• An addendum to Rule 3 regarding fan-translated works of things such as Web Novels has been made. Please see here for details.
  • We've issued a clarification on our policy on AI-generated work.
  • Our mod selection process has completed. Please welcome our new moderators.
  • Due to issues with external spam filters, QQ is currently unable to send any mail to Microsoft E-mail addresses. This includes any account at live.com, hotmail.com or msn.com. Signing up to the forum with one of these addresses will result in your verification E-mail never arriving. For best results, please use a different E-mail provider for your QQ address.
  • For prospective new members, a word of warning: don't use common names like Dennis, Simon, or Kenny if you decide to create an account. Spammers have used them all before you and gotten those names flagged in the anti-spam databases. Your account registration will be rejected because of it.
  • Since it has happened MULTIPLE times now, I want to be very clear about this. You do not get to abandon an account and create a new one. You do not get to pass an account to someone else and create a new one. If you do so anyway, you will be banned for creating sockpuppets.
  • Due to the actions of particularly persistent spammers and trolls, we will be banning disposable email addresses from today onward.
  • The rules regarding NSFW links have been updated. See here for details.

a thread for random characters I throw here every now and then.

Gigant

The Jackal Of Tsagualsa
Joined
Aug 2, 2019
Messages
931
Likes received
4,329

Loki Dökkálfar

Character Dossier


"The Sanguine Carapace" — Sellsword, Killer, Ghost-Touched


Contents

I. Vitals & Identity

Full Name
Loki Dökkálfar
Surname Origin
Spoken by his mother in a dying vision; meaning unknown
Mother's Surname
Withheld — she refused to give it
Father
Unknown
Height
7'8" — four inches short of Gregor Clegane
Weight (Estimated)
~330 lbs unarmored; ~410 lbs in the Sanguine Carapace
Build
Heavily muscled, proportional — not grotesque
Age
Uncertain; estimated late twenties to mid thirties
Hair
Pitch black; only visible at the nape of his helm
Eyes
Amber with bilateral coloboma — black tears down each iris
Voice
Deep baritone; rarely used
Scent
Angel's trumpet, nightshade, foxglove
Allegiance
His own
Title / Epithet
None claimed; "The Sanguine Carapace" used by others
Knighthood
Anointed — by whom and when, he does not say
Known Vows
None honored

II. Appearance & Bearing

No one truly knows what Loki Dökkálfar looks like. That is by design. What the world is permitted to see is a towering monolith of red-black steel that moves with a predator's economy — too fluid for something so large, too quiet for something clad in metal. The few details that escape the armor are almost worse than seeing nothing at all: a fall of ink-black hair spilling from the nape of his helm, and those eyes. Amber burning behind the visor slit, each iris scarred by vertical coloboma that streak downward like black tears wept from the pupil itself. Beautiful and deeply wrong.
He stands at seven feet and eight inches, a full four inches short of Gregor Clegane's monstrous height, yet somehow he looms larger in the memory of those who survive meeting him. Perhaps it is the silence. The Mountain announces himself with rage and volume; Loki Dökkálfar arrives in a pocket of stillness, as though the air itself has learned not to make noise around him. His proportions are not freakish the way the Mountain's are — he is not a man inflated past the boundaries of his own frame. He is simply large in the way that certain men are large: broad at the shoulder, long in the limb, thick at the wrist and neck, every part of him scaled up from what a normal man would be and then packed with dense, functional muscle earned through years of wearing eighty additional pounds of steel and still being expected to kill quickly. There is no fat on him. There is no softness anywhere. He is a working instrument.
Beneath the helm — and this is conjecture, assembled from the few stolen glimpses of jaw and cheekbone through a visor opened a careless half-inch — the face is not ugly. The bone structure is strong, angular, almost gaunt beneath the muscle, with high cheekbones and a hard jaw. The black hair is thick and straight, worn long enough to fall past the shoulders when unconfined. The coloboma gives his amber eyes an alien, shattered quality, as though something cracked the irises from the inside. In certain light, when the visor catches a torch at the right angle, the effect is of two golden coins with black wax dripped down their centers. People who have seen them up close do not forget them. Several have reported the experience as physically unpleasant — not frightening exactly, but wrong, in the way that a beautiful face on a rotting body would be wrong.
His scent precedes him and lingers after — a poisoner's garden given breath. Angel's trumpet, sweet and hallucinogenic. Nightshade, deceptively lovely. Foxglove, which stops the heart. Whether it is a perfume he wears deliberately or something that emanates from the armor or from whatever oils he uses to maintain it is a question nobody has thought to ask twice. The scent is cloying in enclosed spaces. In open air, it arrives as a warning — if you can smell the flowers, he is already close enough to touch you.
His hands, on the rare occasion they are glimpsed during gauntlet changes — always done quickly, always done facing away from others — are large even for his frame, long-fingered, heavily calloused across the palms and knuckles in the specific pattern of a man who has spent thousands of hours gripping a weapon. The knuckles on both hands have been broken and re-set multiple times. There is old scarring across the backs of the fingers, the kind that comes from fighting in spaces too tight to swing a blade properly, where the hand itself scrapes against stone and armor plate. These are not the hands of a lord's son. These are the hands of a man who learned to fight in places where fighting was the only alternative to dying.

