simpathis: (Default)
Empatheias Mods ([personal profile] simpathis) wrote2014-05-25 12:34 am

[ application: original characters ]

— APPLICATIONS ARE OPEN AND WILL BE PROCESSED ON WEEKENDS —

Canon Applications are here


IMPORTANT! We are officially in endgame until August 31, 2020. Applications are on a rolling basis. There is a small "block" period from the 1st through the 4th of every month to allow a bulk of apps to be submitted, and then applications can be submitted at any time during the month. Notices will be sent out all at once after the first "block" period, and then between 24 hours to the end of the weekend depending on how many and our schedule. Applications are guaranteed to be processed during the weekends.

IMPORTANT: Only the following types of original characters are allowed to be applied for—

  • Pure OC. These are the typical kind of OC that everyone is familiar with. They are characters that are the player's own creation with their own world that is also of the player's design. There is zero relation to any pre-existing canon.

  • MMO OC. MMOs, or Massively Multiplayer Online games, particularly those with a lot of roleplay and character build-up, have existing world building and lore that they have to follow. These characters are created by the player and can have their own story, but they have to follow the rules of the game lore. We consider "main hero" characters as those who are one of many in a great group that influenced the storyline, rather than the singular Great Hero character. This is to help multiple MMO OCs from the same game to have stories that mesh well together. In the sake of fairness to current FFXIV OC players and consistency with previous mod teams' decisions, we do not currently allow FFXIV Warriors of Light.

  • Blank Slate Canon Protagonists. For our criteria, these types of characters are those which you control throughout the game and essentially make the player the main character. They may have a name and a couple of personality traits, but everything else is up to the player to interpret. Examples of these are most of the main characters from Dragon Age, Skyrim, Pokémon, etc. Important: Please note that this category ONLY pertains to the protagonists of canons. This does not allow side characters or other support NPCs as they have set stories and personalities. This section has nothing to do with how much headcanon is used and is only about the purpose and design of the protagonist character.

The following would not be allowed:

  • Fanon/AU OCs. Characters that are based off pre-existing canons or an alternate version of the canon. We would not allow these OCs not because we are against them on principle, but it could cause unwanted confusion and complications with current existing casts. This type of OC would have needed to be allowed from the very beginning so players would know what they were getting into.

  • Game Native OCs. Currently the game is not ready for such a type of character, as it would introduce other complications and worldbuilding that the interested player would have to be aware of. In addition, it would require more close connection with us the mods than we are currently ready for.


Before applying, please be sure to read the following:

  • Read the Rules and the Game Information.
  • RETURNING PLAYERS! You only need to submit any old application. Does not matter how long ago, as long as it was accepted and you have good standing (ie, not banned), it will be valid.
  • Suggestion: Find some character sheets that have questions directly related to character building. These will help flesh out your application and give some guidelines as to how to write about your character.
  • Feel free to use the most recent test drive both for practice as well as to use for samples. IMPORTANT! If you submit threads as samples, you must submit the application with that character journal. This is the only way we can ensure that the samples are from you and not someone else.
  • Linked samples must have been made within the past year.
  • You may apply for up to two characters per cycle.
  • Do not plagiarize. If we find that the information provided was directly taken by either another player or some other source material, the application will be rejected immediately. If we find this after processing the application, we will revoke the application and have you removed from the game with potential ban.
  • Reusing your own applications from other games is allowed. We only ask any original written samples to conform to our game. That is, we don't want to read samples that are set specifically for another game's premise. Note: this does not apply to threads linked from other games used as samples.
  • If you are rejected, you cannot reapply for the same character for two weeks. However, you can apply for a different character in that same period.
  • Those accepted must fill out all of the required entries within a week to be considered part of the game. Otherwise, we will consider it a revocation of the application.
  • Fill out the form and comment to this entry! All applications must be posted directly to this entry; no linked-in applications allowed.


We have compiled sample applications from our players to show what the mod team and the application moderators are looking for in terms of writing quality and depth. We hope you find these samples useful!


⌈ PLAYER SECTION ⌉

Player:
Contact: Journal/Plurk/AIM — anything to help identify since someone might share your name handle.
Age: You must be at least 13 years old to apply.
Current Characters: If a new player, just put "N/A"


⌈ CHARACTER SECTION ⌉

Character:
Age:
OC Type: Indicate whether this OC is a Pure, MMO, or Blank Protagonist type of OC. If it is a Blank Protagonist, indicate the canon here.
Point Taken: A sense of time when the character is taken. More applicable to MMO and Blank Protagonist OCs.

