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kkhohoho Since: May, 2011
#26: Nov 2nd 2020 at 8:44:12 AM

[up]I'm not asking you to tell everyone who's already applied or is applying to go somewhere else. I'm saying, let everyone who's already shown interest in, and then close the sign-ups.

Have some common courtesy.

Edited by kkhohoho on Nov 2nd 2020 at 10:45:58 AM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#27: Nov 2nd 2020 at 8:59:41 AM

Listen, I'm sorry if my mistake upset you and this situation is clearly not fair. The problem is that I do not think, that I can handle ten players and do a good job at narrating for all of them. And saying "No" to people who want to join up is not fun, I can assure you. But I'm not sure, what else to do in this situation.

All I can do is apologize for my mistake and promising to notify you and the others, once a spot opens up. I hope, you can understand this.

Edited by TheNohen on Nov 2nd 2020 at 6:00:38 PM

Starbound2 Since: Jan, 2001
#29: Nov 2nd 2020 at 9:06:12 PM

  • Name: Nasira
  • Age: 150; appearance is roughly the human equivalent of being in her 30s
  • Race: Djinn
    • The djinn are an ancient race that is nonetheless shrouded in mystery - most "facts" about the djinn are derived from rumor and folklore, though they do appear to be a reclusive people. Born of smokeless fire, the djinn are beings strongly associated with magic and are said to be the masters and tempters of sorcerers - or serving as their slaves. As for Nasira, her family has been slaves to magicians and nobles for generations, extending past their living memory and erasing all traces of their heritage.
  • Appearance: Nasira is a tall, toned woman standing at roughly 6 feet, blue luminescent tattoos decorating her dark skin and striking orange eyes seemingly always alight with a hidden flame. Her tattoos, once a symbol of her enslavement, have transformed to calligraphic depictions of the ever flowing winds, verses singing praise to the freedom of these winds written in Kshathran script. The clothes she wears are tough and functional leather with no adornments; once she wore robes to hide her djinn ancestry and contain the wisps of smoke she leaves in her movements, but she has discarded them now that she is travelling with those she trusts. Her hair is grey, short, and typically a little mussy from her travels.
    • Embody Flame: When Nasira transforms through her newfound powers, her body becomes obsidian or marble black as though she was etched from stone, her once blue tattoos now radiating the same orange as her eyes. Those eyes too shine all the more brilliantly, bathing all she gazes upon in sunset-red light. Her hair flows freely through the air at much greater length, an ethereal and transparent red flame which releases small embers.
  • Personality: Though in high tension circumstances, Nasira puts on a decisive and confident front, in truth she is plagued with self-doubt and shies away from others to keep herself and her emotions protected. She tries to act morally but questions whether she knows what that even means, and there are times when Nasira ponders if she even has a sense of self or if she is bound by her past, her own expectations, and the expectations of society. She lacks many casual likes or interests and is self-conscious about this fact, though she is fond of stories and adamantly opposed to any form of slavery, forced labor, or whatever other names it may fall under.
  • History: Nasira was born a slave, the same as what few djinn she knew, the same as the parents she didn't know. Forced to serve the owners of the magical brass ring to which she was bound, all the stories Nasira had heard of her people described the djinn as inherently evil, treacherous, deceitful, and because of that sin flowing in their veins, sorcerers and other spellcasters had to bind and enslave them, lest they wreak havoc on reality. She was told it was the only way to ensure that the djinn could bring about any good in the world.
  • This was the reality she born into, bought and sold as a commodity with no say in where she would go or what her role would be. Eventually Nasira fell into the hands of a mercantile family in possession of several djinn slaves already - however, while other djinn served as hard labor, the father purchased Nasira to act as caretaker and instructor to his recently born daughter. The daughter grew to be a rambunctious and curious little girl and to sate her curiosity, Nasira found herself sneaking into the family's library to find more knowledge and more stories to teach and tell her. It was this process which led to both Nasira and the daughter to question the eternal servitude the djinn were forced into - tales not just of wicked djinn, but of helpful djinn, playful djinn, djinn of all sorts more varied than the masters Nasira was slave to hidden in storybooks the two read together.
  • Then one evening, on a night before her father would leave for yet another long journey, the daughter handed Nasira her own ring - belonging now to no one but herself. Baffled and stunned at first, Nasira clasped the ring and said her thanks and farewells before disappearing like smoke in the wind. The sunrise after, the merchant would find both his caravans and the other djinn all vanished without a trace.
  • Innate Abilities:
    • Supernatural Physiology: All djinn are born with an innate reserve of raw magical power - manifested most plainly through incredible physical feats. With this energy flowing through their body like the blood in their veins, adult djinn are made as strong and agile as the most seasoned human athletes. Passively, her djinn nature also makes Nasira immune to all harm caused from fire or smoke.
      • Improved Durability: Having come to blows with enemies more powerful than her and coming out the other end shaken but still standing, Nasira has learned how to better hold her ground and keep fighting, able to tough out earth shattering strikes no worse for wear. (1st Ascension)
    • Body of Smoke: Because her body is not just physical but magical as well, Nasira can transform herself into a cloud of smoke, able to easily avoid harm simply by allowing it to pass through her now intangible body. Nasira retains her sense of sight and sound both in "front" of her and around her general area, and she can move and drift freely while in this form - though limited to about the same pace as walking if she isn't propelled by prior momentum or some other outside force. In this cloudy state, Nasira leaves herself vulnerable to winds both natural and magical, as she lacks the solidity to remain grounded, and various forms of magic, especially those made specifically to counteract intangibility, will still be able to harm her.
      • Transient Smoke: The continuous flow of magical energy is an automatic function of a djinn's body, excess energy flowing from their bodies as ethereal "smoke" which leaves magic wisps trailing behind their movement. Nasira can gather these wisps and grant them a solid form that can be used for a multitude of both mundane and combat purposes. However, as these objects are formed from a smoke meant to scatter with the winds, they can only hold their form for a few moments.
      • Hidden Beneath Smoke: By casting a veil of smoke with her magic Nasira can stow away tangible items, slipping them behind it and disappearing them like a magician's cloth. Likewise she can also pull things out from beneath this veil in the same condition she stowed them away. This ability is limited by what Nasira can actually push, pull, or otherwise carry with her hands as she needs a firm grasp to bring things into that hidden space, and living beings cannot slip underneath.
    • Spirit of Fire: Drawing upon her inner flame, Nasira can augment anything she touches with an enchanted fire, burning constantly so long as she wills it and easily setting ablaze anything that carelessly comes into contact with these channeled objects. These flames further enhance these objects according to their usage or properties - clothing and armor become more durable, weapons strike with a greater impact, and so forth.
      • Embody Flame: This ability is not just limited to inanimate objects; by using her own body as a medium, Nasira can channel that fire into specific limbs to exponentially increase her strength and speed in quick bursts. With her newfound divinity, Nasira can now set her whole body ablaze, which grants these exponential bonuses to all of her as well as raising her endurance and durability even further. However this full transformation is limited to a few minutes at a time, after which Nasira will be physically exhausted, so it is not meant for extended conflict. (2nd Ascension)
      • Manifest Flame: Nasira no longer needs to have a solid medium in order to utilize her flame but can manifest it directly, able to hurl great orbs of fire, let loose a continuous stream of flame, or detonate an instantaneous explosion directly in front of her. (2nd Ascension)
  • Divine Abilities:
    • Sanctuary: What freedom is there if you are running to stay alive? How can you thrive with the threat of violence looming over you? A refugee and fugitive of a slave state, these were but a few thoughts that ran through Nasira's mind as she traveled the first Shard, seeing the beastmen under the constant pressure of the hunt. Being able to decide for one's self is not possible if the risk of death is constantly near, and while she is not yet strong enough to guarantee safety, the first embers of divinity have granted Nasira the power to allow at least some relief for the weary. By igniting a campfire, a symbol of rest and return, from it Nasira can project an aura of protection that eases the pain and slows the damage of wounds, the warmth of the flame washing over feelings of tranquility to those seeking aid or shelter. On the other hand, those who seek to do harm or violence within this place of rest will find themselves fatigued, their limbs feeling heavy and, should they try to act out these violent urges, sluggish in their movements. (1st Ascension)
  • Throne: Freedom and all concepts which stem from it: liberty, independence, self-determination, and becoming unbound.
  • Miscellaneous: Aside from rations and other travel provisions, Nasira also keeps her and the daughter's favorite storybook which she often reads during quiet evenings, as well as a journal in which she records the events of her journey.