III. Temperament & Mind

Loki Dökkálfar does not make friends. He makes arrangements. Outside the boundaries of whatever duty currently employs his talents, he is a wall of silence — present but unreachable, occupying space the way a standing stone occupies a field. He eats alone, if he eats at all where others can see. He maintains his own equipment, tends his own wounds, keeps his own counsel. The rare souls who share a camp or garrison with him learn quickly that his silence is not shyness, nor brooding, nor some romantic melancholy waiting to be unlocked by the right question. It is simply that he has nothing to say to them. He does not dislike them. He does not like them. They are furniture that speaks.
This is not affectation. Loki does not cultivate mystery for its own sake — he is not performing the role of the dark, silent knight in hopes that someone will find it compelling. He is genuinely, functionally disinterested in other human beings outside of their immediate utility. A blacksmith who can repair his armor is worth a nod of acknowledgment. A commander who pays on time is worth punctual obedience. A whore who provides a service is worth the agreed-upon coin and not a syllable more. Beyond transactional necessity, people hold no fascination for him. He has studied them enough to predict them — their vanities, their fears, the precise angle at which flattery becomes suspicious — and having understood the mechanism, he finds the machine boring.
When he does speak — and it is always unexpected, always precisely timed — his voice is a low baritone that resonates strangely through the helm, as if the metal adds its own harmonic. He is witty in the way a razor is witty: the observation is sharp, the delivery is clean, and the target is bleeding before they realize they've been cut. He does not raise his voice. He does not repeat himself. He speaks in the measured cadence of a man who has considered every word and found most of them unnecessary. His humor is cruel without being crude — he does not go for the easy insult, the obvious jab. He finds the one thing a man is most afraid someone has noticed about him, and he mentions it as though it were simply a fact of the weather. This is not banter. This is vivisection performed with a smile in the voice, if not on the face, which no one can see anyway.
He is not stupid. That is perhaps the most dangerous thing about him. A brute of his size is expected to be slow of mind — the world is comfortable with large, violent men who are also simple. Loki Dökkálfar is observant, patient, and possessed of a memory that borders on the inconvenient for those around him. He remembers what you said three weeks ago. He noticed that you favored your left knee yesterday. He saw you pocket that extra coin when the paymaster wasn't looking, and he has filed that information away not because he cares about the coin but because one day you will be between him and something he wants, and on that day he will have leverage. His intelligence is entirely practical — he has no interest in philosophy, no curiosity about the stars, no desire to read books that do not teach him something he can use. His mind is a tool, the same as his sword, and he maintains it with the same unsentimental discipline.
He sleeps lightly, always armed, always in the armor or near enough to don it in seconds. He does not drink to excess — not out of virtue, but because a drunk man is a slow man, and a slow man in his profession is a dead man. He does not gamble. He does not play games. When other soldiers dice and drink and tell stories around a fire, Loki Dökkálfar is thirty feet away in the dark, sitting motionless, doing whatever it is he does when he is alone. Nobody has ever been curious enough to investigate. Or perhaps they were curious, and wise enough not to act on it.

IV. Moral Architecture

He will rob, betray, murder, and manipulate without hesitation, without remorse, and without the comforting delusion that he is something other than what he is. This is the critical distinction, and it is the one that makes him more frightening than the Mountain, more dangerous than any number of snarling dogs in human skin: Loki Dökkálfar is not a predator acting on instinct. That would be amoral — the wolf that kills because it is a wolf, the plague that spreads because spreading is what plagues do. Amoral creatures do not understand the moral framework they are violating. They operate outside it, beneath it, indifferent to it.
Loki operates within it. He sees the framework clearly. He understands that murder causes grief, that theft causes suffering, that betrayal destroys trust, that every throat he opens sends ripples of agony through a web of human relationships he can trace with academic precision. He knows that the man gurgling at his feet has a wife who will wail when the body is found, children who will grow up with a hole in them shaped like a father, a mother who will never recover. He knows this because he has made it his business to understand exactly what he does. He does not flinch from the knowledge. He does not rationalize it into something palatable — no claims of necessity, no appeals to a greater good, no "the world is cruel and I am merely its instrument." He is not the world's instrument. He is his own, acting under his own volition, in full possession of his faculties, and he has decided that the suffering of others is not a sufficient reason to modify his behavior.
This is immoral. Not amoral. The distinction matters. An amoral creature can be pitied, even forgiven — it knows not what it does. Loki knows precisely what he does. Every kill is a conscious choice made with full awareness of its consequences, and he makes it anyway, and he sleeps soundly afterward, and he wakes up and does it again when the situation demands. He does not enjoy killing — that would be something else, something messier and less controlled. He does not dislike it either. It is a task. Some tasks require a sword. Some require a garrote. Some require a conversation. He applies the appropriate tool and moves on. The internal landscape after a killing is not guilt, not pleasure, not numbness — it is simply the mild, pragmatic satisfaction of a job completed to standard.
He has no code. He does not spare women, children, the elderly, or the crippled out of any innate sense of their protected status — he spares them or doesn't based entirely on whether killing them serves his interests. He does not betray employers on principle, but he will betray them without hesitation if the calculus favors it. He does not torture for information unless it is the most efficient method available — and he will evaluate that question honestly, because inefficient cruelty is as offensive to him as inefficient swordplay. He is, in his own bleak way, a professional. The work is done cleanly when clean work is possible, and messily when it is not, and the moral weight of either approach registers exactly the same on his internal scale: zero.
He does not consider himself evil. He does not consider himself good. He considers himself accurate.

V. The Name

His mother refused to give him her surname. This is the first and most important fact of his existence — not the armor, not the killing, not the apparition that follows him like a second shadow. His mother had a name, a family name, and she chose not to pass it to her son. Whatever her reasons — shame, protection, prophecy, madness — she took them with her into death and left him with nothing except a foreign word on a scrap of parchment.
Dökkálfar.
The word is not Westerosi. It is not Valyrian, High or Low. It does not belong to the trading tongues of the Free Cities, the guttural dialects of the Dothraki sea, or the sibilant languages of Yi Ti. Maesters who have examined the word — at Loki's request, offered with the cold courtesy of a man prepared to pay for the answer and nothing more — identify fragments of meaning from the oldest northern mythological traditions, the pre-Andal folklore that survives only in fragments and half-remembered songs north of the Neck. The closest translation they can offer is dark elf. A creature of the underground. A thing that lives where light refuses to go.
His mother spoke the word while dying. The women who attended her birth — if there were any, the records are vague and contradictory — described a woman in the grip of something beyond ordinary labor. She was delirious, her eyes open but focused on something that was not in the room, her mouth shaping words in a language none of them recognized. The birth was violent and prolonged. She hemorrhaged. As the child was finally pulled free, she spoke the word clearly — once, with the precise enunciation of someone repeating something they have been told — and then she died with the syllables still on her lips, and the parchment already clutched in her hand as though she had written it hours before.
Whether she chose the name or received it from something that spoke to her through the veil of her dying is a question Loki has never pursued with any vigor. He carries it as she apparently intended: without explanation, without apology, like a scar written in a language nobody else can read. When men mock the name — and they do, because men will always mock what they do not understand — he does not correct them, does not explain, does not react. He simply remembers their faces. And sometimes, weeks or months or years later, those men find that their mockery has come back to them in a form they did not expect and cannot return.

