Eliza Kytel

“You can’t trust her smile. It’s the one thing about her that looks completely human.”
— Anonymous Cas slum survivor


Origins and Creation

Eliza Kytel, better known by her true name Yaskeline, is an Alraune—one of the rarest and most feared artificial beings in Human Space. She was created during Ixion’s chaotic early colonization by Vittora Le’Boor, a Louisiana exile who carried with her the ritual knowledge of Loor’Ayjeh, the Redspace Adversarial Intelligence that had guided her flight. Using blood, milk, and brain matter to nourish a prepared pot of Gloriosa superba entwined with fungal mycelia, Vittora shaped the plant’s roots into humanoid form.

The final stage required a torturous execution, the victim’s screams reverberating through resonance chambers to imprint the newborn Alraune with a true name. In a calculated act of betrayal, Loor’Ayjeh himself murdered Vittora, feeding her life into the matrix that birthed Eliza. Though meant to serve as a weapon and long-term Agent, Eliza—like all Alraunes—proved uncontrollable. She grew to adulthood in Cas, abandoning her “father’s” plans and detonating a chemical bomb that annihilated his vessel.


Early Life and Rise in Ixion

Raised among the slums of Cas, Eliza displayed the predatory charisma typical of her kind. She quickly organized a gang of dispossessed and desperate, turning them into a cartel that thrived on Ixion’s instability. Unlike most Alraune who flit between violent indulgence and detachment, she exhibited long-term vision. For years she reveled in Ixion’s wild hunts and blood revelries, a queen of nocturnal hunts where degenerate mutants and desperate humans alike bent to her call.

Her ambitions deepened after Loor’Ayjeh’s return. Rather than seeking vengeance, the Adversarial Intelligence recognized her value and offered mentorship. Together they weaponized Ixion’s resources—thollins, dormant psychovores, and the slums’ Criminal networks—into an infrastructure of Redspace corruption.


Psychological Profile

Like most Alraune, Eliza is not psychologically human. Cold, calculating, and predatory, she exhibits traits that mimic sociopathy: cruelty, manipulation, and a pathological tendency to lie. Yet unlike many of her kin, she tempers this with patience and long-term planning, perhaps a reflection of her role as Loor’Ayjeh’s “Charismatic.” She thrives on corruption and subversion, preferring to seed distrust and watch societies collapse under their own contradictions rather than striking openly.

Her charisma is genuine and dangerous. Even those aware of her true nature often find themselves drawn to her, seduced by her confidence and intoxicating presence. Unlike the Perfect Vessel Zamol Garner or the tribal strongman Bigman Gor, she is the architect—the strategist who turns bloodlust into a long game.


Role in Flowers For Ixion

Eliza serves as the nominal head of the Flowers For Ixion (FFI), though in practice she operates in a triumvirate with Zamol Garner/Loor’Ayjeh and Bigman Gor Vlidny. Her networks of cartels, smugglers, and corrupt officials form the organizational skeleton of the FFI. It was her contacts that transformed scattered degenerates into a weaponized underclass, and her planning that allowed Ixion’s descent into chaos to become sustainable.

When the Hollow Quintessence rose as a counterforce, Eliza found herself opposed for the first time by a movement capable of resisting her corrosive influence. Worse still, the eventual takeover of Ixion by House Volkert displaced her shadow empire. Forced into retreat, she now directs the FFI from the ghettos and hollowed-out warrens of Ixion, orchestrating strikes, sowing discontent, and preparing for the long war of attrition.


Current Agenda

Eliza’s stated goal is the “restoration” of Ixion to its natural state: anarchy and predation under psychovoric skies. In truth, her aims are more personal—revenge against the Great Houses, and the slow flowering of Ixion into a Redspace-aligned world under her dominion. She works tirelessly to erode civic trust, undermine governance, and inflame class and ethnic tensions.

Her partnership with Zamol Garner provides the military edge, while her alliance with Bigman Gor ensures a steady stream of furious degenerates for field operations. Together, they represent an unholy trinity of charisma, violence, and chaos. Among them, Eliza is the face—the smiling mask that makes ruin look like liberation.

Current Location
Species
Ethnicity
Children
Sex
Female
Eyes
Heterochromatic red and awhite
Hair
Dark Brown and Auburn, worn in braids
Skin Tone/Pigmentation
Tanned
Aligned Organization

Eliza Kytel — “The Fire Lily of Ixion”

Mastermind of the Flowers for Ixion

ST 9 –10; DX 11 20; IQ 14 80; HT 11 10
Damage 1d–2/1d; BL 16 lbs.; HP 9 0; Will 14 0; Per 13 –5; FP 11 0
Basic Speed 5.5 0; Basic Move 5 0; Dodge 8; Parry 9 (Knife)


Advantages

  • Charisma 3 15 — She radiates charm and confidence.
  • Appearance: Attractive 4 — Heightened by careful grooming.
  • Voice 10 — Her speech is smooth and persuasive.
  • Empathy (Sensitive) 5 — Skilled at reading others.
  • Status 1 5 — A power-broker in Ixion’s underworld.
  • Reputation +3 (Flowers for Ixion, Ixion underworld, All the time) 10

Disadvantages

  • Callous –5 — No hesitation in exploiting others.
  • Greed (12) –15 — Never passes up profit or opportunity.
  • Overconfidence (12) –5 — Believes her charm can get her out of anything.
  • Enemy: Corporate Security (Ixion corps, Hunter group, 9 or less) –20
  • Sense of Duty (FFI inner circle) –5

Skills

  • Fast-Talk–16 8
  • Diplomacy–15 8
  • Savoir-Faire (High Society)–15 4
  • Carousing–13 2
  • Intimidation–15 4
  • Leadership–14 4
  • Streetwise–15 8
  • Merchant–14 4
  • Acting–14 4
  • Knife–12 2 (for defense, rarely used)

Role in Play

Eliza Kytel is the social predator of the Flowers for Ixion. She is the one who recruits corporate assets, corrupts officials, and manipulates situations to the FFI’s advantage. While Gor smashes and Zamol terrifies, Eliza ensures that doors open, money flows, and lies stick.

She’s not a frontline combatant, but she’s dangerous in her own way. A campaign may see her as:

  • A social boss fight (where players must resist her charm, uncover her manipulations, or outmaneuver her influence).
  • A face of Ixionite corruption, representing the seductive, polished mask of the FFI.
  • A recurring antagonist, always slipping away thanks to a word, a bribe, or a false identity.

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