Edited by Starbound2 on Mar 11th 2023 at 7:19:25 AM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
DarknessAwaits from R'lyeh Since: Jul, 2014 Relationship Status: You cannot grasp the true form
#31: Nov 8th 2020 at 9:29:07 AM

  • Name: "Dyersthel" (a very old-fashioned word in his language that roughly means "Wanderer")

  • Age: His race doesn't really age the same way as humans, but in human years, around 46.

  • Race: Er'yyos (colloquially referred to as Goureech, plural form Gourteeces, a word that basically means "the purple guys". They don't mind this name as their language is not easy to pronounce)
One of the races inhabiting the Realm of Gisheidel. To aid in the explanation, we shall take humans as the base reference.

Compared to a human, a Er'yyos would appear to be a bit taller, on average. A human would also be bulkier, so to speak, as a Er'yyos would likely be slimmer and lankier. Most noticeable though is how this race not only has skin of a purple-ish hue, but protruding from their heads is, especially between the eyes and on the back of the head, a series of osseous formations, that allow them to express their psychic abilities. In fact, when they use said abilities, these formations- which are actually nerve extensions, if very peculiar- seem to rotate and slightly move, as well as dimly glow. They also allow them to turn their field of vision the full 360 range, though they can't process all of it at once. The area they can see at once is the same as a human's.

Further note must be made of the eyes, as they are much less developed than human eyes. Due to their psychic abilities, they came to rely on the appendages detailed above to perceive the world around them more than on their eyes, so while their eyes can see, if their appendages are damaged or their function impeded somehow, they will be not able to properly process depth and details of objects, as well as colors beyond the primary spectrum (for instance, a green object will appear to be blue with some yellow shades).

  • Appearance: In addition to what was explained above, about his personal appearance, he is usually covered with robes of a black color, though quite stained. He usually wears a hood to cover his face, through which his yellow eyes shine. Without it, his hair would appear to be a metallic silver- the most common hair color among the Er'yyos- and grouped in a ponytail reaching his shoulders. He has no such thing as a beard, they do not naturally grow hair on their bodies, aside from actual hair on the head. I wish English had two different words to separate them, but anyway. The osseous constructs, a dark brown in color, are pretty noticeable too. The other very noticeable thing is a scar that begins just below his left eye, reaching to the side of his mouth.

  • Personality: Dyersthel's first notable trait is his very strong will, enough so to keep working or fighting long after all hope seems lost. Though this pretty idealistic trait usually comes from the strength of one's heart, or something like that, for him it comes more from a desire to find repentance and to rebuild what has been destroyed. And to that end he will work tirelessly. He is probably going to be the most traditionally heroic of the bunch, really. Do not expect him to go on any lengthy speeches customary of hero-types, though; he is not a man of many words. More of actions, really.

That is not to say he will be completely silent all the time, he certainly doesn't mind a good conversation every so often. If he finds someone willing to talk, he will, so long as it is not about his past, naturally. Still, he's always up for offering life advice or something.
It bears mentioning also that while he won't start any fights, he knows and understands that fighting is the only way to survive, more or less, and is always willing to spar. As for his manners, his speech is usually polite, and his expression stoic. Another notable trait of his is how he tends to give nicknames to people he meets. No real reason why, he just does this.

The last part of his personality worth mentioning is that he believes everyone can be given another chance. Everyone can become a better person, even those lost in the deepest of darknesses, he thinks- so everyone should be given the means to. Sometimes, all it takes is one moment, to see the light again.
Having said that, trust must be gained, and it is by no means easy. You must show you want to become better after all; redemption is certainly possible... if you work for it.

  • History: A Er'yyos with a rather mysterious past. Clad in robes, with a scarred face and not very talkative, he has been wandering around Gisheidel, helping as much as he possibly can. Constructing barricades, driving back the monsters that the Void spits out in ever increasing numbers, and healing those who need it. Honestly, he probably works quite too much- often, until he can no longer stand, literally.
Stories about him- about who he is, what he is running from, and what drives him- abound. It seems clear he has some form of military training, and since the Goureech only really have town guards, he must have once been one. The weapon he bears with him has some faded inscription on it, and those who have seen it think it might be some name. Perhaps a lost loved one?

Still, this man does not speak of his past much. He seems to be seeking redemption from some sin, and while he is no monk- especially now that the Gods have died- he does still believe in Order and in morality. That these monsters are something to be fought and pushed back, not something to become. That even in these circumstances, hope must be the last thing to die out, and that as long as people don't give up, there is always a chance for rebuilding what was once destroyed.
His deeds, at any rate, have earned him the status of a folk hero, someone the people respect and look up to; though not as a leader, moreso as a guardian. While he believes himself to be unworthy, due to this past sin of his, he has still decided to embark on the journey to the Cradle, sprung on by the cheering of those he helped. If he cannot do it- they say- then nobody can. They will be fine, but order won't be restored until the Gods live once more.

And so, he will fight.

  • Abilities:
    • Telekinesis: A special power the Er'yyos possess, that makes others in the Realm see them as the ones closest to the gods. By touching an object, they can attune to it. Because they must let the object become 'part' of their mental framework on a level deeper than just perception, this process takes time. Usually, this is dependent on the size of the object, but especially complex objects will also require more time. Then, they can exercise telekinesis on it, using their mind to move it as they see fit.
    • War Scythe: Every Er'yyos town guardsman is trained in the basic usage of most common weapons as well as hand to hand combat, but eventually chooses one to use and master. Especially for them, it is fundamental that they are able to control their powers properly, and this is seen as a good way to institute that control and discipline. In his case, Dyersthel has chosen a War Scythe, with a steel blade and a wooden handle with silver linings. When not in use, he hangs it on his back in a sheath. Unsheathing this weapon is, naturally, not a problem, as he aids himself with his telekinesis.
When the light bounces off it just right, you could swear you could almost make out a faded inscription on the blade...
  • Survival Knowledge: Dyersthel seems to have some knowledge on how to survive and fend for himself in dire circumstances. Constructing abodes and defenses, first aid notions, and resource gathering. He is not a particularly skilled expert at any of these, but they are enough to, combined with his resolve, to get him by in most situations.

  • Throne: Order

Edited by DarknessAwaits on Nov 8th 2020 at 6:31:32 PM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#32: Nov 8th 2020 at 9:42:53 AM

[up]Accepted. [tup]

And the Rp is open.