VI. Combat Profile

Loki Dökkálfar is not the best swordsman in Westeros. He would not claim to be. He would not even claim to be in the top ten, and if he did, several men would have legitimate grounds to dispute it. What he is — and this distinction is the reason he is still breathing — is a supremely dangerous fighter. Swordsmanship is a discipline. Fighting is a practice. The former concerns itself with form, technique, tradition, the proper application of blade geometry in sanctioned contexts. The latter concerns itself with one question: is the other man dead, and am I not? Loki has answered that question correctly many, many times, in conditions that would make a tourney champion vomit into his gorget.
His specialty is close-quarters combat — not by preference but by aptitude and experience. Something in his history, whatever brutal education produced him, taught him to fight in spaces where a longsword is a liability: corridors, stairwells, breaches in walls, the press of a melee where bodies are packed so tight that reach means nothing and leverage means everything. He is devastating in these environments. His size, which would be a disadvantage in a narrow space for a less technically skilled man, becomes a weapon in itself — he fills the corridor, he blocks the doorway, he turns his own body into terrain that the enemy must navigate while he crushes them against the walls. He fights with shortened grips, half-sword techniques, pommel strikes, elbows, knees, headbutts, and the gauntleted claws of the Sanguine Carapace applied directly to the gaps in an opponent's armor. He grapples with terrifying competence. He throws men against stone. He breaks arms at joints designed to bend the other direction. In a hallway, in a room, on a staircase, in any confined space where the fight becomes a writhing, intimate thing, Loki Dökkálfar is one of the most lethal human beings alive.
In open ground, he is still formidable — his reach is enormous, his strength staggering, and the weight of his blows behind that mass of armored muscle would stagger a horse. But he is not untouchable. He is fast for his size, which means he is fast, full stop, until he faces someone who is truly fast — not strong-fast, not big-fast, but the effortless, born-to-it quickness of a Barristan Selmy or an Arthur Dayne or a young Jaime Lannister. Against such men, his advantages erode. His armor is heavier than theirs. His endurance, while enormous, is not infinite, and every minute of open-field combat costs him more energy than it costs a smaller, faster opponent. He can be outmaneuvered. He can be made to overcommit. He can be kited, drawn forward, lured into extending himself past the point of recovery. A master swordsman with the space to circle and the patience to wait — that man can kill Loki Dökkálfar, and Loki knows it, and that knowledge is what keeps him alive: he does not fight the fights he cannot win. He changes the terrain. He narrows the space. He forces the engagement into the range where his advantages multiply and theirs collapse.
He is not above dirty fighting — there is no such thing as dirty fighting in his vocabulary, only fighting that works and fighting that doesn't. He will throw sand. He will kick knees. He will seize an opponent's visor and wrench it sideways to blind them. He will bite through mail if the opportunity presents itself and the gap is there. He carries no secondary weapon visibly, but the gauntlets of the Sanguine Carapace are weapons in themselves, and his belt carries several small, unromantic tools — a rondel dagger for armor gaps, a short prying bar that serves double duty as a trench weapon, and a coil of thin wire that he has been seen using for purposes he does not explain.
Primary Weapon
A hand-and-a-half bastard sword, unornamented, with a blade slightly shorter than standard — approximately thirty-eight inches rather than the typical forty-two to forty-four. The reduced length is deliberate: it maintains effectiveness in the tight quarters where he excels while still providing adequate reach in open combat. The blade is wide, with a thick spine and a pronounced distal taper for concentrated point work. The edge geometry favors heavy cuts that exploit his strength. The crossguard is simple and sturdy, steel, slightly down-curved toward the blade to catch and bind opposing weapons. The grip is wrapped in black leather worn smooth and dark with years of use. There is no name. There is no maker's mark visible. It is a tool, maintained to a mirror edge, and if it ever had a history, Loki has scraped it away along with whatever sentiment was attached.
Close-Quarters Tactics
Half-swording: In confined spaces, he grips the blade midway with his gauntleted hand and uses the sword as a short, precise thrusting weapon, driving the point into armor gaps with the force of his entire body behind a shortened lever arm. The gauntlets' construction protects his grip hand; lesser gauntlets would slice the fingers open on the blade's edge.
Mordhau / Murder-stroke: He will reverse the sword and swing it by the blade, using the crossguard and pommel as a flanged mace. Against heavy armor in tight spaces where a cut cannot develop full power, the concentrated mass of the pommel strikes harder than any edge.
