#caboose & maine
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calwasntfound · 3 months ago
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Caboose fanart maybe? I love how you draw him!!
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boose :)
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hipstersoulgushers-art · 9 months ago
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Meta gave him bad helmet hair
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tiredandoptimistic · 1 month ago
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RvB tarot cards
I have once again cooked up a hypothetical tarot deck for a show I enjoy. I didn't make any art because I refuse to attempt Halo armor, but here's my pitch for which RvB character I'd assign to each of the major arcana.
0-The Fool: Franklin Delano Donut. The fool symbolizes new beginnings, and someone who is so excited to be on an adventure that they stop paying attention to the dangers around them. Donut is of course known for his vibrant enthusiasm, but he may not be the most mindful person. Despite all the dangers and near death experiences he's faces though, this plucky private just keeps on being fabulous.
1-The Magician: Frank "Doc" Dufrense. The magician is a powerful character because he stands outside the limits of the four suits, much like Doc's place beyond the constructed binary of Red vs Blue. He doesn't belong wholly to any group (and his mind doesn't even belong wholly to himself), but that won't stop him from showing up every day to make people more comfortable while they die. He is an outsider who comes to help others; it's just a question of whether he can live up to his own good intentions.
2-The High Priestess: Agent North Dakota. As an almost parental figure, the high priestess is often sought for advice and encourages cooler heads to prevail. North's place amongst the Freelancers was often defined by his role as a peacekeeper, serving as an advocate for calm and reasoned thinking in the face of bizarre circumstances. It's because of this logic and empathy that he was able to recognize Freelancer's corruption and ultimately defect from the project.
3- The Empress: Agent New York. The empress is a leader not through force but through nurturing. This suits York, who was consistently one of the highest ranked and best beloved Freelancers, in large part due to his amiable personality and willingness to listen to others. He often acted as a more passive or supportive member of the group, but his defection from the program proved that he was still an independent thinker and a leader in his own right.
4- The Emperor: Agent Carolina. In contrast to their counterpart, the emperor is the leader who maintains control through strict discipline. Carolina was the head of her squad in Project Freelancer due to her raw strength and combat ability, but she often allowed this reliance on rules and structure to go too far. She not only allowed the ranking system to control her life, but she expected her place as #1 to allow her to control the lives of others. After her time with the Reds and Blues she allowed herself to loosen up a bit, but she still maintained her domineering personality and commitment to victory.
5- The Hierophant: Col. Sarge. The hierophant is another leadership card, this one coming from a person who is entrenched in a place of authority and perhaps a bit too reliant on rules and history. Sarge is certainly a creative leader in many ways, but he also depends upon the army as the arbitrator of right and wrong; focusing heavily on receiving orders and passing them on to his subordinates. Sarge isn't completely unchangeable though, and we see in season eight onwards the sort of wild maneuvers he'll cook up on his own time.
6- The Lovers: Lopez and Sheila. This card is fairly self explanatory, I think. Two people in love! It just so happens that in this case, the happiest and most functional relationship is between a robot soldier and the enemy tank.
7- The Chariot: Agent South Dakota. The chariot is all about go-go-go. It's a card of action and movement, much like South's fiery and passionate personality. Though her impulsivity often got her benched, the limitations placed on her by the Director only added to her frustration and prevented her from getting any of that energy out in a healthy way. After Project Freelancer her main mission was always to keep moving and keep finding something new, no matter what destruction she had to leave behind.
8- Strength: Michael J. Caboose. While Caboose is of course strong in a physical sense, that's not exactly the meaning of the strength tarot card. Strength is the lion, but it's also the young woman who fearlessly scratches the lion's ears. Caboose can lift a tank, but his real power comes from the strength of his friendships and his willingness to trust anyone who comes his way. This endless optimism and determination to keep seeing the bright side of everything (even a killer robot) is what led the Reds and Blues out of many tough scrapes.
9- The Hermit: Dick Simmons. The hermit is a guy by himself, plain and simple. While Simmons craves the company of others, he often finds it easier to keep himself isolated than to deal with the complexities of humanity. If the Reds don't respect him he'll simply join the Blues and take over an empty base. He's smart, yes, but he sees his own powers as ultimate and doesn't want to be on the team if he isn't seen as essential.