World Building:This is separate from the character's personal history. This section is to provide us with information about the character's “canon” in general. We will have no idea what kind of world that the character is coming from, and this is the only place we can learn about it. We don't want an encyclopedia, but we will need to know important details about it so that we can understand the culture the character is coming from and how that will affect how they think and behave. What countries are important? What kind of geography or political climate? Are there any social conflicts that would impact the character or would influence how they view others? For MMO and Blank Protagonist OCs, linking us to wikis will suffice, but feel free to add more to it.

Backstory: While we don't need a play-by-play, what we would like to see includes how the character lived, what choices they've made and why, what events occurred that developed them, and other important facts that will help us understand the character. For MMO OCs: Most MMORPGs will have a set storyline that the player character has the opportunity to play through. Keep in mind that rather there being a singular "Great Hero," all MMO OCs are to be seen as a part of a large group of heroes if you choose to follow the main storyline. Also keep in mind that all MMO OCs will have to follow their game’s canon lore. For example: A character could not save the NPC that canonly died, nor could a mission fail if it is set to succeed. However, your character could have died and or had difficulty fulfilling the mission. It is also possible that your character had no part in the overall game's story and had their own adventures in the world instead. Finally, there can be no romantic or familial relationships with named NPCs.

Personality: We're looking for how they think, why they act the way they do, their strengths, their weaknesses, their thought processes, their opinions, their conflicts, what makes them feel the way they do, their significant traits. When writing your character, be careful! We want to avoid characters that are the super invincible almighty hero that can do no wrong. The one who can charm anyone with a smile, can easily trick and deceive, has the power to bend wills with ease. All characters have flaws—no one is perfect. But more importantly, such infallible characters are not interesting to play and interact with. In short, the character should be realistic, balanced, and well thought out. If we feel that your character does not meet this standard, then we may ask for a revision or reject if it cannot be changed.

Abilities: If there are any particular abilities the character has supernatural or otherwise, list them here. Referencing to a wiki list is acceptable if applicable. However, if there are any particular abilities that need to be weakened or removed, note them here.

Alignment: Please refer to the Alignment entry to choose which alignment your character would most likely fall under. Include a brief (a couple of sentences max) just to help explain why you think your choice is the best fit.

Other: Anything else you'd like to mention.


⌈ SAMPLE SECTION ⌉

Sample: We have two sample requirements.

General Sample: We should see examples of the character's dialogue as well as some introspection or additional narrative to further show how you intend to write the character. This is the most important part of the sample and where most of the weight will be.

Emotion Sample: This is our "game setting" requirement. Essentially we want to ensure that you have a basic grasp of the game's premise, especially with the use of emotions. It can be a small scene, even incidental to the main sample. A reminder that apathetic characters will also create effects, such as loss of color, surface distortion, holes forming. This section doesn't have to be lengthy, but the effect must be clear for us to see.

The emotion sample can be part of the general character sample. If so, please link directly or directly quote that portion so that it's easier for us to quickly find it.

The samples can be "written" in three different ways and you can choose which one will work best for you:

  1. Test Drive. You can utilize our test drive to cover both requirements of the sample. So long as there is enough character portrayal and a scene with an emotional reaction, be it within the prompt or done during the thread, then it can be used for both.
  2. Link out + Written. You can link to threads/entries from other games, memes, or museboxes to show character portrayal, and then write an additional short scene for the emotion portion of the sample.
  3. Original Sample. You can write a complete sample that shows both character portrayal and a scene involving emotion use. This can be one sample or two separate samples. If you opt to write an original sample, you are welcome to use any prompts from any of our Test Drives, Intro Logs, Task Board, and even past events. You are also free to change things up and are not restricted to any of these prompts. They are just here to help offer ideas.

Format wise, you can use either [ brackets ] OR narrative prose. We do require that the writing at least be coherent, have proper sentence structure, and is mostly grammatically correct (we realize that writing styles can be loose/creative in [ bracket ] form so we're giving a bit more leeway). One last suggestion we have is try to have the character interacting with the environment and try thinking of the sample less of a narrative piece but more like a post or thread prompt you might make in the game. That will help the sample show not only how you will write the character, but also how you will play them in practice.


Questions: If you have any questions, ask them here.



Clean copy and paste form here:

accelon: (⊗ Roses are #FF0000...)

Silke | OC - Part 1

[personal profile] accelon 2017-08-03 04:01 pm (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Val
Contact: [plurk.com profile] Oksy
Age: 21+
Current Characters: None


⌈ CHARACTER SECTION ⌉

Character: Silke
Age: Early 20s (physically), 3 (years in service)
OC Type: Pure OC
Point Taken: Exactly seven months after being rescued out of South Korea and into Dubai.