Grappling: His primary advantage in close quarters. At his size and strength, if he gets a hand on an opponent — shoulder, arm, throat, helm — the fight is nearly over. He drives men into walls, forces them to the ground, pins limbs, and uses his weight and the gauntlet claws to open seams in armor that his rondel dagger then finishes. He has been observed collapsing a man's gorget with his bare gauntleted hands, bending the steel inward until the occupant choked.
Environmental exploitation: He uses the space itself as a weapon. Doors become shields. Pillars become cover. Stairs become killing grounds where uphill advantage negates his opponents' mobility. He has been known to collapse weak ceilings, bar exits, and funnel multiple enemies into spaces where only one can face him at a time.
Open-Field Tactics
He fights defensively in open ground when facing skilled opponents. He uses his reach and the weight of his armor to absorb punishment while waiting for the opponent to make a mistake. He does not chase. He does not lunge. He is a patient, economical fighter who understands that the man who swings three times to his one is the man who tires first. His cuts are heavy, committed, and punishing when they land, but he does not throw them recklessly — each one is designed to close distance, limit the opponent's angle of retreat, or force them into a position where the fight can become the close-quarters brawl he prefers.
Against multiple opponents in the open, he retreats. This is not cowardice. It is arithmetic. Two competent swordsmen can flank and overextend a single fighter regardless of his skill or size. Three is a death sentence. He will not engage groups in the open if any alternative exists. He will run, reposition, find a chokepoint, or simply decline the fight entirely. Pride has no purchase on a man who values survival over reputation.
Secondary Tools
Rondel dagger: Twelve inches, stiff triangular blade, designed exclusively for punching through mail and exploiting armor gaps. Worn at the small of the back, accessible to either hand.
Prying bar: Eight inches of hardened steel, flat-tipped and slightly curved. Officially for prying open doors, removing horseshoes, and other camp tasks. Unofficially, it serves as a devastating short weapon in spaces too tight even for the shortened bastard sword — a single overhead strike from it will crack a helm like an egg.
Wire: Three feet of braided steel wire, thin enough to disappear in a gauntleted fist. He has used this to garotte sentries, rig trip lines, and — on one documented occasion — to saw through the leather straps of a man's breastplate during a grapple, causing the plate to fall free and exposing the mail beneath for a killing thrust. He does not discuss the wire.
The gauntlets themselves: The clawed fingertips of the Sanguine Carapace are, functionally, a set of five short daggers attached to each hand. In a grapple, they allow him to hook into armor gaps, tear at exposed flesh, and puncture mail. A closed-fist strike from the Red Hands delivers the force of a mace with the additional insult of three parallel lacerations from the knuckle claws. They are his most-used weapons, more than the sword, more than the dagger — because most of his fights end in the grapple, and in the grapple, the hands are everything.
Weaknesses
Speed ceiling: He is fast for a man his size, but he is still a man his size. A genuinely quick opponent — Oberyn Martell's style of combat, for instance, built entirely on lateral movement and reach exploitation — would give him severe problems in open terrain. He cannot catch what he cannot corner.
Endurance cost: The Sanguine Carapace is extraordinarily well-made, but it is still eighty-plus pounds of steel. In a prolonged open-field engagement, he tires faster than a lighter-armored opponent. After ten minutes of sustained combat, his reaction time degrades measurably. After twenty, he is in danger. He knows this. He finishes fights quickly or he repositions. A thirty-minute duel would likely kill him through exhaustion before the blade ever landed.
Ranged vulnerability: He carries no shield and wears no cloak that could be used to deflect arrows. The Carapace's plate will stop most crossbow bolts at range, but a heavy war bow at fifty yards, aimed for the visor slit or the joint gaps, poses a real and present threat. He has no answer for archers except cover, distance, and the hope that they are not very good.
Mounted combat: He does not joust. He does not fight from horseback by choice. His size makes him an excellent rider in terms of raw stability, but the confined movement of mounted combat negates his close-quarters advantages. He uses horses for travel and charges but dismounts for serious fighting whenever possible.
Isolation: He has no allies. No sworn brothers. No one watching his back. If he is wounded and cannot move, no one is coming to carry him off the field. He relies entirely on himself, and while this has worked so far, the mathematics of warfare eventually punish the man who fights alone.