Edited by TheNohen on Nov 8th 2020 at 6:59:22 PM

kkhohoho Since: May, 2011
#33: Jun 1st 2021 at 9:43:29 AM

  • Name: Revacha Dagone
  • Age: 29
  • Race: Dragonblood. Born out of the bloodlust of a crazed god, the dragonblood have been resented since their inception. After enduring intense discrimination, a group of dragonblood settled underneath Tengra, wanting to be left alone. Continued discrimination has only enforced their isolationism, interacting with other lands and cultures only when necessary. Even with the odd outsider that dares to settle in their land, they let them stay if they're willing to farm and exploit them as much as possible. It's an expression of their hardline stance towards other peoples, though newer generations have tried to appeal to the elders for softer measures. Beyond that, they are excellent hunters and trackers, their wings allowing them to soar across the plains with ease. They are skilled in other crafts such as medicine or weaving and have a rich tradition of oral storytelling. But the hunt is their pride and joy, and such joy extends to their way of life.
    • Even so, the full extent of their culture is far more complex. Within the tribes, there are three casts, each suited to different duties. The Drakeblood are the largest and most muscular, built for brute force and heavy lifting, but aren't regarded as the most intelligent, and their lack of wings diminishes their respect from the other casts. The Scalebloods lay at the opposite end of the spectrum, small and frail, often seen as timid or skittish. But their small size makes them suited as hunters and scouts, even if it gets them flack from the Drakebloods. And in the middle, you have the Dragonblood proper. Balanced in size and form, they are their people's centrepiece, versed in culture and the arts and serving as the brains of the outfit. But even they are able to hunt or do battle if there's a need.
    • Because of such divisions, considerable emphasis is placed on openness and togetherness, almost treating a single tribe as one big family. Even their names reflect this, with everyone sharing the name of the tribe as their last name, and treating it as their first when speaking to outsiders. Even with the caste system in place, such attitudes help stymie the cultural divide, if not eliminating it outright. Paradoxically, the same does not apply to anyone outside of the tribe or culture. Part of this is the constant discrimination the dragonblood race, leading them to treat their own as family while being wary of everyone else. They are somewhat more amicable to other nomadic cultures, but only just. Cultures such as the Buslcy still prevent a threat, even if their way of life is similar to their own.
  • Appearance: Dragonblood. Belongs to the Dragonblood caste. Stands at 6'2.
  • Personality: Revach is warm, loving, open, and a wee bit ferocious. But beneath that, she's observant and smart as a whip. She sees the big picture, able to connect the dots and see the potential consequences of her actions. Even so, she appreciates the little things. A warm fire shared with her friends or tribespeople, a cup of ale to warm her toes, sleeping under the stars, or even a long, leisurely flight above the plains. Even more now that they may be gone. She does enjoy a good hunt, but next to some of her tribesmen, it's one of her lesser pleasures. Ultimately, she's a woman of culture, versed in skills such as weaving, medicine, storytelling, and so much more. But much of this is born from her lofty position as part of the Dragonblood caste, and she can't help but feel privileged next to the other castes. Because of this, she tries to distance herself from privilege as much as she can, even if it comes off as awkward or indulgent.
  • History: Revacha spent most of her life living underground with her tribe. As to most of her people, her tribe was her family, and she loved them all dearly. But as she grew older, she began to see her tribe for what it was. It was a lot of things, a lot of them good. But it had flaws as well. The caste system was one thing, but even greater was exploiting the few settlers they allowed on their land. But excluding themselves from the world stage would only hurt themselves and others. She could understand why everything was the way it was, but the older she got, the less she approved of it. But she could also see where it would lead. Mistreatment and abuse only led to resentment, a lesson she thought her people had already learned. But they would learn it soon enough.
    • By the time she was nearly 30, her fears had become founded. Without warning, the Fall came onto them all, tearing the lands apart and leading them to ruin. In no time at all, the crops began withering away, and the animals grew few. If things didn't turn around soon, they'd have little choice but to leave for greener pastures and risk putting themselves in danger. If that weren't bad enough, the foreigners were getting restless, talking of revolt if things didn't improve. Something had to be done. Not wanting to see her people or the foreigners thrown to the wolves, she did the unthinkable and left her tribe, journeying to the Cradle of Gods to save her people.
  • Abilities:
    • Dragonblood: As a dragonblood, Revacha is inherently powerful. While not as strong as some of the Drakeblood, she packs a punch, and her sharp claws and powerful tail make for deadly weapons. Her draconic blood makes her prone to fits of violent rage in the heat of battle, a fact she has mixed feelings on, but it increases her strength and ferocity in a pinch. Her subeterranean physiology has also improved her vision, allowing her to see in the dark.
    • Dragonbreath: Another ability of dragonbloods, Revach can breathe intensely hot gouts of flame from her mouth, capable of setting a small building ablaze. She can only breathe out for so long before she runs out of air, but it doesn't make it any less deadly.
    • Dragon Wings: As a dragonblood, Revach has a pair of small wings on her back. While she can't use them to fly, she can glide for long periods of time, allowing her to soar through the skies if the winds are willing.
    • Wings of Prosper: As part of her first ascension, Revach's wings grow to tremendous size, allowing her true flight as much as she wishes. As a bonus, her claws and talons become longer and sharper as well. (First Ascension.)
    • Prosperous Breath: The other gift of her first ascension. By concentrating, she can breathe warm air on those around her, boosting their strength and slightly increasing their odds of success. Unfortunately, both effects are temporary.
  • Throne: Prosperity. This includes facets such as trade, harvest, or improved foreign relations. She loves her people and wants to restore their land, but believes they shouldn’t be so removed from the rest of the world. Only if they improve their global standing and increase their level of trade can they hope to prosper in the long run. And maybe they can stop exploiting foreigners and work on their own flaws and foibles in the process.

Edited by kkhohoho on Jun 8th 2021 at 7:03:47 AM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#34: Jun 1st 2021 at 9:50:21 AM

Very good concept. Accepted. [tup]

kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#35: May 1st 2022 at 11:24:41 AM

  • Name: Kimiko Gomon
  • Age: 25
  • Race: Nezingen, known more commonly as the Ratfolk.
  • Appearance: A humanoid rat, in loose clothes and ramshackle armor. Stands 5’6”.
  • Personality: A noble thief, kindhearted and boisterous, who takes pride in her fighting prowess, though is not necessarily quick to violence. Nonetheless, she is willing to throw down when necessary, which winds up being often, given her natural distaste for authority and tradition. Similarly, she has little regard for modesty or chastity. Owing to her humble childhood, she’s very sympathetic to the underprivileged, making it a point to give away most of the wealth she steals and to stand up for those she feels can’t stand up for themselves.
  • History:
    • Kimiko’s family originally hailed from Onogoro, many generations ago, but an ancestor of hers fled the Realm, both to avoid criminal investigation and out of a sense of wanderlust.
    • She was born to a caravan of traveling performers, but while her mother Sachiko outwardly presented herself as an exotic dancer, she quietly continued the teachings of their lineage of thieves. From a young age, Kimiko’s mother taught her the ways to move silently, the katas of their family’s fighting style, how to pick locks, and how to take things without anyone noticing.
    • At age 16, during a bandit attack on the caravan, Sachiko taught her how to end a person’s life. It took a while for Kimiko to adjust after her first kill, but she managed to rationalize the need for occasional violence, and continued her training regimen, intensifying it over the next two years.
    • At 18, Kimiko decided to leave the caravan, rather than pursue the life of dance and drink that her mother had settled into. Sachiko bid her daughter a heartfelt farewell, and Kimiko set off into the wider world. Seven long years she spent living off the land, stealing what she could, and flaunting the authorities at every turn.
    • When the Fall came, it was not even a question in her mind that she would seek a Throne. For what greater theft could there be than to steal the powers of the Gods themselves?
  • Abilities:
    • Year of the Rat: Being a humanoid rat confers a number of advantages
      • Each of her hands and feet are tipped with sharp claws.
      • Her long, prehensile tail acts like a third arm.
      • She is an adept swimmer and climber.
      • Her sense of smell is greatly enhanced, and can see well in the dark.
      • Her bite is approximately ten times stronger than that of a human.
      • She’s highly resistant to toxins and disease.
      • Being covered in fur gives some protection against the cold.
    • Martial Arts: Kimiko is a skilled hand-to-hand combatant, adept at fighting unarmed as well as with most melee weapons. She also cheats, fighting with as little honor as possible. Throwing sand, gouging eyes, kicking groins, and other underhanded tactics are part and parcel of her fighting style, making her incredibly hard to deal with even for people more skilled than herself.
    • Thousand Knives: Over the years, Kimiko has collected a perhaps concerning number of daggers and knives. Most of these are fashioned into bladed rings that cover her tail, ensuring anyone hit by it will be painfully shredded. She carries a number of additional small knives hidden on her person, in case she ever needs more knives for some reason.
    • Off the Chain: Her primary weapon is a kyoketsu-shoge: a hooked knife and a metal ring connected by a ten foot chain. She wields it with impressive skill despite its unwieldy nature, and it serves as both a weapon and an improvised grappling hook.
    • Sneak Thief: Though she tends not to blend in very well, Kimiko is skilled at moving without making noise, pickpocketing, and lockpicking.
    • Karma’s Vessel: When faced with evil, justice will seek to correct it. Should she fight an enemy she judges as ‘evil’, her physical attributes (speed, strength, endurance) increase proportional to the sin they have committed. (1st Ascension)
    • Swarm-Friend: The power taken from a Pretender who controlled insects. In Kimiko’s case, it became a stronger bond with all manner of vermin and pests. Rodents and insects will not harm her, and she shares their senses when they are nearby. The lowly members of the Swarm always recognize her as one who fights for the meek. (1st Ascension)
  • Throne: Justice. To take from the rich and give to the poor, to shatter the unbreakable and harden the fragile, to bring down the strong and raise up the weak. That is the duty of a gallant thief of legend.
  • Theme Song: Shaolin Warrior by F-777

What is so amusing about this? Why do you take lives? How can you forget?
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#36: May 1st 2022 at 11:26:09 AM

[up] Very good character concept. Approved! [tup]

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#37: May 1st 2022 at 12:10:31 PM

Second character ahoy!