10- The Wheel of Fortune: Agent Florida. As a symbol of fate and destiny, the wheel of fortune is suited to a character like Florida who may appear chaotic but ultimately pulls the strings of Blood Gulch. His personality can be a bit unpredictable at times, but Flowers is still completely in control. It's just a question of whether you've figured out his plan yet.
11- Justice: Agent Connecticut. While all the members of Project Freelancer were supposedly fighting for peace, CT is the only one who took it upon herself to keep their agency in check. The others followed of course, but she was the first whistleblower to really challenge Freelancer and uncover the twisted secrets of their organization, and she was more than willing to sacrifice her life if it meant getting that information to the right people. Though it didn't come to pass until after his death, CT was still the one who brought Project Freelancer to justice.
12- The Hanged Man: Lavernius Tucker. While the hanged man isn't exactly a cheery sounding card, what it's really about is looking at difficult situations from a creative perspective. Tucker was constantly tied up in the schemes of others (The Director, the Sangheli, Felix), but he always maintained his distinctive attitude and determination. While he would have preferred to stay the same guy he was in Blood Gulch, he proved again and again that he was more than able to adapt and evolve; thriving in lethal conflicts and becoming a hero unlike any other.
13- Death: The Meta. The Meta, like death, is not cruel or sadistic. It is simply coming for you, and you will not escape. Looking deeper though, the death card in tarot symbolizes the end to old systems and the transition to something new. The Meta was once Agent Maine, until is underwent a transformation more horrible than simply dying. It went through a metamorphosis, and in the process brought about the end of Project Freelancer and the beginning of a new era.
14- Temperance: Locus. This card is one that symbolizes balance more than anything else. As a man desperate to become a machine, Locus tried to maintain perfect control over himself. He wanted to appear solid and unshakeable, up until the bedrock of his partnership with Felix was shattered. After he turned on his partner, Locus struggled to maintain a different kind of balance; between the man he was and the man he wants to be.
15- The Devil: Felix. Well this one is pretty simple. The devil as a card is about evil, yes; but it's also about control and creativity. Felix found joy in his ability to wrap the people of the New Republic around his finger, and he thrived in command of an army of space pirates. More than that though, he had fun with it. He always came up with innovative ways to destroy his enemies or intimidate his allies, and he was completely free of guilt the entire time.
16- The Tower: The Director. While death and the devil sound scary on the surface, the tower is really the most powerfully negative card in the deck. Much like Dr. Church, the tower brings misery and despair to everyone associated with it. More specifically, the screaming people falling from a lightning struck tower symbolizes divine retribution for humans who saw themselves as gods. The Director spent his later years trying to build a program that could win a war and bring back his lost love, and his favorite tool was manipulation. He always wanted nothing more than to establish his own power and prove that he could maintain complete control over the world and people around him, but it was only a matter of time before his ship crashed into Sidewinder and his bitter children found his hiding place.
17- The Star: Dexter Grif. The star is another symbol of balance, though this one is more about fairness and hope. Grif is someone who may act discontented but clearly cares deeply about the people around him, and his unshakeable demeanor holds the Reds together (as much as Sarge would hate to admit it). While he doesn't literally nourish the land and water like the star, he stays calm amidst a team of fiery tempers and is able to keep the warthog running if they ever need a getaway vehicle.
18- The Moon: Agent Washington. The moon is all about changes and illusions, perfect for someone like Wash who spent so much time blending into different personas. While Wash, like the moon, can appear dark and mysterious; he's ultimately a force for positive change amongst the Reds and Blues, who in turn inspire him to change into the best version of himself.
19- The Sun: Kaikaina Grif. Simple joy, that's what the sun is all about. In a canyon full of shitty people and a show full of angst, Kai is one of the only characters who's just here to have a good time. As crazy as things get for her brother and his friends, she'll always be waiting back at Blue Base with enough music and glowsticks to keep the party going.