VII. Ability Ratings


Assessed relative to active knights and fighters of Westeros. Scale: 0 (absent) to 10 (human peak).

Raw Strength

9.2​
Speed / Agility

5.8​
Endurance (Unarmored)

8.0​
Endurance (Armored)

6.2​
Swordsmanship (Technical)

6.8​
Close-Quarters Combat

9.6​
Grappling

9.4​
Tactical Intelligence

8.5​
Pain Tolerance

9.0​
Killing Intent

9.8​
Mounted Combat

4.0​
Ranged Capability

2.0​
Stealth / Infiltration

5.5​
Intimidation

9.3​
Charisma / Influence

3.2​
Survival Instinct

9.2​

VIII. Matchup Analysis


How Loki Dökkálfar fares against notable combatants of the era, assessed honestly and without flattery.

Ser Barristan Selmy
Probable Death
Barristan the Bold is, by any honest reckoning, one of the finest swordsmen who has ever drawn breath. He combines speed, precision, decades of combat experience, and the instinctive tactical awareness of a man who has survived battles that killed everyone standing beside him. In open terrain, he would dismantle Loki Dökkálfar with the patient, clinical efficiency of a maester performing surgery. Barristan would not rush. He would circle, probe, force Loki to turn and pivot in heavy armor, and he would punish every half-beat of slowness with cuts to the joints, the hands, the visor slit. He has fought larger men before. He has fought men in heavier armor before. He knows exactly how they tire, exactly where they overextend, exactly which gap opens first when the arms grow heavy.
Loki's only chance lies in closing the distance immediately and making it a grapple — but Barristan is too experienced to allow that, and too quick to be cornered in any space that gives him room to retreat. In a narrow corridor, the odds shift somewhat, but even there, Selmy's sword work is so precise and so fast that Loki would take multiple wounds before achieving the clinch. Verdict: Loki dies, probably cleanly, possibly with a wound or two delivered in the final grapple attempt. In a hallway: Loki has a chance — maybe three in ten — and even those odds end with him badly wounded.
Ser Gregor Clegane — "The Mountain That Rides"
Terrain Dependent
An interesting fight, because for once Loki does not have the size advantage. The Mountain is taller, heavier, and arguably stronger in raw terms — he is a physical freak in a way that Loki is not, a man whose body has exceeded normal human parameters through some accident of birth or breeding. Gregor's reach with that greatsword is enormous, and the force behind his blows has been observed to cleave through shield, armor, and the arm beneath in a single stroke. He is also surprisingly quick for his mass, though his speed is linear — he charges, he strikes, he overwhelms. He does not circle. He does not feint with subtlety. He is a battering ram in human shape.
In open ground, this is a brutally dangerous fight for Loki. He cannot absorb the Mountain's blows indefinitely — the greatsword would eventually breach the Carapace through accumulated damage, and the sheer kinetic force would break bones through the plate even when the steel holds. Loki's advantage is that he is smarter, and Gregor, while not the mindless animal some assume, fights with a berserker's commitment that can be exploited by a patient opponent willing to eat punishment while waiting for the one opening that matters.
In confined space, the calculus reverses dramatically. Gregor's greatsword becomes nearly unusable. His charge becomes impossible. And in a grapple between two men of approximately equal mass, Loki's superior technique and the Carapace's clawed gauntlets give him a decisive edge. Verdict: Open field — Gregor wins six times in ten, messily. Corridor — Loki wins seven times in ten, and Gregor dies in the grapple with the Red Hands in his throat.
Ser Jaime Lannister (Two-Handed)
Likely Death or Severe Wounding
The Kingslayer at his peak was perhaps the most gifted natural swordsman of his generation — faster than Barristan, if less experienced, with an instinctive feel for the geometry of a fight that bordered on prescient. Two-handed Jaime would present many of the same problems as Barristan: too fast to catch, too skilled to trick, too experienced against heavy opponents to make the obvious mistakes. The difference is that Jaime is more aggressive than Barristan, more willing to press an advantage, more likely to overextend in pursuit of a spectacular finish. This gives Loki fractionally better odds in the grapple — a lunging Jaime might find himself inside the Carapace's reach with no room to swing.
Verdict: Jaime wins seven or eight of ten. The two or three where Loki survives involve catching Jaime's aggression and turning it into a clinch that the younger knight cannot escape. Even then, Loki comes out wounded.
Sandor Clegane — "The Hound"
Coin Toss
This is the closest to a fair fight Loki is likely to get. The Hound is large, strong, technically skilled, experienced, and mean enough to fight as dirty as Loki does. He is slightly shorter and lighter, but faster and possessed of a ferocious tenacity that has seen him through fights that should have killed him. Sandor fights with a controlled fury — not the blind rage of his brother, but a hot, focused anger that feeds his stamina rather than draining it. He is also one of the few fighters in Westeros who would not be intimidated by the Carapace, the silence, the size, or the scent. Sandor Clegane is not afraid of anything except fire, and Loki does not bring fire.
Verdict: Genuinely even. The winner is determined by terrain, fatigue, and luck. In a hallway, Loki has the edge. In open ground, Sandor's greater speed and lighter armor give him the advantage. In a prolonged fight, whoever lands the first meaningful wound probably wins, because both men are too stubborn to disengage once blood is drawn.
Oberyn Martell — "The Red Viper"
Probable Death (Open) / Even (Confined)
The worst possible matchup for Loki in open terrain. Oberyn fights with a spear, which outranges the bastard sword by a considerable margin, and he fights with a Dornish mobility that treats the ground as a surface to dance on rather than stand on. He is fast — genuinely, effortlessly fast — and he poisons his weapons, which means that any wound, no matter how minor, becomes a death sentence measured in hours. Loki cannot catch him. He cannot corner him. He cannot close the distance without eating multiple spear thrusts to the joints and gaps. Oberyn would treat this fight as entertainment.
In a confined space, the spear becomes a liability, Oberyn loses his lateral movement, and the fight becomes the grapple where Loki excels. But the Red Viper is clever enough to know this and would simply refuse to enter such a space. Verdict: Open ground — Oberyn wins nine in ten, probably while talking. Confined — Loki wins six in ten, but finding a way to force the engagement there is itself the challenge.
Brienne of Tarth
Loki Favored
Brienne is large, strong, skilled, and vastly underestimated, which is exactly why she wins fights. Against Loki, she loses the underestimation advantage — he does not care that she is a woman, he cares that she is six feet three inches of armored muscle with a Valyrian steel sword, and he will fight her with exactly the same calculated brutality he would bring to any opponent. She is strong for a woman and strong for most men, but she is not strong enough to match Loki in a grapple, and her reach is shorter, and the Carapace outclasses any armor she is likely to wear. She is a better technical swordsman than he is, but not by enough to compensate for the physical disparity, and her fighting style is honest — she does not fight dirty, which is a disadvantage against a man who doesn't understand the concept.
Verdict: Loki wins seven in ten, though Brienne makes him work for every one of them, and Oathkeeper's Valyrian steel edge could shear through the Carapace in ways that ordinary blades cannot. She is not a fight he takes lightly.
The Average Westerosi Knight
Dominant
Dead. Quickly. The typical anointed knight is trained in mounted combat, tournament fighting, and the basic sword forms appropriate to his station. He has killed peasants and outlaws. He has never fought anything like Loki Dökkálfar. The size difference alone is paralyzing — seven feet eight inches of blood-red armor advancing in silence is not something any training ground prepares a man for. The first swing will be parried or absorbed. The second will be caught. The third will not come, because by then Loki has closed, the gauntlets have found their grip, and the fight is a grapple against a man who outweighs his opponent by a hundred pounds of muscle and steel and does not intend for anyone to walk away from it.
Verdict: Loki wins ten in ten. Duration: seconds to low minutes.

IX. The Scar Ledger


He is not untouchable. He has been touched many times. Each scar is a lesson paid for in blood — his own, which he considers an acceptable currency when the lesson is worth the price.

