Name: Aletheia Green [Maa'chakt ha-vahh, to see through lies]

Gender: Female, Straight

Age/DOB: ~18, born 2019

Origin: Repurposed Earth, AAEC

Family: mother Cybil, father Chet, half brother Ares, auntie Eden and cousins Jade and Autumn, grandmother Collette, numerous other extended or spliced family

Other: though given the Icarus treatments and skill downloads, she was not aged, because Mel and others wanted her to grow into her psychometric powers properly, not force them to be too strong before she was ready

Height: 5'5"

Weight: 130* Icarus does help her weight but she's very curvy, and tends toward less muscularity and more bulk before dragons came along, she will never be very 'strong', but adequately so to ride and be active (her telekinesis also allows her to 'get away' with not really being as strong as those other riders)

Hair: dark red with auburn highlights, thick and wavy, kept long and flowing for effect because whenever she floats around, it flies out like shown

Eyes: hazel green, even and large, under often 'worried' looking brows

Appearance: rosy cream skin that tends to burn in sunlight, but she just goes out anyway. She is a bit chunkier than shown, with a much wider neck and a bit of a double-chin, but still is very pretty and light on her feet; prefers dresses to pants, never seems to be bothered by cold weather; has a husky voice

Icarus Processing: yes, at the age of 3 Aletheia was given the treatments and an amount of skill downloads that include some gathered from both of her parents specifically to help control and understand her psychometric abilities. The process did lighten her overall weight, and strengthen her body a bit including self-healing to a decent degree (heals up to 2x faster than normal)

Image Credits: MissAngest Space Goddess

Genetic Abilities: strong Vortal senses, able to see auras on both living and inorganic matter, and is able to detect strong Vortal minds at nearly 10 miles. Easily overwhelmed by very strong emotion controls by those around her, however, and tends to warn people not to mess with her mood, because she can and will throw a bus at them. Minor local empathy, best with small numbers of people at less than 20 meters; good telepathy to Vortal minds only, up to 1 mile at its weakest ping. Stronger powers are for telekinetics and psychometry, both of which are already quite powerful in her parents. She can control whether her touch will tap into Vortal knowledge, unlike her father, and with it she can suss out specific information with much more ease, though it is generally limited to recent events (less than 1 year old). Able to sense through those objects, particularly ones which she has either sensed before, or been imbued by her to do so. Her power can shift memories or information into an object, which can then be used by other strong Vortal visionaries as a kind of code or marker. The information is limited to what she knows: she can listen to a conversation and impart a stone with the message it brings, but not the sounds of the voices or who said it unless she makes a note of it. Messages can be brief, 'this area is trapped don't enter it', and the shorter and more to the point they are, the longer they will last on that item (that message would remain intact for anyone to read Vortally for about a month, while a more complex statement -take this box to the third office on the left second floor lab leave it unopened make sure that doctor Kleiner sees it- would fade after about 2 days). Otherwise, she is a very strong telekinetic, able to lift objects including herself, up to 3x her own weight. She can 'feel' them, but not through them, and manipulate them manually as though she was holding them, for smaller things like screws, door handles, and buckets of liquid.
Skills or Profession: because she was raised essentially while the Combine raged through the areas of the EC and Black Mesa, Aletheia was used to scurrying and hiding for most of her childhood. However that was never a worry for her, since she was able to literally fly up to safety or hide in high places, and in fact she got good at pushing heavy items onto soldiers or into doorways to prevent entry. That said she didn't much care for fighting, and would rather do what she does now: deliveries to those in need. She has excellent navigation skills, and particularly 3-D exploration so anyone that can follow her around a ruin must be able to climb or fly themselves, or teleport. She's the one that people rely on to tuck supplies up into treetops with marker stones ('SUPPLIES!' will last for half a year if left untouched), to deliver food to scouts in the ruins, and to carefully and safely move dangerous items without touching them physically, in any of the science labs. Aletheia understands scientific lab needs, as well as having a strong memory for faces and locations, so she rarely brings the wrong thing on her trips. She does also have a knack for pranks, that telekinetically lifted bucket of water will absolutely tip over from a distance the moment she notices someone going through the doorway it's perched on...
Personality: Happier and overall less grumpy than either of her parents, though she's still not the type to dive into the middle of a room full of chatty people. She does prefer to watch a little and see how things go, sensing out with her Vortal eyes whether there's anything untoward going on before entering a room at all. As a prankster she is among a few that will up the ante now and then, though she would never willingly go so far as to hurt anyone with her gags. She does enjoy the recognition of being the one who brings snacks, and takes that work to heart out in the field, she knows that some of those scouts in the rubble of the Rookery are in dire need.