20- Judgement: Agent Texas. Much like the angel on this card descends to judge mankind, Tex was dragged from the afterlife to separate the worthy from the corrupt. While she was created as a sort of toy in the Director's grief, she quickly established her own sense of identity and justice. She saw the truth of Project Freelancer and made it her mission to destroy it, doing her best to free the Alpha. In Blood Gulch and beyond she acted as a sort of avenging angel for the Blues, swooping in to save their asses and punish whoever she deemed to be worthy of punishment. In the end they all learned something from Tex and her fierce determination. Church became his own protector, and he could finally let Allison rest.
21- The World: The AI fragments. The world is a card of ultimate completion. Much like the many fragments who came from a more powerful AI, many symbols surround the vast and vibrant landscape of this card. Delta, Theta, Gamma, Omega, Beta, Sigma, Eta, Iota, Epsilon, and Alpha are all characters in their own right; but they're also pieces of a whole. They were never able to reunite fully in Red vs Blue, but they live on in the memories of Epsilon and all of us who return to the show year after year.
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fischiee · 4 months ago
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love caboose being accidentally very threatening. just towering over people grinning in a (perceived) menacing way. greeting someone fondly while they hold a gun to his head like he's not even scared? finding a warthog flipped over and watching his just flip it out of the way with little to no effort. causing ultimate destruction in the blink of eye via fire, explosion, etc.. finding out he kills enemy soldiers by pretending they’re on his team. not to mention the full team of highly advanced very deadly space marines and super soldiers who will not hesitate to obliterate you if you so much as upset him
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grif-hawaiian-rolls · 2 months ago
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OTHER guy next to me is asking about grifboose???
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He's just got, like, such a kissable face, you know?
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cconfusedkat · 4 months ago
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After about like- a year (almost two) of adjusting to digital art, as well as getting inspiration from other stex artists, I've decided to plan out some train refs myself!
(The major inspiration taken off of my roleplays and my friends characters)
Starting off strongly w the antags ;;
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and a bonus elektra + electra casual <3
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I put most effort into electra cuz hes my main muse :-D !! I plan on drawing bv for elektra next. Then i plan on drawing the coaches and freights! Ill go slowly about it :>c ive gotten more properly into stex back in april 2023 so its refreshing to being able to begin drawing refs of the trains
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tblsomedoodles · 6 days ago
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August (Maine) and Mikael (Caboose) just chilling pre-Freelancer.
Specifically for my Epsilon's time travel fix it au where these two are both Spartan 2's and are in a QPR. I've been wanting to draw them for a while so here's a quick doodle.
so anyways, happy valentines day, particularly to those that are tired of seeing romance and just want something chill and cute. I got you b/c me too. enjoy my two just chilling between UNSC missions (while Mikael fights with a rubix cube lol).
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jjunkyarddawg · 2 months ago
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Recent RvB art I’ve done!! ^_^
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caboose-the-silly-goose · 7 months ago
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I found my way to a snowy place and heard growling. I thought it was a dog.
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It is not a dog.
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angelwithsomeartwork · 6 months ago
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In the process of my current paper doll project's Red vs. Blue chapter! It's been really fun to draw these characters because you as the artist just get free rein over the design. Featuring @natcaptor's OC, Agent Montana, and her AI, Omicron.