Left FlankA long, ridged scar running from the bottom of the ribcage to the hip — a sword thrust that found the gap between the Carapace's cuirass and fauld during a fight in a collapsing doorway. The blade went in three inches before the Carapace's plates shifted and pinched it. He broke the sword off, killed the man who held it, and pulled the fragment out himself with the prying bar. The wound became infected. He cauterized it with a heated dagger tip and was fighting again in four days.
Right HandThree parallel scars across the back of the fingers where a mace blow crushed his gauntlet inward during a melee on the walls of a castle he declines to name. The steel plates cut into the skin as they deformed. He finished the fight left-handed, reset the gauntlet with the prying bar, and splinted his own fingers. The ring finger still does not bend fully at the last joint.
Left ShoulderA thick, puckered puncture wound — a crossbow bolt at close range that penetrated the mail beneath the pauldron when the plate was knocked aside during a grapple. The bolt lodged in the muscle of the deltoid and broke off when he pulled. The head remained for three days before he could find a barber willing to cut without asking questions. He drank nothing during the extraction.
Across the BackA lattice of thin, very old scars — too regular to be combat wounds, too deliberate to be accidental. They predate the Sanguine Carapace. They predate his adult life. He does not discuss them. The pattern suggests a switch or thin rod applied repeatedly, over years, by someone who knew exactly how much damage they were doing. These are the scars of a childhood that produced the man who wears the armor.
Right ThighA deep gouge where a poleaxe blade glanced off the cuisse and carved into the muscle beneath. He killed the poleaxe wielder by driving his rondel dagger up through the man's armpit while the poleaxe was still embedded in his leg. He limped for two weeks. The scar is thick, white, and numb to the touch — the nerves never reconnected properly.
Jaw (Left Side)A thin line running from the corner of the jaw to just below the ear — the only facial scar, and the one he is most careful to keep hidden behind the helm. Delivered by a knife during what may have been an assassination attempt in a place he will not name. The wound was shallow but bled profusely, as facial wounds do. He killed the assassin with his bare hands. The scar pulls slightly when he speaks, which may account for part of his preference for silence.
Knuckles (Both Hands)Not scars so much as a permanent condition. The knuckles on both hands are enlarged, misshapen, and crossed with a web of small white lines from decades of impact against armor, stone, bone, and other surfaces harder than human skin. Multiple fractures, all self-set. The hands function — they grip, they strike, they manipulate with surprising dexterity — but they ache in cold weather, and the small bones grind against each other when he makes a fist. He considers this acceptable.

X. The Sanguine Carapace — Overview

Full plate. Total enclosure. Not one inch of living flesh visible to the world. That is the first and most important thing to understand about the Sanguine Carapace — it is a seal, a second skin, a chrysalis that never intends to open. The armor is forged primarily in a deep, arterial red — not the cheerful crimson of Lannister vanity, but the dark, wet red of a wound that has just stopped bleeding. The secondary plating, the under-structure, the joints and inner mail — all rendered in a black so deep it seems to drink what little light touches it. And threaded throughout, in deliberate, vein-like channels and sharp geometric accents, runs a pale ice-blue luminescence that has no identifiable source.
The craftsmanship is exquisite and profoundly unsettling. Every plate has a faintly organic curvature, as though the steel was not hammered into shape but grown. Segmented plates overlap like the chitin of some vast insect. Ridges along the pauldrons and greaves suggest musculature beneath — not the wearer's, but the armor's own. There are no visible rivets, no obvious seams where a smith's hand joined one plate to the next. It has an almost biological quality, as if someone flayed something that was never meant to exist and wore what was left.
No one asks where it came from. The few who did are no longer in a condition to repeat the question.