  • Name: Mori no Natsumi (Natsumi of the Forest)
  • Age: 47
  • Race: Kitsune (Ni-bi no kitsune; twin-tailed fox). A magical fox spirit with the ability to take different forms.
  • Appearance: Stands at 6'6." Appearance varies thanks to her shapeshifting, but the form linked here is her favourite. Her default appearance is that of a common red fox; lithe and somewhat ethereal in appearance. Even if she decides to disguise herself, her form may be given away by a slight peek of a tail or clawed toes when she's distracted. Tattooed vertically in small print over the skin of her spinal column, in whatever form she takes (though usually hidden beneath fur in her bestial forms) are the kanji “栄光を守り、逆境に微笑んだ勇敢な騎士” (A brave knight who defended his glory and smiled in the face of adversity) as a tribute for a certain Pretender she agreed to witness in his final heroic moments instead of merely killing him herself. Due to her two consecutive Ascensions, Natsumi is beginning to develop a stub of a third tail—accelerated growth caused by her rapidly growing pool of magical power.
  • Personality: Natsumi is the benevolent, humble sort of fox who once pursued a life of feral hedonism, though she's managed to reign herself into a more ladylike and composed state. She enjoys using her appearance and mannerisms to trick others, disguising her more crude and jovial inner self beneath a veneer of primness and politeness that is only truly skin-deep. In fact, Natsumi is just as much of a jokester and scoundrel as the average nogitsune, though she's remarkably gentle and nurturing even with the victims of her humour. Ultimately, Natsumi aims for more noble goals than the often selfish field-foxes, and she hopes to use her skills to bring pleasure to others—not so much in a physical sense, but more so in a spiritual sense. The sensation of petals on one's skin, the smell of fresh grass, and shade from the hot summer sun are all simple delights she loves to share with others, even if there's an ultimately playful edge to her otherwise relaxed demeanour. Her connection towards nature and pleasure-seeking is ultimately what motivates her towards the Throne of Seasons, as it will (in her perception) allow her to indulge in what she loves without being locked into a concept too specific for her to bear.
  • History:
    • Like many fox spirits, Natsumi began as a mundane creature inhabiting Onogoro's forests, spending her days playing with her siblings or nestled inside her den on cool summer nights; nourishing in the warmth her family gave to her. As the years passed, and her kin began to slowly pass away, Natsumi's eyes were gradually opened to the wisdom of the forest, and a deep horror reverberated through her tiny being as she realised she had never aged a day while her family died around her. Escaping into the woods, Natsumi searched desperately for sanctuary, all the while feeling the beginnings of Hawaiki's pull on her very soul. Her spirit crying out for help, and becoming feral and crazed from her increasing sapience, she was left to indulge on a rampage for a good few years against any animal or person that crossed her path, only fleeing when her higher brain reasoned that she’d rather live than die from her grief and recklessness. Eventually, she settled enough into her new existence to allow the approach of a group of foxes similar to her, who offered to teach and protect her from the overwhelming outside world in exchange for an end to her violent outbursts. With just enough mental power to reason on this, Natsumi managed to agree and was granted a boon by her fellow kitsune in order to calm her spirit while she grew.
    • Years have passed since her acceptance into the local clan of fox spirits, and Natsumi's second tail fully erupted naught but seven years ago. She is now 47 years of age, still young and in her prime, and she has pursued a boisterous life outside and inside of the clan over the course of her few decades relatively stable and in control of herself. But now Natsumi feels a strong call towards a different lifestyle; a more mature and perhaps rewarding one. Realising her love of simple pleasures, she has decided to pursue a goal of ultimate luxury and laziness—a position of godhood via claiming a befitting Throne for herself. Not that she intends to sit around once she’s obtained it, of course. Natsumi has a good amount of hedonistic fun in her life already, and her retirement plans are as lofty as they are charitable. The ultimate prank for a famously deceitful and destructive breed of fox spirit to pull would be to become the most honest, caring, and helpful deity possible in order to help lesser mortals instead of trick and torture them. At least, that's her vision anyhow. In Natsumi's mind, there's nothing wrong with a little innocent teasing fun whilst on the journey to said goal—so long as she manages to get there in the end.
  • Abilities: Broadly speaking, Natsumi has a fairly feral fighting style due to her literal animal nature, and she has become adept with claws and teeth in whatever form she chooses to take. When posing as a lady of grace and virtue, she chooses to use her false accessories as weapons—a parasol made out of an elongated rib with stretched skin conjured to look like fabric, for example, can be revealed to look just as described and sharpened at the tip in order to inflict both psychological and physical damage upon her opponents. Barring this novelty fake weapon of hers (which in and of itself is made up of her being) Natsumi's skills originate more from her magic and knowledge of how to use it rather than any mundane tools, and said supernatural powers are listed as such.
    • Shapeshifting: Innate to all kitsune with at least two tails, Natsumi is capable of adopting the form of either a human male or female at will, with any specifics beyond that such as age, frame, or individualities learned from intensely studying real subjects on a case-by-case basis. It is with this power that she has constructed for herself a personal human form, which helps give her access to places that she otherwise wouldn't be able to reach in the shape of a fox. As well as mimicking humans, Natsumi is able to copy humanoids of other species with a little more concentration and effort, though she cannot reliably copy monsters too alien for her biology to accurately replicate. Natsumi ultimately fares best with humanoids of around her size and general frame, along with animals around her true form's size and general frame also, but anything too foreign in scale or complexity to her may demand at least weeks of dedicated research to even begin to mimic. Natsumi also cannot copy any abilities that aren't innate to her; for example, she cannot obtain supernatural strength from simply mimicking an oni's appearance. Natsumi also may slip up on occasion, and catching her off-guard may cause parts of her form to revert into that of a fox. She can, however, utilise partial transformation to her advantage if she needs to use her vulpine claws and teeth while maintaining a humanoid shape—or as aforementioned, contorting parts of her body into accessories or extra clothing to help with her disguises. She can get creative, to say the least.
      • Kyodaina-Kitsune (Ascension 1): As part of her first Ascension, Natsumi has obtained the ability to assume forms of sizes and complexities between her fox shape and human shape, as opposed to sizes relative to one or the other. This allows her to shift into a more feral, jaguar-sized version of her usual fox form, refined with greater musculature and with an uncanny humanoid appearance intermingled with its otherwise bestial features. This is a compromise between her human form’s strength and dexterity along with her fox form’s agility and speed, and allows her to put up some resistance even while maintaining a more animalistic shape.
      • Enhanced Durability (Ascension 2): As part of her second Ascension, Natsumi has become significantly more durable against mundane attacks once problematic to her; able to withstand a direct punch in the face with only momentary disorientation and receiving only small cuts in response to being sliced at with a sharp blade or sword. She still has her weaknesses against superhumanly strong opponents or enemies with enchanted weapons or boons, but against beings of normal human ability she is far more difficult to take down without proper determination and/or coordination. Though this ability is passive, her skin seems to momentarily flash into the appearance of toughened old tree bark whenever it’s absorbing blows she otherwise wouldn’t have been able to withstand. Natsumi is still vulnerable to more insidious causes of harm, such as poison or illnesses that can bypass her status as a spirit.
    • Illusionism: Though Natsumi's shapeshifting is still rather average and infantile, her true natural talent lies in her ability to cast illusions. With her hypnotic gaze and soothing, enchanted voice, she can cause those without sufficient magical defences to experience unreal occurrences and sensations; such as hearing voices, seeing glimpses of apparitions, or generally distorting their environment to invoke a dissociative effect on her targets. Oftentimes through deliberate exaggeration and manipulation she can get affected people to agree with her demands via fear, and teasingly withholds the easy deactivation of her illusionism from them in order to make them act desperate. Natsumi gets a somewhat sadistic pleasure out of tricking people using this technique, but she recognizes the abhorrence in pushing her targets too far, and actively tries to limit her manipulative tendencies towards those she deems are too vulnerable to withstand her illusions.
      • Immunity to Charm (Ascension 2): As part of her second Ascension, Natsumi is capable of completely cancelling out a single mental affliction targeting her mind; whether it be of a psychic, magical, or mystical origin of similar types. This enables her to defend herself from mental attacks only to a limited extent, however, as she cannot counteract multiple incursions at a time. Visually, this ability manifests as a bright flash of sunlight from the skin on her face; leaving behind a lingering warm glow and accompanied by the sound of twittering birdsong until the effect fades away and she recovers from the whiplash of the technique.
    • Kitsunebi (Foxfire): Apart from claws and teeth, the spectral ghost-lights of kitsune and other similar yōkai function as both a spiritual essence of warmth and light as well as their primary weapon against their enemies. Though only as harmful as ordinary fire when applied to the physical, and unable to spread across mundane surfaces, foxfire requires no fuel to burn and can instead be snuffed out with a thought, and in fact sears the soul and spiritual substances at a much more destructive rate than ordinary fire does to normal matter. Taking the typical appearance of a bluish-white flame (though other colours do exist) foxfire can also manifest as arcs of lightning or flowing wisps of air in different kinds of kitsune, depending on their respective elemental affinity. Natsumi herself possesses the standard flame variant, and she has learnt to also conjure it into floating spheres around her for use as a source of light—akin to lanterns—that she may also place in the air in order to create guiding paths of foxfire for her allies to rely on in the dark. Foxfire is conjured by rubbing one's tails together, and it can then be placed in the kitsune's dominant appendage (or maw as the case may be) for use in whatever is required.
      • Enchantment (Ascension 1): As part of her first Ascension, Natsumi claimed the power of a Pretender she had slain of enchanting certain items and living organisms in order to boost their power; up to their natural limit and of no more as of this moment. This enables her to buff any of her allies or empower objects in her possession, and she has indeed done so with her makeshift parasol accessory in order to increase the durability of the rib frame and the skin fabric making up its form. As such, the enchanting process has been just enough to allow it to resist mundane attacks with a similar resistance to that of an ordinary leather buckler or shield, allowing it to defend Natsumi against arrows or parry heavy blades so long as she doesn’t let it take the full brunt of a powerful attack; lest it rupture. Items or people enchanted by Natsumi obtain an ethereal, smoky aura of a bluish white similar in appearance to the outermost flames of her foxfire—albeit as a much more subtle effect.
  • Throne: Seasons. Natsumi hopes that pursuing this Throne will allow her to be surrounded by her favourite sensations of nature, while also giving her freedom to forge her own path in godhood without being limited to a particular niche. She’s very much proud of this plan, even if she admittedly hasn’t any real evidence to suggest it’ll turn out as she hopes or not.