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theosphobia · 1 month ago
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scrapped wrifboose sketches
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radiantrookie · 7 months ago
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Red vs Blue and Death Battle
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moco-monkey · 8 months ago
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Trying to brain storm a short Kash fic LEADS TO META REDEMPTION AND SOUTH AND DELTA JOINING THE REDS AND BLUES IN RESPONSE TO MY LITTLE HYPOTHETICAL WHAT IS GOING ON
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Update:
Uphold southern accent epsilon also, turned into a weird everyone lives at of sorts. that includes alpha AND tex. Maine will join the reds just to fuck with all the freelancers joining the blues
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churchstopsurgeryscars · 10 months ago
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"Clan vs Clan" - A Warrior Cats RvB AU Allegiances
RoseClan Leader: Redstar (Sarge) - Dark red lynx point with amber eyes Deputy: Cinnamoneye (Simmons) - Red-brown tom with gold tabby splotches, one orange eye and one green eye Medic: Oakroot (Lopez) - Brown tom with yellow eyes Warriors: Morningsleep (Grif) - Orange classic tabby with white paws and tail tip Pansymask (Donut) - Pink-ish brown ticked tabby with orange eyes Mudriver (Lorenzo) - Dark brown tom with a white patch on his chest Brackenfire (Gene) - Reddish brown and white tabby with yellow eyes Rainbowheart (Cronut) - Brown ticked tabby with amber eyes Elders: Bloodpath (Surge) - Flame point with blue eyes and a white tail tip VioletClan Leader: Deputy: Thunderwind (Church) - A silver lynx point with bright green eyes Medic: Barkmoss (Loco) - White tom with dark tabby patches Warriors: Duskheart (Tucker) - Grey tom with white paws and chest Softblast (Caboose) - Brown and white tabby with dark blue eyes Tranquilsky (Temple) - Grey and white point with blue eyes Bouldersong (Bucky) - Light grey tabby with white paws and muzzle ThornClan Leader: Stormstar (Director) - Black color point with blue-green eyes Deputy: Spidersilk (Counselor) - Black and white tom with yellow eyes Medic: Lavenderpetal (Doc) - Dark brown and white tabby with blue eyes Warriors: Mountainstep (Maine) - Thick furred white tom with a pale ginger tail and ears Gingernose (Wyoming) - White tom with a light brown tail and a distinct patch on his muzzle Dawnflower (North) - Pale ginger and white tom with green eyes Duskflare (South) - Pale ginger and white molly with green eyes Briarwish (Connie) - Dusty brown tabby with a white muzzle and yellow eyes Weaselstep (Vic) - Pale brown and white tabby with orange eyes Sparkfrost (York) - Brown tabby with a white back and tail Snowclaw (Carolina) - Grey color point with striking green eyes Apprentices: Shellpaw (Wash) - Dark grey tortoiseshell tom with yellow eyes Nightpaw (Texas) - Black spotted tabby with a white chest and muzzle
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fischiee · 2 years ago
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blue team be like “is anyone gonna have a main plot line?” and not wait for an answer
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grif-hawaiian-rolls · 4 months ago
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Red VS Blue, but make it Guild Wars 2
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ok so i'm going to try and make this au make sense if you look at it from either side without prior knowledge of the other but theyre both so entrenched in my brain im not sure how well it'll work if you get lost im sorry in advance- or you can just enjoy the group piece and ignore the insane rambles below the cut! fair warning: its a lot! my red team yapping showing up in full force!
Don't say I didn't warn you :3
Context:
GW2 is a fantasy setting MMORPG, set in the world of Tyria. There are 5 playable races with their own unique cultures and such. I'm using the wikis for the races bc im lazy- the names are links to the proper wiki, but i've VERY ROUGHLY summarized for ease-
ASURA: The smallest playable race, Asura are highly intelligent and have a cultural focus on Academia and Research- furthering the reach of their magi-tech, sometimes at the cost of morals. Asura tend to be characterized as cocky intellectuals, who know more than everyone else in the room at any given time and they know it- but they're going to have a solution to a problem before you've finished explaining it.
CHARR: Giant anthropomorphic cats, the Charr are a militaristic race with a culturally cynical look on the world and a stubborn streak to match, and a general distrust of magic due to some Prior Circumstances. Charr tend to be characterized as gruff, fuck-around-and-find-out types, due to the military culture, and have more focus on their squad (warband) over individual relations.
HUMAN: On the surface, pretty par for the course here, but humans aren't actually native to Tyria- not that this stops them from being a cultural and territorial powerhouse in the setting. There is a fair bit of tension between humans and charr, and humans and some of the non-playable races in the game. Humans tend to be characterized as stubborn, tenacious and resourceful in a Tyrian context.
NORN: visually speaking, Norn appear to be giant humans, native to Tyria. Culturally speaking, Norn value honor and nature in equal measure- you should make a Legend for yourself, but you need to respect the Spirits of the Wild. Typically, norn are characterized as loud and boisterous, but reliable in a fight and always down to celebrate an impressive victory and share a story.