XI. Armor Components

The Helm — "The Hollow Crown"
A fully enclosed great helm, but one that rejects the blunt geometry of Westerosi design. The faceplate is shaped into something subtly inhuman — not a skull, not a beast, but something caught between states. Angular cheekplates flare outward slightly, suggesting mandibles. The visor slit is narrow, horizontal, and backed with a fine mesh of blackened steel so that even the amber of his eyes is dimmed to faint sparks in shadow. Two short, swept-back ridges crest the top of the helm like vestigial horns ground down to nubs — ornamental, perhaps, or perhaps not.
The surface is predominantly the deep arterial red, with black plating around the jaw and throat guard. Ice-blue lines trace the orbital ridges of the faceplate and run down the back of the helm in thin channels, pulsing faintly in low light. At the nape, a shaped opening allows his black hair to fall free — the one concession to vanity, or perhaps ventilation, though it seems deliberate. Unsettling. A reminder that something living is inside.
He never removes it in the presence of others. Never.
The Gorget & Bevor
Layered, segmented plates ring the neck in overlapping bands that move with reptilian fluidity — they compress and expand as he turns his head, each segment sliding over the next with an unsettling organic smoothness. The gorget is black steel, but each overlapping edge is lined in that deep red, creating the impression of something gilled. A raised spinal ridge runs up the back of the gorget and integrates seamlessly into the helm's base. Two ice-blue accent lines trace the jugular path on either side, disappearing under the jaw. Functional: the layered construction means a blade would have to cut through multiple angled plates to reach the throat. Psychological: it looks like the armor is swallowing him.
The Cuirass — Breastplate & Backplate
The torso is where the Carapace earns its name. The breastplate is formed of broad, overlapping plates of deep red steel that follow the contours of an exaggerated musculature — not a mirror of Loki's own physique, but something idealized and alien, like the thorax of an armored beetle. A central ridge runs sternum to navel, flanked by segmented abdominal plates that shift as he breathes. The surface is not smooth; it has a faint, irregular texture, as if the metal was poured over something organic and cooled in place.
The backplate mirrors this construction — overlapping dorsal plates that suggest a spine more articulated than any human's, with a pronounced central ridge from which the gorget's spinal crest emerges. Black steel fills the gaps between major plates, visible at the flanks and lower back where mobility demands flex points. Ice-blue veining runs along the sternum ridge and branches outward across the upper chest like a circulatory diagram, the channels slightly recessed into the metal itself. Under certain light, the blue lines appear to move.
The Pauldrons & Rerebraces
Massive and layered, built to make his already enormous frame appear wider. Each pauldron is constructed of three primary plates in deep red, overlapping downward like the scales of some deep-sea crustacean. The uppermost plate crests slightly above the shoulder line and terminates in a subtle, sharpened point — not a full spike, but enough of an edge that grappling him at the shoulder would open a palm. The underlying plates are black steel, visible in the gaps as each layer shifts during arm movement.
Two modest, recurved blade-catches extend from the front edge of each pauldron — angled flanges no longer than a finger, designed to snag a descending sword or redirect a thrust across the shoulder rather than into the neck. Functional, not decorative, though they contribute to the overall impression of something bristling and hostile. Ice-blue traces the leading edge of each pauldron plate in a thin, precise line.
The rerebraces — upper arm guards — are segmented in black steel with red accent banding, fitted tight to his considerable arms. They articulate smoothly, each segment slightly overlapping the next, and connect to the pauldrons via concealed pivot points that allow full range of motion.
The Vambraces & Gauntlets — "The Red Hands"
This is where the Sanguine Carapace becomes openly, unmistakably predatory. The vambraces are deep red steel, closely fitted and segmented for wrist articulation, with a raised ridge along the outer forearm that serves as a passive blocking surface. A single, modest blade-catching flange extends from the outer wrist — angled to trap an opponent's weapon during a bind.
The gauntlets are the masterwork. Fully articulated in red-black steel, each finger is clad in overlapping plates that terminate in sharpened, slightly curved claws — not the crude hooks of a torturer's implement, but something more refined. Each claw extends roughly half an inch past the natural fingertip, tapering to a point that could open a throat with a closed-fist strike or peel plate armor at a seam during a grapple. The claws are blackened steel tipped in ice-blue, as though dipped in frozen venom.
The palms are layered in fine blackened mail over hardened leather, maintaining grip on a weapon hilt while the outer hand remains an armored weapon in itself. The knuckle plates are raised and ridged — a punch from the Red Hands would shatter bone even without the claws. The organic quality is strongest here: the finger joints don't look mechanical. They look like the digits of something chitinous, something that flexes by instinct rather than engineering.
The Fauld, Tassets & Cuisses
Below the cuirass, a fauld of articulated red-and-black lames protects the waist and hips, each horizontal band overlapping downward and flaring slightly at the hips to allow leg movement. From the fauld hang segmented tassets — thigh guards — that reach to mid-thigh, their primary surface in deep red with black interior plates visible when he strides. Each tasset terminates in a subtle, downward-pointing angular edge — not a spike, but a shaped terminus that would punish anyone attempting to tackle him low.
The cuisses — full thigh armor — continue below the tassets in black steel with red banding, closely fitted and articulated in vertical segments. They are heavier than most knights would tolerate, but Loki's frame carries the weight as if it were linen. Ice-blue accent lines trace the outer seam of each cuisse from hip to knee.
The Poleyns, Greaves & Sabatons
The knee cops — poleyns — are shaped into angular, reinforced shells with a modest central ridge that could serve as a striking surface. Deep red over black, they articulate with the same uncanny smoothness as every other joint in the armor.
The greaves encase his lower legs fully, front and back, in overlapping plates of red steel with black segmentation at the ankle. The calf plates suggest the musculature of something digitigrade — a subtle, unsettling curvature that makes observers uncertain whether his legs bend the right way beneath the metal. They don't. Probably.
The sabatons are fully enclosed, broad-soled for stability, with segmented toe plates that end in blunted, slightly upswept points. Not true poulaines — nothing so courtly — but enough of a forward edge to deliver a devastating kick. The soles are layered with hardened black steel treads. Ice-blue traces the ankle joint of each sabaton in a thin ring, mirroring the throat's blue lines.
The Understructure — Mail & Arming Wear
Beneath every plate lies a complete suit of blackened chainmail so fine-linked it moves like fabric — silent where lesser mail would rattle and chime. Beneath that, a quilted arming doublet in black, its surface treated with something that makes it faintly water-resistant and utterly scentless, as if it refuses to absorb sweat or blood. Every vulnerable point — the inner elbow, the armpit, the groin, the back of the knee — is reinforced with additional mail voiders of the same blackened steel. There are no gaps. No exposed flesh. The Sanguine Carapace is hermetically sealed against both blade and scrutiny.
No Cape. No Cloak. Nothing.
Where lesser knights hang silk and samite from their shoulders, the Sanguine Carapace offers only the clean, unbroken line of its own back-plates. Loki Dökkálfar views capes, cloaks, half-capes, mantles, and any dangling fabric as what they are: a handle for an enemy to seize, a snare for a blade to catch, and a vanity that gets men killed. The armor's silhouette is complete without ornamentation — the swept pauldrons, the spinal ridge, the segmented curvature of the backplate — it needs nothing added. It is already more than enough.

XII. The Thing That Breathes

People who stand near Loki Dökkálfar for extended periods report the same set of observations, and then stop talking about it entirely. The armor settles. Not the way metal settles on a body — the way a sleeping animal adjusts its coils. Plates that were flush a moment ago now overlap differently. Joints that were rigid are suddenly fluid. There is a sound, barely perceptible, that could be the creak of metal on metal or could be something breathing through a medium it was never meant to breathe through.
In cold environments, the ice-blue veining glows brighter. In warm environments, the red surfaces darken. When blood is spilled nearby — not Loki's, never Loki's — the surface of the armor develops a faint sheen, as though moisture were condensing on it from the inside out. Smiths who have examined it at a distance note that the metallurgy is wrong. The alloys don't correspond to anything in their experience. The jointing follows no known school of armorcraft. And the texture, that faint organic irregularity across every surface, is consistent with one thing and one thing only: skin.
Nobody asks. The last man who laid hands on the Sanguine Carapace uninvited drew back a palm with three parallel cuts across it, though nothing had visibly moved. He bled for two days from wounds that should have closed in minutes. He never spoke of it again.