Edited by Enirboreh on Feb 16th 2024 at 11:33:11 AM

bork
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
Starbound2 Since: Jan, 2001
#39: Nov 26th 2022 at 9:53:03 PM

  • Name: Eines al'Maelenn
  • Age: 30, with a late teen appearance
  • Race: Aetherborn, "Fairy"
  • Appearance: Standing at a proud single foot tall, Eines is practically the size of a doll, with dark red hair curled and short. She is slender and lacking in muscle tone, though with a spark of irrepressible energy gleaming in her emerald eyes. Her butterfly wings glimmer like a green mosaic, though when channeling particularly complex spells they may change color and tone to match.
  • Personality: Cheery and excitable, theatrical and hopelessly romantic, Eines carries herself with the air of a typical fairy - that is, with an unflinching effervescence. However as the last of her sistren and possibly her tribe, there are times when the small fairy feels the weight of responsibility on her shoulders, anxious to climb the ranks of divinity to fulfill her mother's wishes. Teetering on the edge of her own mortality, Eines doesn't have the luxury to stop and mourn the dead - not openly, though if she finds herself alone she may just let her feelings burst out like a dam.
  • History: Eines's creator and mother, Maelenn, lived in a small community of Sidhe far from the outskirts of Fallorn. It was a quiet but peaceful existence, even after the death of the Twelve, and one she was content to keep on living without involving herself in the affairs of the outside world. And then a crack in reality formed, deep within the leyline passing beneath them. It grew rapidly, draining the land of its magic, marked by a sudden illness and dissolution of dozens of Aetherborn. It would be no mystery as to the cause when the ground itself split open mere hours later, as though the abyss's presence was hastened by draining the flow of mana dry. Many more died, some pulled into the chasm, some drained of their very existence, and those that remained hunted by the daemons that emerged from the gap. Maelenn's sisters stayed to try and defend their home as the places Sidhe could live were too few and too far between, only to be devoured by abominations that cared little for their magic.
    • Swiftly, Maelenn and her few surviving Aetherborn made their way to the Cradle, wanting to stem the trespass of the abyss and, with reflection, wanting the magic of the lands more free and unbounded, not confining the Sidhe to leylines and power sites like birds in cages. Eines, as Maelenn's eldest daughter, was glad to help her mother and mistress realize her dream, hoping her last visions of this world would be her kind creator ascend to godhood.
    • It wasn't meant to be. The Shards were brutal and Maelenn had the ill fortune to find no new companions to stand by her side. Her daughters did their best to support her, but as small and weak as they were they were picked off until only Maelenn and Eines were left by the end of the first Shard. Maelenn fought her second Pretender to a stalemate, the Pretender's dozen shadows outmaneuvered by Maelenn's spellcraft and slain but Maelenn herself unable to stand or move any further, beaten and bloody as she laid defenseless in the Shard's hunting grounds.
    • Eines stayed by her side until her very last breath, unable to heal her, unable to protect her, unable even to speak lest she trample on her mistress's last moments with her own selfish frustrations. Eines laid against Maelenn's breast, feeling the steady decline of her heartbeat, and listened to her mother's final words, her ambitions, her wishes, her regrets. With no more left to say, Maelenn hugged her daughter softly before whispering a small blessing, before closing her eyes in eternal sleep.
  • Abilities: As a naturally magical aetherborn, Eines can fly and cast simple spells, though her repertoire has increased substantially thanks to Maelenn's blessings. For the moment, she can create orbs of light which can be stationary or move on their own, darts of flame or lightning, shards of ice, and bursts of sound.
    • Lilliputian Armory: A natural ability of hers, Eines can shrink down objects for easy carriage, allowing her to use objects suited for larger folk just fine. She can also reverse this process, returning (or expanding) objects to human scale. In the case of expanding smaller objects to large, this is limited to a few hours, though there is no such limit for shrinking.
    • Sidhe's Weave: A blessing and parting gift from Maelenn to her last daughter, Eines can weave circles of magic to cast and trigger spells remotely, delaying them, amplifying them, or setting them as traps. She can set up to twelve of these circles and have them interact with each other in a spellcraft she calls Constellation, creating a chain reaction of one spell triggering or amplifying another or multiple spells triggering all at once. (1st Ascension)
    • Oath of a Failed Protector: Riddled with guilt of outliving her creator and being unable to save her, the thrones answered her in kind with an array of protective spells which she can manifest in a multitude of ways. She can project a spherical barrier to hold against attacks from all directions or a shield wall in a singular direction which defends more strongly in a singular direction. She can also concentrate all that protective energy into her small body, defending her like the walls of an iron fortress - though she can't stop momentum from sending her flying. (1st Ascension)
    • Mockingbird: A power she inherited from the slain pretender, Eines can create up to twelve illusory duplicates of herself, indistinguishable from her true body save for the fact that they have no physicality. However, Eines can use these duplicates as focal points for her magic, expanding her versatility even further. (2nd Ascension)
    • Hummingbird: A rapier taken from the slain pretender. Originally a scimitar, this mysterious weapon changed appearance alongside her ascension, taking on a more suitable form for its wielder. Blessed by air magic, Hummingbird allows its wielder to move like the wind itself, as well as create blades of magical wind. Despite its shrunken appearance due to Lilliputian Armory, the blades of wind are proportional to what they would be if wielded at regular size. (2nd Ascension)
  • Throne: Magic

Edited by Starbound2 on Nov 27th 2022 at 12:23:31 PM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#41: Jan 2nd 2023 at 10:00:42 PM

Name: Seriel

Age: 2 years since their rebirth, appearance wise they look to be in their late teens or early twenties.

