Ariserg and his non-identical twin brother Amarcal were born from the disgruntled Aisanne Devigou who was tired of the string of sons she continued to bare. Ariserg was destined to grow up along with his brother, and eldest brother Bayrun under the shadow of Aisanne's duress. From a young age Hapan society on Ord Cantrell was detached from the rest of De Purteen, a world of its own. The girls growing up quickly put him in situations of submission, his boyish curiosity and trouble making slapped away and shunned.
As all males of Hapan society felt Ariserg before eight years of age experienced fear and awe for the female kind of his race. The effect made him ruly, but unable to please his mother. Ariserg and Amarcal watched their eldest brother train adamantly to improve his physical prowess. When the twins were ten years old young Bayrun was the one to win in tournament for their mother's right to rule and become Queen Mother. Not the right sex to give her any honor and not the right age to fight for it Ariserg took on other features of the society to try and be things Aisanne would have pride in.
He struggled to help the older men build and extend the manor, gardened, clean, labored as most Hapan males did to please the respected female sex. His twin worked with the local medic, keeping busy too. The early adolescents become separating for all three brothers who tried in their own ways to please their mother, now Queen Mother. Bayrun took up weapon as a royal guard beside her, Ariserg was busy outside, Amarcal in the medicine room. The family feelings held only with loose familiarity in features and Devigou name.
Whoever their fathers were, none of them knew. Ariserg was raised well not to ask. But it was obvious he and his twin had a different father than Bayrun, neither men their mother said a word about. In Hapan society the boys kept their head down obediently.
By thirteen Ariserg had earned the right to join the patrols and start martial training with some of the other Hapan males. The rigors were tough, but with his eldest brother being a shining example he had no choice but to follow it best he could. For the first time here Ariserg became familiar with his nephew Traparun. They trained together, equally sharing a disconnect from Bayrun who kept too busy keeping the Queen Mother safe.
His sore body, armored and weapon at hand had gone out the gates of The Hierarchical Manor for the first time. De Purteen was dirty, the bubble of reality he called home couldn't be replicated on the streets.
Ariserg had grown accustom his entire life to see aesthetically pleasing, humanoid, faces. What lived in the outside world was a catastrophe of blemished, mutant, alien, imperfection. It burned and soared the hatred, sealing his xenophobia tight into his psyche.
By nature the groups of Hapan wandering the night violently 'bartered' with the alien communities around. They threatened for protection money, shattered windows, broke bones, and left battered the aliens who tried to resist. It brought credits into his home, back to the manor. It also was the first time he could feel his mother proud, finding some use for him. The surge of violence was fun for he and Traparun - giving them purpose as growing men within Hapan society.
As Queen Mother and his own birth mother, Ariserg wanted desperately to earn her approval. And as his bond with Traparun grew, as did jealously for Traparun, son of the strongest man in The Hierarchical Manor received a more thawed, cool, shoulder from the Queen Mother compared to the icy skin Ariserg had to touch.
Adrenaline Rush: The character is addicted to the rush of adrenaline he gets from battle. It was this character flaw that cost him his position at the upper levels of society. Now he must feed the addiction or the results turn ugly indeed. The character cannot back down from a fight of any kind, and often goes in search of conflict when things get too tame for his tastes. Should the character go an entire session without combat of some kind, the GM may add a penalty of ■ to any skill checks in the next session (or until the character gets a chance to fight)