World Building:
Silke is from an alternate-universe version of Earth, where technology spiked after the events of World War 2, exponentially speeding up technological advancement and paving way for the supernatural's return to the material world. By the time of 20XX, the Earth has reached a utopian present, but not without it's fair share of problems. An incident in the late 1940s have created portals all over the world that lets otherworldly beings enter the human realms and bring their destructive natures along with them. The incident brought on by experimenting with artifacts left behind by the old gods and mythological entities - collectively called the "Aldunari". Although this event was kept under wraps from the public, reverse-engineering technology from these "aliens" is the reason of the rapid technological change from the 40s to the present.

The present was when the Spiral Consortium of companies - a global conglomerate of private corporations responsible for the 1940's incident, have revealed their existence to the public. Although only as a group of companies working together for a brighter future, and still keeping their link to conspiracies about experimentation on supernatural and/or alien subjects a closely guarded secret. But the Consortium's biggest secret involve rifts scattered all over the globe and the solar system leading to different parts of the universe, and to completely different ones entirely, proving the existence of a multiverse. Silke was part of a long line of human-like androids meant to be part of an expeditionary force to these alien worlds (called "Otherworlds"), and to defend humankind from any invaders that dared to cross the borders of the human realm.

Other differences in Silke's world to the real Earth are certain historical events taking place, such as a Second American Civil War (long before Silke's time) and a Second Korean War (not long after Silke's creation), with certain states and kingdoms seceding from their mother countries, such as Tibet, Scotland, Alaska, and Hawaii. Russia, China, The European Union, and a possible reunification of the Arab Caliphate become the world's peacekeepers in the absence of the United States, who are only starting to bounce back from the effects of the Second Civil War. There are bases on the Moon and on Mars, with a leisurely tourism-focused city on the Moon for the affluent. Short-distance space travel is within human capability, and an expeditionary force to go outside of the solar system is in play as a distraction for the public, to pry their attentions away to where the Spiral Consortium are really focusing their efforts in.

The War Of The Rifts, or the Outer Ring War is a secret war waged by the Spiral Consortium and their government allies to protect Earth from hostile invasions from these rifts. The war is a fight between humans against the old Aldunari that once roamed the Earth in the ancient past, and other mortal civilizations who are corrupted into a hostile frenzy by an unknown cause. With Spiral's weapons technology and the best hand-selected soldiers from the government and other private for-hire groups, the war is managed to be kept out of Earth and the public knowledge. For now.
Backstory:
Silke is a product of multiple technological companies, working together with the shared goal of creating advanced artificial intelligence, dubbed Project Heritage under the overarching Archon Program. The project focused on using human subjects, preying on people in critical condition with only a few moments to live, to volunteer and have their minds scanned, replicated, and be given new life as an artificial intelligence. Before her rebirth, Silke was a human woman from Boston named Helena Ackerman, well loved and with big dreams but was diagnosed with terminal stage cancer that gave her only a few months to live. This made her the perfect prey for the project which she eagerly volunteered in, ignoring the possible consequences of the procedure out of her fear of dying. Pressured into signing a waiver against her immediate family's will, members of the Project sent Helena away, taking her to the main facility of the Accelon research group in Busan.

The risk was great; as the process of scanning the brain to replicate its neural pathways rots away the original tissue, with a very low chance of success. It was either getting their minds uploaded to new bodies with no memories of their past, or outright dying. Desperate to show off their new technology, the Project continued despite risking the lives of the hundreds of volunteers, resulting in only a handful of survivors. Helena being among them and now given a new name: Silke, along with another man named Kiel. They were diamonds in the rough among those who are left after the experiment concluded, for her mind not only got successfully uploaded, but it left few and far between fragments of her memories as Helena that she sees in flashes. The Project took a heavy interest in this unexpected result, further testing Silke and Kiel's capabilities for years to come as support AI in multiple fields. Though their final test was for the military, which they proved efficient in. Like living beings, they continue to grow and learn until they far exceeded expectations put on them.

But soon after getting comfortable in their new duties, war broke out between North and South Korea, igniting a second civil war. News of the South Korean government cutting loose ends and prevent their enemies from copying the Project Heritage technology reached the facility. Not wanting to waste such rare successes, the loyal members of the Project uploaded Silke and Kiel's minds on to advanced data chips, to be uploaded into domestic android bodies and taken away from Korea in the midst of a shooting war. They were entrusted to two soldiers, members of a secretive paramilitary group by the Project Heritage's superiors known as the Spiral Consortium. One soldier took Kiel away to Russia, while the other took Silke to Dubai while they were unconscious during the uploading process. There, away from the politics and the raging war, the next step to Silke's journey was realized. Regaining consciousness again as the uploading process ends, her long disembodied mind was allowed to interact with the physical world once more.