Race: Ascendant. An unique individual so far. They possess a halo and bird like wings. The former can be made to become invisible.

Appearance: Seriel is a humanoid, standing at roughly 1,60 meters of height. Boasting a slender and lithe androgynous build with no primary or secondary sexual characteristics. Their skin is gently tanned and entirely smooth, with seemingly no follicles or even sweat glands. It gets more firm and 'stone' like the less energy they have, with them looking a bit paler and statue like when asleep. Their wings are colored in various shades of brown, like those of some desert hawks, with darker colors at the root and lighter, sandy ones at the tips. These wings are quite dexterous and flexible, allowing seriel to even 'hug' themselves with them, covering their front. Likewise, they are powerful limbs, capable of taking blows or delivering them.

Seriel's face is quite comely, with an ageless air of beauty, with fine features well suited for a smile. Their hair it jet black and usually cut with a fine line for the bangs before flowing to frame their face, at a chin length cut, except for a single, long ponytail at the back. Their ears are a bit longer than usual and covered in feathers with quite a range of motion in them. Their eyes are a bright gold color in their iris with a blue pupil.

After their rebirth they have become quite lacking in modesty, only heightened due to their lack of sexual characteristics. They do pick up pieces of clothing here and there and forget them in their wandering as they become ruined with a preference for sandals for footwear, though they tend to leave them behind every each time they feel like touching the soil directly with their feet. They are equally prone to pants as they are skirts, though tops of clothing tend to be troublesome due to their wings so they tend to just use the same as their cloak.

On the other hand, they have become more vain with jewelry and appreciate any pieces they can wear, though they are conscious of how each piece looks taken all together and may abandon any that don't fit the current aesthetic.

Finally, though while on first impressions they look like a normal humanoid with wings and a halo, were one to be able to look into them beyond what lies on the surface they may notice that their body is... a strange amalgamation of the remains of two different individuals. Their skeleton is made up of both of theirs fused together and their body while partially organic is supported by their magic of earth and water to make up the missing bits and bring their structure together and support it.

Personality: Self confident, driven and proud. Gentle and empathetic even if a bit detached from the viewpoint of most folks. Curious and creative, with a powerful drive to make new things and take in the wonders of the worlds. A bit more serious when it comes to issues of magic and divinity, a bit more childlike and enthusiastic when it comes to physical combat.

History: Seriel is a being born in most peculiar circumstances. The union of two individuals, two souls coming together after each saved the other's life. One was Selam, the joyous, curious mage child of a dying God of cycles past, who seeing the end of his age approaching sired a young heir and when the disaster struck, sealed him with great enchantment and power in a temple to carry on his legacy in the far future. The other, Theresa, was a knightly woman of a storied order, the Ember Knights, a champion and leader, stern, disciplined and pious, used to the harshness of life yet never bending or breaking her code. Their encounter would come upon one of the later missions, an important operation on Kshathra during the crusade of Five Sigils... and upon that campaign, came a mission of interest the knightly woman and her charges... clearing a nest of void creatures on the edge of their held territory.

Yet, what started as a simple nest clearing ended up becoming much more as it became evident that the void monsters were in a state of... siege. Attempting to claim or devour something. Pressing to the heart of the ancient complex was were Theresa found Selam, still fast asleep, as well as the gift of life and magic that his father had left him. Resolute not to let this last hope of a dead empire perish, Theresa martyred herself blocking the heir's room, fighting on until her body broke... yet, her spirit remained resilient as she forced and kept shut the gates to the chamber with her arms and will alone. Thus, did Theresa sacrificed herself for Selam.

Some time after this sacrifice, the divine child woke from his slumber... and with the weight of his ancient legacy upon him and the seed of life and magic entrusted to him... he nevertheless only had eyes for the crumbling figure whose soul still hung resolute and iron willed to keep the doors closed. With youthful innocence, Selam approached Theresa's remains still held together sorely by her sheer steel will... and then used nearly all of his given power to cleanse the wounds of the void and to repair her broken body and spirit. He did not understand that she had saved him, he just knew that she was broken and in need. And just as stubbornly as her, did he cling to her fading light, feeding it all of his might and will as his golden temple slowly sank into the void. Thus, did he sacrifice himself and his legacy for a complete stranger in need.

And these twin acts of compassion, brought about a miracle. The exact mechanics of it were lost to the long process, to the lost magic of cycles before and to their stubborn wills... but eventually, from their exhausted remains, just as the temple was breaking apart, came a new genesis.

Seriel was thus born, both of them combined and at the same time an entire new being. After escaping the crumbling temple and the menace of the void, they arrived at a world changed and unknown to both sets of their prior memories. Yet, their new will and mission was clear to them. The treasure and magic left upon the temple was always meant to bring new life and hope to the world. They aspire to become a God, to challenge the erosion of the void and bring law and safety to those wish for it.

Abilities: Seriel inherited the abilities of his two former spirits, even if they wield them in new manners.

From Theresa they inherited their ability for combat, swordsmanship, worldliness and tactics.

From Selam, they inherited their magic ability, creativity, capacity for learning and perceptiveness.

While Theresa's skill for the blade is most useful inmediately to make their way through adversity, they seek to expand their knowledge of magic the most as they see it as highly important in order to become a divinity.

They possess a good foundation of magic knowledge, even if it is from a lost age and tradition, being able to channel their magic energy in a variety of minor ways. They currently are seeking mastery over basic elements, having currently adept ability in Water and Earth. While capable of manipulating earth, they are most comfortable creating and manipulating marble like objects. For water, they can create and manipulate water, though curiously enough the water they create is sweet in taste as the one Selam was most familiar with was actually not pure water but instead the 'juice' of an extinct desert plant. They seek to refine and grow their power on these elements while making pacts or gaining understanding upon Fire and Wind, to then go into more abstract elements and higher rituals. They currently do possess a 'Sacred' element which seems to be linked to their ascension into their new form. It can serve to heal and bolster living beings to a certain extent and while not being an answer or counter to void, it seems to bear extra animosity to it as an energy and deals more damage to it.

For their possessions, Seriel wanders about with only two things.

Theresa's blade, broken in exactly half from pommel to tip, which the angelic challenger either dual wields... or covers the blade in clay from his Water and Earth magic to use as a staff for spellcasting. The blade used to be a formidable double-handed, double-edged greatsword, now it is split into two blades, part of the blades broken making the swords shorter though they have since been sharpened and fixed to be good medium length swords suitable for dual wielding. For storage, Seriel either hides the blades in their wings or uses as previously mentioned as a staff... putting the swords together, they surround the blade with clay which hardens and dries so they safely be grabbed, with the pommel and crossguard now serving as the staff's head. Once it was called Conviction, now it bears the name Sekh-Lahm.

They also bear Selam's tablet, a mirror made of an unknown sort of gemstone or glass set upon a wooden tablet. One can write upon the mirror and the words sink into it, to eventually be brought back with a query. This is their journal and spellbook. They call it the Mirror Tablet: Records of the New World. MiTa for short.

Throne: Order, Civilization, Law.

Edited by daltar on Jan 2nd 2023 at 3:17:30 PM

If I'm sure of something it's that I'm not sure of anything.
Parable Since: Aug, 2009
#42: Jan 7th 2023 at 11:46:54 AM

Is this accepting new signups?