SYLVARI: The youngest race in Tyria, having only existed for about 25 years or so at the start of the game, Sylvari are plantfolk who Awaken from their mutually shared Dream as grown adults. The Dream gives sylvari the knowledge they need to function right out the gate, although the actual extent of said knowledge varies slightly by individuals, and is tended to by The Pale Tree (or the Pale Mother/Mother Tree, as sylvari know her)- sylvari follow a set of tenants given to them in the Dream that encourage compassion, kindness, and a drive to do what must be done called a Wyld Hunt.
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RvB is a Halo machinima set in an appropriately sci-fi setting that is, above all else, fucking ridiculous. The plot, when it manages to exists in a semi-coherent fashion, focuses almost entirely on a band of absolute asshole idiots who cheat death as a hobby, swear a lot, and generally just would be unpleasant people to know but it is incredibly entertaining to put them into situations so that sums up the general vibe of the show. RvB is slightly less relevant to this au as the characters are what I'm yoinking and theyre all getting explained in their gw2 contexts here, but the main point is: the show is silly, and everyone in it is some brand of annoying, rude, mean, stupid or any combination there of. Also? Probably traumatized by war, whether or not they realize it. __--__
BORING STUFF OUT OF THE WAY ITS CHARACTER TIME __--__
THE GULCH KREWE - An Asura research team focused on making self sustaining golems. Technically Vic is the krewe lead, but he never seems to show up at their lab situated in the middle of no where for.... safety reasons. The official, documented by the asuran governement Gulch krewe is really incredibly small, at four asura strong, counting Vic even though there is quite a bit of debate on whether he actually counts since he's never around, but they have a reputation for being the worst krewe to work with. Ever. Of all time. Between reports of "unsafe necromantic practices" and general "workplace threats and harrassment", the only people who stay in the Gulch krewe have no where else to go. The "rank" nickname theme started mostly as a joke, but once it was started it was basically impossible to stop.
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"Captain" Bucch Flowers - Asuran Necromancer - Asura, typically, do not have last names. Bucch, is not known for being the typical sort of asura. Eccentric and regarded as "morally questionable" by previous krewes, Bucch is a friendly individual who finds other people fascinating, both in terms of their psychology and physiology. He always has a smile on his face and a warm, cheerful demeanor that some people have claimed to be "unsettling", but I mean, really, he's just being nice. Right?
"Sarge" REDACTED - Asuran Engineer - Sarge took to his nickname with a brand of enthusiasm that really was just a warning to the kind of person he is, going so far as to have his previous name removed or changed on all documents he could. Loud, brash and unapologetic in everything he does, Sarge is the main "threat" of the Gulch Krewe between his wild experimental inventions, with their tendency to either go rogue against their creator or just plain blow up, his complete and utter lack of patience, and his habit of gesturing with his loaded shotgun during a conversation. His volume never drops below LOUD, but he's a very.. unique brand of genius who excels at making things that really shouldn't be physically possible work.
"Doc" Dufresne - Asuran Mesmer - Doc is, by all counts, the odd one out of the official Gulch krewe. Meek and empathetic in nature, Doc tends to be the moral voice of the krewe- one that often gets ignored. He is still annoyed by his ridiculous nickname, even if it is nice to have the affirmation that he really is part of the krewe. He's not even really a doctor! He's not great with medical care or technology. Or fighting. Or much of anything, if he lets himself be a little too honest. But he's part of the krewe, for better or for worse, and if that just means he uses his magic to pull his krewmates away from whatever is trying to murder them this week, then so be it.
The UNOFFICIAL Gulch krewe is a bit more.. diverse. Technically, non-asura don't get listed as krewe on the paperwork. They're hired help, not technically part of the team that gets credited for the work done in the published papers. Generally, this is because most hired hands don't have that much to do with the actual invention or research process- they're just there to be damage control when things go wrong. However with the Gulch krewe... a lot of things tend to go wrong. Technically speaking, there is no reason for a krewe of four three to have separate research teams. There is barely a reason for bigger krewes to do it. However... Captain Flowers and Sarge rarely seem to work on the 'technical' level of anything, and all it took was one offhanded comment from Vic (over comm, no less! couldn't even cause problems in person) for the pair of them to escalate and devolve into a rivalry that would ruin Doc's life, and the lives of pretty much everyone else who inevitably get swept up into it as well.