XIII. She Who Watches

Always in the periphery. Always just past the edge of where his eyes can turn fast enough to catch her fully. She stands behind him — always behind, never where he can look directly at her — a shape that is and is not his mother, or what his mother became, or what claimed his mother's shape for its own purposes.
A body that stands on two legs but bends in the way of wolves. Tall, curved, feminine in a way that is aggressive rather than inviting — the hips, the chest, the waist all present and exaggerated, as though femininity itself had been weaponized into a silhouette. She wears nothing. She needs nothing. The body is merely a frame for what sits above it.
The skull. Fleshless, elongated, lupine — the skull of a dire wolf or something older, bleached to a white that hurts to almost-see. And yet from the crown of that bare bone cascades hair: raven-black, impossibly long, impossibly full, flowing as though submerged in water that isn't there. It moves constantly, even when she is still. It is the most alive thing about her.
Her eyes are white. Not blind-white — everything-white. They look in all directions simultaneously, or perhaps in no direction at all, or perhaps they are always looking at exactly one thing: him.
Her tongue is pink, long, and visible — lolling from the skeletal jaw, tasting the air around him with a lazy, possessive certainty. Her hands — clawed, furred at the wrist, skeletal at the finger — reach for him constantly, touching his shoulders, his back, the nape of his neck where the hair falls from his helm. She runs her hands on and around him with the slow, thorough attention of something cataloguing what it owns. She licks him — the neck, the shoulder, the helm's edge — with that long pink tongue, and the gesture is not affection, not hunger, but inventory. She touches him the way a thing touches what it owns. Not gently. Not roughly. Certainly.
He cannot see her directly. He has tried. She is faster than his eyes, always relocating to the blind spot, the corner, the space just over the shoulder he isn't turning. But he knows she is there. He has always known. He feels the pressure of her clawed fingers on his pauldrons when he sits alone. He smells nothing — she has no scent, or perhaps his own perfumed garden drowns whatever she might carry — but he feels the displacement of air when she moves behind him, the faint, impossible warmth of a body that should not generate heat pressing close against the Carapace's backplate.
He does not know what she is. He does not know if she is his mother — the real woman who died naming him — or something wearing his mother's general shape as a convenience. He does not know if she protects him, haunts him, feeds on him, or simply watches him with the patient attention of a predator that has already decided when and how it will eat. He has never heard her speak. He has never seen her face — only the skull, glimpsed in fragments, never whole. He has made peace with her presence in the way a man living in a house with a structural crack makes peace with the crack: it is there, it is not going away, and thinking about it too much does not improve anything.
Other people cannot see her. He has tested this, carefully, obliquely, over years — watching the eyes of those around him for the flinch, the double-take, the widened pupil that would indicate they see what he almost-sees. Nothing. She is his alone. Whether this makes her a ghost, a delusion, a curse, or a gift, he has decided that the distinction is academic. She is there. She touches him. She is possessive. And the fact that he does not flinch, does not pray, does not weep at the horror perpetually pressed against his back tells you everything you need to know about what manner of man wears the Sanguine Carapace.

XIV. Habits & Routines

He rises before dawn. Not from discipline — from an inability to sleep past the point where the sky begins to lighten. His sleep is shallow, efficient, and dreamless as far as he can tell, though occasionally he wakes with the taste of copper in his mouth and the impression of white eyes receding into the dark behind his closed lids. He sleeps in the Carapace, or near enough to it that donning it is the work of seconds. He has developed the ability to sleep sitting upright in full plate, his back against a wall, his hand on his sword. In this position, he looks like a piece of furniture. More than one sentry has walked past him in the night without realizing he was alive.
He maintains the Sanguine Carapace himself, every day, with a ritual that takes the better part of an hour and is performed in absolute isolation. No one has observed the full process. What soldiers have glimpsed through tent flaps and half-closed doors is this: he works in near-darkness, by touch as much as by sight. He uses oils that he mixes himself from components he acquires separately in different markets — the source of the poisonous floral scent, presumably, though the specific recipe is unknown. He runs his hands over every plate, every joint, every link of mail, with the focused attention of a man reading text in a language only he can see. When he finds something that displeases him — a burr, a loose rivet, a plate that does not sit correctly — he corrects it with small tools he keeps in a rolled leather kit that he allows no one to touch.
He eats simply and infrequently. Salted meat, hard bread, dried fruit — campaign food, nothing that requires preparation or company. He does not cook. He does not season his food. He eats the way a man fills a lamp with oil: a mechanical act performed to maintain function. He drinks water, occasionally wine if water is unsafe, never ale and never to excess. He relieves himself in private with a paranoid thoroughness that suggests he considers even that basic vulnerability an unacceptable exposure. He does not bathe where others can see, and the logistics of bathing in or out of the Carapace are a mystery he has not shared.
He does not pray. He does not visit septs, godswoods, or any house of worship. If he believes in gods — the Seven, the Old Gods, R'hllor, the Drowned God, or any other — he has never given the slightest indication. Given the thing that follows him, this absence of faith is either the most understandable thing about him or the most baffling.
He sharpens his sword every evening, regardless of whether it was used. The sound — stone on steel, slow, rhythmic, deliberate — is the most noise he makes voluntarily. Soldiers who camp near him have reported that the sound is oddly soothing, which they find disturbing after the fact, as though something about the rhythm was designed to lower a listener's alertness. This is probably coincidence. Probably.
He reads, occasionally, when material is available — not for pleasure but for information. Maps, manifests, reports, letters he has acquired through means he does not discuss. He reads quickly and retains everything. He has been observed memorizing the layout of a castle from a stolen architectural plan and then burning the plan, keeping the knowledge where no one else can access it. His literacy itself is noteworthy — a man of his apparent station and background should not read as fluently as he does, which suggests that whoever raised him, or whatever institution shaped him, considered education a useful investment in a weapon they were forging.

XV. Collected Words


He speaks rarely. When he does, people tend to remember it. The following have been attributed to him by survivors, employers, and the occasional maester with more curiosity than self-preservation.
We can't go to the Hells if we're already here.— Loki Dökkálfar
Death... Death comes for all. Though nobody said she couldn't be led on a merry chase.— Loki Dökkálfar
You mistake me for someone who needs a reason. Reasons are what people invent after the fact so they can sleep. I sleep fine.— to an employer who asked why he killed a surrendering man
If you wanted a knight who kneels, you should have hired one who remembers how.— to a lord who demanded obeisance
I've noticed you have opinions. How remarkable. I've also noticed you have a throat. How temporary.— to a man who pressed an argument past its welcome
Loyalty is a leash with a pretty name. I work for coin because coin does not weep when I leave.— when asked why he serves no house
You're going to tell me that the gods judge men like me. I'm going to tell you that the gods have had ample opportunity to do so and have, to date, declined. Draw your own conclusions.— to a septon
The corridor is mine. The doorway is mine. The staircase is mine. You are welcome to the open field — I hear dying in the sunshine is very poetic.— to a group of soldiers tasked with dislodging him from a gatehouse
...— his most common response
 

Users who are viewing this thread

Back
Top