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#43: Jan 7th 2023 at 9:46:02 PM

It is currently semi-closed. But new sign-ups can be discussed, privately, to see if I can fit you in.

Parable Since: Aug, 2009
#44: Jan 9th 2023 at 9:08:54 PM

  • Name: Yvenyra al'Setmos
  • Age: 19
  • Race: Fairy
  • Appearance: Standing about 26 cm tall, Yvenyra is a bit shorter than your average fairy. Her skin has the healthy tan and her hands are callused, indicating much time spent outdoors and working. Her dark, unruly hair goes just past her shoulders and her eyes are of a pale blue color. On her back are a pair of gossamer wings akin to a dragonfly's. Yvenyra can make her body glow and when she does so her wings fully light up like a fire.
  • Personality: Guarded. She refrains from getting close to others and always seems on the edge, looking for danger. Counterintuitively, when there is danger about she throws herself into it because it's where she feels most alive. Those who get past her moody exterior find that she does have a sense of humor, and can be introspective with a sense of quiet determination.
  • History: Like all fairies, Yvenrya was conjured by a Sidhe. Together with siblings they were brought to life and raised the minor kingdom Derowood nestled in the forest of the same name, surrounded mostly by peaceful neighbors. Her "mother" was a scholar, often buried in books and old scrolls studying the ancient wisdom of their previous Realm. Yveryna was born for the here and now though, and spent most of her time in the forest. She had a love of nature and spent her days studying flora, making friends with animals, accidently poisoning herself eating the wrong berries, and running for her life from animals that mistook her for lunch. That's not to say she shunned society. She loved dancing, drinking, singing, drinking, debating, theater, and drinking with friends. She helped her mother with her research and used her magic and natural know how to create trinkets to sell in the village she lived in.
    • Then came the war. Human invaders from the state of Jorvik across the mountains in the northwest came in waves, razing villages and towns, enslaving the people, desolating the forest. Why they did this Yvenyra did not know, but when the call came for all who were able to join in defending the kingdom, she joined in a heartbeat, righteous fury surging in her tiny body. Together with the rest of the young warriors in her and neighboring villages, the forest folk went to war.
    • Their first taste of war went disastrously. And more often than not, the sheer numbers of the defenders was the only thing that enabled the few victories they enjoyed. One night after a battle, Yvenyra took shelter from the rain in a stable. That same stable happened to be the one the healers had commandeered as a field hospital, and Yvenyra spend half an hour listening to the screams of the wounded and dying as crude surgery was performed on them before deciding to sleep in the rain, far from the barn.
    • Yvenyra's years of dodging larger, hungry animals transferred nicely to hit and run tactics the forest kingdom had to adopt. She frequently led operations behind enemy lines, raiding supply trains and engaging in night attacks. Jorvik's destruction of the forest to feed their war machine was like a dagger to her heart. But what came next was worse. In large part thanks to Yvenyra's raids, the enemy had used up most of the supplies they had brought with them over the mountains and had turned to living off the land and seizing what they could from the local population. Seeing the opportunity, the orders from on high were clear: Burn everything. Burn the forest, burn the fields, burn anything the enemy could possibly use. Let the rivers and wells be filled with corpses and ash. Animals that couldn't be moved were to be killed and left to rot. Yvenyra was promoted and ordered to evacuate the Derowood villagers nearest the frontlines before burning their homes. Ancient trees she had carved her initials on to mark her explorations she reduced to scorched stumps. Fields were deer and cougars she had ridden on she now turned to barren mud. Countless wonders of the forest, big and small, were destroyed to deny any resource to the enemy.
    • It was harsh for her own side as well. Countless refugees flooded the parts of the kingdom not yet hit by the war. Food became scarce even for the army. More than once Yvenyra passed bodies of forest dwellers who had simply starved. But as bad as it was for the defenders, it proved devastating for the invaders. Desperate full frontal attacks were launched by the enemy just to reach food. In one instance Yvenyra's forces broke and ran, and she was sure they would all be killed. Except the invaders didn't chase after them. They had stopped at Yvenyra's camp to eat the food still cooking there.
    • Eventually the Jorvick forces retreated back across the mountains. Yvenyra thought this might be the end, but orders were to follow and take the war back to the enemy country. Forest folk trekking through the mountains just as winter was setting in seemed impossible. But a plan was hatched to follow the ley line to boost the magic of the fairies and have them gather by the thousands to fly over the mountains while carrying magic fire stones to burn out the invader's settlements. Here began the most miserable trek of Yvenyra's life, as the planners grossly underestimated the freezing temperatures high above the mountains. Each day more and more of the thousands of fairies that had begun the campaign died en route from the cold and exhaustion. More than once Yvenyra dived to save a fairy that had simply dropped from the air. She wasn't sure how successful she was in the regard. By the time they made it across the mountains the Derowood fairies had lost a third of their forces to the elements alone.
    • But they made it. And the final engagement of the war proved a bitter anticlimax. On the other side of the mountains wasn't much, the country had been ravaged by a separate war. What the forest forces were able to piece together from captured enemies was that the invasion had been initiated because Jorvik need new resources after using up most of their own fighting an enemy on the other side of their borders. Yvenyra honestly didn't care at that point though. She just wanted this war to end. The fairies found the settlements the invaders had used for staging grounds and blazed them to the ground. But she started caring as she watched the men, women, and children flee from their homes. It was the second time she had forced civilians to bear the brunt of war.
    • And she was so done with it. The homelessness, the starvation, the affront to nature, the death, the misery, the debasement of people. Everything she cherished she had to give up to win the war. Her talents and skills had been perverted to spread death. Even victorious, she was coming home to a forest warped by destruction, much of its beauty never to recover. When she heard of the need for new gods a glimmer of hope was kindled in her for the first time in a long while. She was done with this war, done with war period. And now there was an opportunity to obtain enough power to stop war before they even began. With the inkling of a plan and lots of bitterness behind her, Yvenyra set out across the Realms to obtain godhood.
  • Abilities: As a fairy, Yvenyra can fly and has a special connection to magic, being practically born of the stuff. Her old life as an amateur naturalist led her to develop some certain skills while the war led to a sharp turn towards destructive capabilities.
    • Green Thumb: Control of plants, and speeding up the growth of smaller ones. This spell takes anywhere between a minute or half an hour depending on the plant in question.
    • Beastmaster: Limited control over animals and being able to see into their minds. Very useful to avoid getting eaten by hawks. This spell takes a few moments and requires her to be either touching the animal or looking directly into their eyes and close range.
    • Typesetter: Words appear on paper or any surface she chooses as she speaks them. This spell takes about ten seconds to cast.
    • Shadow Jumper: Can camouflage in any shadow big enough to hide her whole body in. This spell takes about ten second to cast
    • Forest Fire: Create a large conflagration around herself. More minor versions of this let her conjure up fireballs to hurl at enemies. Smaller fires only take a few moments to conjure up. Her signature spell however, a large fire which she would fly into an enemy camp and ignite during an ambush, taking out a building or tent in the process, takes at least 30 minutes to prepare beforehand.
    • Infusion: Puts her magic into a container that is then unleashed when opened. Ex. She can infuse a hollow glass marble with her fire magic, which will then spread forth when the marble is broken open. This allows her to have back up magic attacks when she can't actually conjure up magic on the spot for whatever reason or needs an extra punch. This spell's casting time varies depending on whatever spell she's infusing into a container, as it is that spell's time plus the extra time to move it from her body without activating. It's also more draining on her body, with how how much it tires her depending on what spell is involved in the infusion.
    • Rapier: An actual rapier. She can't rely on magic for everything. Heavy weapons weren't very practical for fairies, but she found that the thin sword was good for quick strikes at the vulnerable, unarmored spots of enemy soldiers. Many a man lost an eye because they didn't notice Yvenyra stabbing them from above.
    • Peace Through Superior Gravity: (Gravity (gain) > Gravity + (improved) Asc. 1). Yvenyra gains the ability to manipulate gravity within a certain distance from from herself, currently the diameter the length of a large event hall. People and objects can find themselves so heavy that they collapse to the ground or so light that they start floating and lack any means of propelling themselves anywhere.
    • Strength Alone: (Strength boost 1 > Strength boost 2 Asc. 2). Yvenyra's physical strength is now vastly beyond that of a normal fairy, able to lift up objects weighing almost a ton and striking with enough force to crack stone.