RED TEAM: Sarge claimed RED as his team color well before the idea of having color-coordination even occurred to Captain Flowers. Sarge claims he hired only the best to staff Red Team, with one exception for canon fodder.
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Richard "Dick" Simmons - Human Elementalist - Born and raised in the upper ranks of human nobility, Simmons is a bit of a fish out of water when he's not in the human capital of Divinity's Reach. Of course, being an anxious individual with poor social skills, he didn't really fit in there either. He's got enough of the "I'm rich, you know," attitude held over from his upbringing that combined with a desire for praise, awkward conversation skills and the urge to prove his worth through his own intelligence, makes for a really obnoxious, know-it-all kissass of a man. But he's really good with technology, given his magic tends to prefer the buzz of electricity so that counts for something. Usually. He's not that bad once you get past the defensive nature and whiny voice. Probably?
Dexter Grif - Norn Warrior - With a hard earned feeling of "fuck it, fuck that, fuck this, I'm going to bed" that he trained into himself, Dex would have been perfectly content to spend his entire life lazing around his home city, Lion's Arch, scamming tourists and generally just kind of doing his own lazy thing. Or, at least, that's what he tells himself, as he has to look for actual work on the docks. It sucks. So when some loud mouth asura rocks up, shouting something Dex didn't really listen to beyond being a job, and a supposedly low effort one? Sign him the fuck up. But when the job is evidently not all naps and bored asura-watching, Dexter Grif will make his complaints known. Just... maybe not in range of Sarge's shotgun.
Donut - Sylvari Mesmer - Freshly Awakened, bright eyed, curious and endlessly talkative, Donut (Grif swears that can't be his real name, right?) is the Red team's resident socialite, sharpshooter, grenadier, portal expert and color coordinator. If you need something done, Donut is your man, or he can find you your man. While some people find his chipper attitude and love of 'dressing up' his friends with illusions annoying, and his tendency to veer into innuendos a bit awkward, everyone agrees it's hard to genuinely dislike Donut as a person. Maybe it's a mesmer thing, maybe it's a sylvari thing, maybe it's just Donut being Donut, it's hard to say. Despite his impeccable aim and frankly impressive throwing arm, Donut tends to be a little oblivious to the things right in front of him, but he's trying his best so most people tend to let it slide.
BLUE TEAM: Captain Flowers accepted BLUE as his team's color in good humor, as he tends to accept most things. He was not nearly as intense on his "requirements" for his team as Sarge- truthfully, most of Blue team were picked because Captain Flowers thought they were interesting more than anything to do with their actual skills.
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Kaikaina Grif - Norn Elementalist - Kai has been called a lot of things, and not all of them flattering. Her personal favorites include sexy, wild, bodacious and "absolutely insane". She's a diverse gal. When her brother left Lion's Arch to go work for some mysterious asura in the middle of no where, Kai swore she didn't care. That lasted for all of a week, before she decided Dex was clearly up to something else and the asura job was a cover. Upon hunting her brother down and discovering, no really, it's literally what he said it was, she was disappointed. At least, until Captain Flowers offered her a position on Blue team. Being paid to stand around, look pretty, and bother her brother? Fuck. Yes.
Lavernius Tucker - Human Guardian - Growing up an orphan in Divinity's Reach makes a guy either really cruel or really clever. Tucker's never been the cruel type, so he went for clever instead. Though that quickly turned around to bite him in the ass, because being clever, and maybe a little bit of a smartass, means people notice you, and being noticed does not go well for him. Between at least one cult insisting he was some kind of savior from a forgotten bloodline, a jerk or three who didn't like Tucker outsmarting them or standing up for the people they were bullying, and whatever the hell is going on with his kid (courtesy of aforementioned cult), Tucker has more than had his fill of being noticed for being clever thank you very much. He just wants to find a quiet place to lay low and figure out this whole being a dad to a dragon thing. He's done being a hero and honestly he's done being helpful. Tucker's here to get paid, maybe get laid, and not get attached to anyone else that might screw him (or his kid) over.