Events or History: as above, born into the full-bore Combine invasion years, and grew up around both refugees and Pantheon. Because she's among the very few Pantheon who has grandparents in a very tangible sense, well a grandparent, she got a bit spoiled as a kid whenever she was around Collette. (Who was a bit... just a bit perturbed to know how young her own children - spliced or no - were, when they started having kids...) She performed her delivery duties for quite a while as a tween and young teen, getting to know the layouts of both main facilities, and later some of the surroundings. Once the Combine there were defeated, she grew bolder outside, helping to clean up - punting headcrabs to see how far they'd go with her telekinetics, for instance, remains one of her favorite pasttimes.

With the Rookery starting up, and her incredible dragoness coming to her side, she may very well become a 'queen rider' in her own right, but she's still looking for the right place to do that. For now, she and Raza are best suited to the Rookery itself, though as other locations are cleared out, she sets up supply caches near each of those as well.

Dragon

Name: Razathik
Gender: Female
Size/Shoulder/Length: Small (wide wings) 8' s / 40' l / 64' ws
Colors: Gold, body is faintly mottled antique gold with a faintly green patina; wingsails grade from antique greenish gold to bold orange-gold and yellow, with strong mottling in white; neck crest and tail spade more yellow and orange also strongly mottled; claws burnished ivory, horns golden, eyes green-centric changes with mood
Features: Paniyan / Brynmore Caer dragon, smaller than Pernese with similar features; do not require bonds at hatching but prefer them; egg-layers, hide skin requiring maintenance, appropriately mated pairs produce -K or rarely -TH ended names
Powers: Winged Flight, Raza is quite fast in the air, for reasonable distances at speed. She is a gold after all, and must be ready for mating, to outpace those lame-o males. Oh no, Raza, don't get proddy yet. She is small enough that even adept fliers will have trouble keeping up with her if she starts doing aerial stunts, though she isn't as outright talented as some. She can carry quite a bit of weight for long term flights, as long as she's not forced to go very quickly with it, and has no trouble keeping that flight steady in bad weather or low light conditions. She prefers to have packs of things in a harness to her chest, rather than anything other than her beloved Aletheia on her back.
Teleportation, like most Old-World based dragons, but a rarity among Alskyran ones, she is able to briefly teleport between, or something like it, to reach a destination that is clear in her rider's mind. Thankfully Aletheia has a strong memory for locations! Together they visit a number of disparate locations around the ruins, delivering goods and restocking caches. She can do this several times in a row, for distances up to 100 miles at a trip, and given that they do take their time at each location, recharging has never been a problem. It does get quite chill in that teleport moment, but it is very brief. Aletheia is a bit creeped out by what she thinks she might be seeing while they're not in the world... her range with this power is considerably stronger than most.
Communication, Raza is able to telepathically communicate clearly with her bond at close range (within 100 meters) but does always know just where to look for her otherwise distantly. Otherwise she communicates only with dragons (and frequently gets into snippy little arguments over whose territory it really is around here). Though she can be thought to by anyone with telepathy, she prefers to just chat with her bond in terms of humans or Vorts.
Fire Breath, though not particularly strong, Razathik is gifted with elemental fire production, and can in a pinch crisp-fry small animals or individual Combine soldiers that get within 20 meters or so. She doesn't rely on this ability, and will miss often enough that she's a bit disappointed in herself, but still she's never been expected to fight so that's okay.
Parentage: dam Green Thiritzik (of Afedri), sire Brown Ashasuth (of Brelag), one of her siblings, green Vezilk, is bonded to Paxton
Origin: Alskyr/Paniyan 'spare' clutches, by Lethe
Other Info: Though still smaller than many Old World dragons, Raza carries herself like the true queen she is, and holds her own in matters of draconic discussion.