  • Throne: Peace

Edited by Parable on Mar 9th 2023 at 10:28:27 AM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#45: Jan 10th 2023 at 11:17:45 PM

[up] and 4x[up] Both characters are approved. [tup]

LilyTheLitten The Light That Blinds from Rarepair Hell Since: Apr, 2020 Relationship Status: Above such petty unnecessities
The Light That Blinds
#46: Mar 20th 2023 at 11:52:54 AM

This took entirely too long—

  • Name: Mikias Kidane Anom
  • Age: 23
  • Race: Vulkende. A former servant-race with limbs carved from volcanic rock.
  • Appearance: Stands at 5'8. His limbs are made of volcanic rock, delicately sculpted to make doctoring easier; he doesn't wear shoes, so anyone looking at his feet will notice the rock-limbs immediately.
  • Personality: Mikias is curt, sharp, and to the point. He prefers not to waste time with pleasantries, meaning he can come off as standoffish (which he is) and uncaring (which he isn't). He's very guarded around people and tends to avoid interacting with anyone longer than he has to, but get through the hard shell and nowhere will you find a more loyal friend.
  • History:
    • Born to nobility in the vulkende kingdom of Menwa, Mikias Kidane Anom swiftly proved himself a young prodigy. He excelled in his studies, read just about every book he could get his hands on, and eventually started experimenting with herbs. When asked, he'd say he was making his own medicine. Most adults dismissed it as him playing with the herbs.
    • Then, when he was fifteen, disaster struck. A sickness swept through the city of Ālimazi, claiming the lives of many and confining even more to their beds, including the king's youngest son, Yoni. After numerous failed attempts by several healers to cure him, Mikias offered to find a solution. The king, desperate, agreed.
    • And...surprisingly, he did! All the time spent experimenting had paid off after all. Of course, not content to cure just one person, Mikias recreated it for the other afflicted. Within a month, the city recovered, and Mikias became a hero.
    • Fast-forward eight years to when news of the Godfall hit. Shortly after receiving the news, Mikias knew what had to be done. Reality itself had fallen ill with the Void, and who better to cure it than him? And so, with the king's blessing, he set off for the Cradle, a Throne, and divinity.
  • Abilities/Arsenal: Mikias isn't a fighter, and lacks much in the way of combat abilities. As such, this section will discuss both the weapons he wields in combat and the powers divinity has granted him.
    • Kaskara: A kaskara is a type of Lemurian sword, and is the weapon Mikias took with him on his initial journey to the Cradle. He’s not great at wielding it, but it got him through his first Shard, so he’s decent enough with it.
    • Mondklinge: The aforementioned first Shard was a great arena, where Contenders were forced to face each other in battle for the privilege of fighting the Pretender. Mikias won, and as the Pretender lay dying, she gave him her sword as a reward. The Mondklinge is a silvery longsword that pulses with light, agate studded into the handle.
    • Medical Intuition (First Ascension): While he'd always been a good doctor, this particular ability elevates Mikias's medical prowess to even greater heights. He has an innate understanding of how to treat almost any injury, and can create remedies for ailments with just about anything in his environment. He is also able to tell with a glance which things in the wild are poisonous and which are safe to ingest (or use to treat injuries).
    • Enhanced Perception (First Ascension:) Mikias's eyesight has been sharpened from his ascension, giving him a keen eye for details. He's quick to spot the most minuscule of details which others would overlook.
    • Extraction and Purification (Second Ascension): Speaking of poison...with this newfound ability, Mikias can identify a poison in someone's body and magically extract it, pooling it into the air and crystallizing a flask around it for later study/storage. It can also be used to extract specific chemical compounds from plants, or remove impurities in water to allow for safe drinking.
    • Self-Repair (Second Ascension): Mikias's limbs, carved from stone, don't heal the same way flesh wounds do. Or, at least, they didn't before this Ascension.
  • Throne: Medicine. Mikias holds no small amount of pride in his abilities, and it’s not unwarranted either. Because he likes and is good at medicine, he’s resolved to spread his remedies across the Realms—especially to those cultures who still practice things like leeches.
  • Misc.: Shortly before news of the Godfall hit, Mikias and Yoni had a...fling? I hesitate to use that word, as it didn't amount to much other than awkward flirting and kissing behind closed doors. It's not a big deal in the grand scheme of things, but Lemurian views on it have led to Mikias deeply hating that part of himself, and doing his best to repress it.

Edited by LilyTheLitten on Feb 4th 2024 at 3:21:45 AM

"Kept me waiting, haven’t you? Tch. No matter. Dawdle all you’d like. In the end, your defeat remains inevitable."
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#47: Mar 20th 2023 at 12:37:53 PM

[up] Second Character accepted. [tup]

Jules-Firenze Druid Dude from somewhere in between Since: Apr, 2023 Relationship Status: watch?v=dQw4w9WgXcQ
Druid Dude
#48: May 1st 2023 at 6:41:45 AM

May I join?

Name: Mersaji Menuraen

Age: 21

Race: Mersaji is a dwarf. Dwarves, though they can vary depending on where they live and the culture they ingrain into, the oldest ones served, if not as great warriors, then as some of the greatest smiths there was, forging many of the weapons of heroes and villains that would go down to shape history. They are physically and mentally sturdy, and possess great strength and resistance.

Appearance: Mersaji is actually quite tall for a normal dwarf, about 4'10". He isn't as stout as most examples of his race, being muscular but lean. He normally wears a green shirt and black shorts, and holds his items in his brown pack.

Personality: Mersaji loves crafting, to be able to create many beautiful works of art, whether for combat or for architecture. However, he also likes getting to know people, as connections help a blacksmith, so lucky him that he's an easygoing, friendly guy. One of the only ways to get him mad is to mock his craftsmanship, as to do so insults his honor.

History: Mersaji has gone from place to place honing his smithing skills. Far and wide he is renowned as the greatest smith there ever was, and rulers from all over requested his help to create all manner of things. He is, mildly speaking, very rich from these interactions. That never satisfied him, though. Being rich allowed you to go anywhere and make almost anything. Key word being almost. He was unsatisfied with the finite lifespan of objects and people. He had a dream. To make something that is as eternal as the gods themselves. Something that lasts forever. That's why he set his sights on the Cradle of Gods. If any place could grant him the power to create something eternal, it would be there. So he took his pack, said goodbye to his friends, and set off for eternity.

Abilities: Mersaji is quite strong and fast compared to most people, athleticism from traveling alone and from tending the forge for most of his lifetime. That, however, is the least of his powers. He is a master craftsman, able to create strong items from scraps, such as a polished sword that can cut through stone made of bone. Able to imbue his creations with magic, it's what makes them otherworldly, divine. Almost any quality could be given to something he creates, or any item he can touch, and he can create most items in a matter of minutes, seconds for things such as swords or bows. He doesn't use magic in a traditional sense, rather giving the item he makes a power. He normally uses weapons with destructive properties that break after one swing, so he can focus on speed in combat, but if he desires, he can create a powerful blade capable of shattering diamond within minutes. The impossible could be possible, you just need to make a bridge between them.

Throne: Creation


If I am accepted, is there a Discord Server for the RP?

Edited by Jules-Firenze on May 1st 2023 at 6:45:34 AM

You piss off the Venom T-Rex. Roll initiative.
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#49: May 1st 2023 at 10:28:58 AM

Very sorry, but we are currently at full capcity for this RP. We do have a discord, though, and I would be happy to invite you anyway.

Jules-Firenze Druid Dude from somewhere in between Since: Apr, 2023 Relationship Status: watch?v=dQw4w9WgXcQ
Druid Dude
#50: May 1st 2023 at 6:15:52 PM

Sure! What's the link?

You piss off the Venom T-Rex. Roll initiative.

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