that accompany them, not that long ago. Settlements littered the landscape, hinting at the civilizations that they shelter.
Yet despite all these signs, Ebos was not vibrant, it was not lively.
Nearly all of Ebos was frozen in time, a single moment preserved for all eternity, so that none could tell if only a single moment or many millennia had passed.
Through it all, The Silent wept, for the world was unspeakably tragic, yet hauntingly beautiful.
A world of endless, yet wasted potential lay beneath a barrier of ice, countless ambitions, perhaps in harmony, perhaps in conflict, were brought to a stiffing halt by the endless winter. Such wasted potential was a travesty to behold.
Yet so too was disrupting a world of perfect silence and perfect harmony. Perhaps, The Silent One thought, the world should be left in eternal frost, preserved in the everlasting moment. After all, this was the end goal of some unseen ambition.
The Silent contemplated, torn between its natures, for an eternity that was a moment.
It would not do to leave the world in stillness. Silence, without sound, lacked meaning. Without the living forces of Ebos, The Silent One lacked meaning. The Silent One would test the waters, he would prod the sleeping world to see if the invisible hands that have guided it were awake.
The Seraphim hide an intricate and fragile clockwork interior under a smooth shell. Constantly hovering several feet above the ground, Seraphs hide various mechanical components, such as arms inside their chassis and only expose them when in use. Given sufficient materials, especially metal components, Seraphs are capable of working raw materials for the purpose of self-replication, but lack the knowledge to apply this capability to other endeavors. Seraphs may also create sigils of silence, deadening all sound locally, or rendering a specific target incapable of making sound for as long as the sigil remains.
Seraphs are exceptionally loyal not to individuals, but to ideas. Each Seraph follows a 'prime directive' which informs its actions. Seraphs following the same directive may collaborate or compete, and Seraphs following different directives may set aside their differences for a common interest, or find themselves embroiled in conflict with groups of opposing goals. As such, Seraphs will attempt to further the advancement of the prime objective, even if it means that subterfuge and betrayal are required.
Seraphs are also adaptive creatures that may incorporate technological advancements into themselves, gaining additional abilities and specializing in order to better serve their prime directive. In order to encourage specialization, Seraphs are innately curious and inquisitive, seeking out knowledge in all its forms in order to better understand the world and complete the prime directives. As the specialize, they may also change their forms to better serve their purpose.
The Silent One placed a single Seraph upon Ebos, and gave it a single directive. Investigate the cause of the frost, and if possible reverse it. In the meantime, gather information about Ebos and its inhabitants, including characteristics and weaknesses. The intricacies of its construction made creating a large quantity of Seraphs difficult for the time being, as The Silent One was weakened by the frozen world.
Perhaps the injection of a single point of ambition may bring the world to life again.
||+16 sv, +1 Creation, +3 Domain (Ambition, Plots, Silence)
||Given sufficient resources, may construct other Seraphs
||Automatically and inexplicably hover a few feet above the ground for locomotion
|Thirst for Knowledge
||Will attempt to attain information in all its forms
||Each Seraph is loyal to a Prime Directive that governs its actions. Prime directives may change and even be created
||By incorporating technologies, Seraphs may alter their forms and gain additional abilities
|Sigil of Silence
||Seraphs may create and place sigils of silence, which heavily dampens sound in a particular area if placed on an inanimate object, or renders a target incapable of making sound if placed on a creature or sentient entity.
||Seraphs may create a field of absolute silence in the area around them, preventing any sound from being made or heard in a 10 m radius. This ability may be deactivated.