Junior - Saltspray Dragon - Sort of a package deal with his dad, Junior is still figuring out the quirks and details of being a dragon in a society where 'dragon' is usually associated with the end of times, even for a "lesser" dragon like him. Fortunately, they're pretty solidly hidden in the middle of nowhere, so the only people around are friends of his dad's. Sort of. Junior is shy, generally, and tries to be careful with his size and his magic, but he's still a hatchling and sometimes it's real easy to get carried away when he's excited. Good news though! The Gulch krewe are well versed in shit breaking every other day, so no one gets too mad if something gets knocked off the shelf by his wings.
Church - Sylvari Thief - Some sylvari chose to cut themselves off from the Dream, in an effort to obtain either a sense of freedom from expectations, spite, or just a general desire for peace, quiet and solitude. While Church can certainly guess at his own, personal, reasons for becoming one of the Soundless, he sure as hell doesn't remember making the decision. Or much of anything, really, before about a week before he got hired onto Blue team. Just the name Church, which he can only assume is his name. He tells himself, amongst his internal tirades about his woes and his miseries, that Flowers hired him because he's smart and clearly the asura could see that. Not pity or anything like that. Still, it would be nice to actually remember literally anything. But Church doesn't complain about that- he's got more than enough things to bitch about from being part of the Blue team to distract his ego, his temper and his generally whiny attitude towards life in general. Who needs a past when you're surrounded by idiots?
Michael J Caboose - Norn Ranger- Never without his trusty arctodus companion, Freckles, Caboose is a joyful wall of muscle and hugs that frequently forgets that most people cannot, in fact, support the weight of him and his wolf-bear. Young and with no legend to speak of, Caboose is on a journey of his own making, to find friends that are just... so cool, everyone is going to want to hear stories about them! He just has the very very tricky job of remembering those stories. But hey, what are friends for, if not to help him when he forget a detail or twelve? And honestly, he thinks he found a GREAT group of friends here on Blue team. Sure they can be a little bit mean, but, Caboose has the heart of a skald according to the nice old ladies back home in Hoelbrak, and his heart knows when there's neat things
THE GOLEMS: The Gulch Krewe, official and unofficial, developed two more-or-less completely self-sustaining golems after splitting into their respective teams. They're not perfect, by any means, but they're certainly impressive to behold. Especially given that they both seem to be... well, people. That.. wasn't intentional.
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Lopez - "Human" Engineer - Inspired by the dolls made by Tixx in the Infinirarium, Sarge chose to build a golem that looks almost human. His official logic claims that the more flexible build and increased intelligence allows for Lopez (Officially: L-0-PEZ - Lab-OH-Personalized Engineering Zoner. Sarge swears it makes sense. Red team is pretty sure he just made it up because he liked the name Lopez) to handle his own maintenance and upkeep, with improved head to body communication and modular independencies. The side effect of Lopez's "self repairing" abilities (read: his ability to take himself apart to put himself back together) is the fact that his body have very distinct seams, and he's prone to falling apart at them. His head coming off his neck is the worst and most common offender of this problem. Like most of Sarge's intelligent creations, Lopez has a sour attitude and very little respect for his creator. If you asked him, the only reason he sticks around is because it's easier to get his hands on the tools he needs to fix himself. That and no one else speaks Orrian since the continent and kingdom sank over 250 years ago. Well, no one besides Sheila.
Sheila - "Charr" Necromancer - Captain Flowers took a slightly more.. macabre approach to his golem creation. Made from the ethically and responsibly sourced bones of an anonymous charr donor (Captain Flowers's words), Sheila is a feat of magi-tech engineering and necromancy. Due to her... organic internal base, Sheila is much sturdier than your average golem for her size, and the necrotic magic that keeps her together and functioning needs almost no supervision, as it naturally drains minute fractions of life force from things around her, like non-sentient plants and insects. Though there are some... quirks, to be certain, but that's to be expected with such experimental magic! The days where she almost seems like a different person are most likely just her getting used to a shift in the magic, that's all. Nothing to worry about. Usually though, on her good days, Sheila is calm and patient, with a friendly attitude she seemed to pick up from Flowers, although somehow she's a bit better at reading a room than he is. She tends to be the most responsible and level head in the lab, which is fortunate considering she's also the biggest one there, excluding Freckles.
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THE LANCER WARBAND: A tight knit charr warband, working outside of the charr legions mostly for decent pay and interesting jobs, the Lancer warband are skilled fighters, excellent hunters and all around impressive soldiers. Their one weakness? Their inability to get anything done without either a fight or fair bit of chatter (and the occasional argument leading to the fights) first. But once they've settled on an objective, they're nigh unstoppable.
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York - Charr Engineer - By far the most laid back and easy going of the Lancer warband, York is the resident gunsmith, philosopher, mechanic and lockpick. If it requires nimble fingers (or claws, rather), York's got it covered. While he tends to be the chattiest of the bunch and that makes him seem distractable, York is often laser focused on his task- he just doesn't feel the need to act like he's focused. He's curious and honest in nature, and is always quick to come up with a joke to lighten a heavy mood.
Maine - Charr Warrior - Silent and deadly are the words most commonly used to describe Maine- not that they would ever come from him. Massive even by charr standards, Maine is brutal and efficient in a fight. By the time an enemy has seen his white fur, they're already screwed. Outside of combat, when it's just the warband, Maine still isn't a talkative sort of guy. He prefers to stand back and let the rest of them talk for him, with a few exceptions.
Washington - Charr 'Thief' (unrealized revenant) - Originally the 'cub' and rookie of the Lancer warband, Wash has earned his stripes as it were for his cunning adaptability on the field and his almost ridiculous good luck when it comes to survival. While he tries to be kind and compassionate when he can, he's more on the pragmatic side than he used to be, and he can't always balance being nice with being realistic. Still, Wash has a sarcastic streak big enough to give York a run for his money, and enough sharp wit and sharper knives to keep just about anyone else on their toes.
Texas - Charr Warrior - A bit of a badass, Tex is the Lancer warband legionnaire and easily the best fighter of them all. She's harsh, even to her own warband, but she cares more than she likes to let on. However, her temper tends to get the best of her, and she frequently works alone to blow off steam. The last time she left... she didn't come back.
South - Charr Necromancer - One of the twins, South is aggressive, impatient and vicious just as much as she is efficient with her magic. She's a survivor and despite her bitchy attitude and general disregard for the rest of her warband, she gets shit done. Maybe a little meaner about it than she needs to be but hey, it's done right? Who cares if a little more blood was spilled or if a few more punches were thrown than were strictly necessary.
North - Charr Guardian - The other twin, North couldn’t be more different from his sister. He’s gentle, understanding and tries to be a shoulder to lean on for anyone who needs it, not just their bandmates. Granted, sometimes this does get him punched, but his kind nature doesn’t stop him from giving as good as he gets. He’s a skilled marksman with a longbow, and his calm nature helps him keep a level head in a fight- useful, when you specialize in placing traps.
'Honorary' warband: When their Legionnaire, Tex, mysteriously vanishes, the Lancer warband is left fumbling in the wake. Fortunately, they have friends they can trust to help them get their bearings.
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Carolina - Human 'Warrior' (unrealized Revenant) - not the step dad but the dad who stepped up Carolina has been a fighter and a soldier her whole life, or very damn near it. While not raised to quite the same degree of military as the average charr, her mother ran a tight ship of their home and after her passing, her father ran it even tighter. Her friendship with the Lancer warband started with a night of mildly drunken chaos with York, after which she kept in close contact with the charr. Intense in every factor, loyal, and more than a little competitive, Carolina thrives in combat situations that demand the most of her, which makes her a fast friend for the rowdy warband. Without Tex, the Lancer warband needed a leader, and Carolina stepped into the role of unofficial legionnaire as easily as donning her helmet. While comparisons between herself and Texas make her uneasy, she does admit she likes the feeling of being 'Boss' with the charr.
Reggi "Wyoming" - Asuran Mesmer - Reggi is a bit of an odd ball and a loner before he begins spending time with the Lancer warband. He enjoys a good pun and a bad knock-knock joke, but his disinterest in most scientific endeavors left him with little opportunities within asura society. So he left, took his humor and not much else with him, and has been something of a drifter ever since, more interested in taking care of himself above all else. While the Lancer warband may groan and scoff at him from time to time, they do work well with him, and even a selfish bastard like him needs back up from time to time.
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