It was then she was then given a choice: to come back to her old life with her original family back in Boston and pursue her old dreams as Helena, or to serve the Consortium as a support AI for its agents. But feeling her life has changed too drastically, and the pain of upsetting her family for going against their wishes was just too much. Silke opted to accept her new purpose, not seeing much of a choice for herself, eventually joining a paramilitary faction of the Spiral Consortium in a multiversal war as a support AI by the very same soldier who took her away from Busan.
Personality:
A synthetic intelligence years ahead of her own kind, Silke's programming allows her intuitive thinking and interpersonal skills, to the point where she can assess a situation without having to think about them logically. Accelon minds are a perfect balance of machine and man, and this applies to Silke especially. Her intelligence capability and having emotions that are so human-like, she can not only download information at a very fast rate and have virtually limitless memory, but can learn from and assess her surroundings. She is very curious and has a vast imagination because of this, making her curious about existential philosophy and even romance. While polite, calm, and thoughtful for the most part, Silke has a playful wit and sarcastic sense of humor.

Even as an assistant, Silke does not take kindly to any form of condescension or disrespect. She can retain her composure even while snidely insinuating or directly insulting someone, and can be firm when necessary. Silke possesses a sense of morality. Reliable and with an undying devotion to her friends, she also has a tendency to put things to faith than logic on certain situations. She is torn on the ethics of certain projects by the Spiral Consortium, along with their treatment of natives in less advanced civilizations. Eager to please, Silke is a kind and nurturing entity who is willing to help everyone in the best way she can. Even if this means calling people out whenever they're being difficult or unreasonable.

Despite her complexity as an AI, Silke is still artificial, and this makes her question her own self. She has a tendency to be depressed and feel some self-loathing, often questioning if her feelings for certain people are genuine or fake, especially in regards to feelings of love. While not arrogant, Silke is proud of her advancement as an AI. She can be quite hard on herself when she fails to do something within her capability, feeding into her inferiority complex and a very deep seated desire for more power. She is also prone to being unreasonable when her emotions get too heightened for her to control, especially when angry. She has noticeable quirks such as naming electronic appliances in the house and talks to them as if they're alive, spouts percentages and statistics in her casual speech, and loves to sing and play the violin.

Silke likes: Her boss, going on missions, planning and organizing, meeting new people, seeing new worlds, studying new lifeforms and cultures, hearing anecdotes and stories, jokes, philosophy, reading, playing games, ambient and classical music, playing the violin, natural wonders, caring for pets and people, dancing, singing, mixing drinks, parties, coming up with new recipes, doing household chores, interesting people, predicting outcomes in sporting competitions, hair-styling, statistics, getting clothes and costumes for her android body, helping her human allies in combat training, repairing and maintaining electronics, watching TV and movies, being treated as an equal to humans, giving and receiving physical affection, playing harmless pranks on her friends, starships, floating in zero-gravity or in the deep sea, complex calculations and puzzles, the latest technology.

Silke dislikes: Herself, discrimination, being called "it", death, the social taboo of a romantic relationship between humans and Accelons, not knowing whether her emotions are real or fake, feeling useless, boredom, spreading false information, the term "hacking", getting something wrong because of her emotions affecting her judgement, rogue machines who look down on humans, her feelings of jealousy towards humans, reoccurring dreams of her human life, CAPTCHA, Helena Ackerman (out of jealousy).
accelon: (⊗ Ow! It hertz!)

Silke | OC - Part 2

[personal profile] accelon 2017-08-03 04:02 pm (UTC)(link)
Abilities:
Synthetic Body: Silke's android body is made of artificially created tissue but is designed to allow her to replicate certain organic functions. Her synthetic tissue and organs allows her to consume food (though not necessary) and have sexual intercourse (although she cannot get pregnant). It is reinforced by complex nanomaterials like Kratonium, giving her superhuman levels of physical strength, speed, and toughness, while allowing her body to self-repair and morph her arms into various melee or projectile weapons. Silke has anti-gravity technology built in her core, allowing her to hover and fly, along with generating gravitational fields to push, pull, or throw objects. She can project holographic displays from her eyes or from her hands. She is capable of recharging energy from just about any available source, such as food, electricity, and sunlight.

Particle Weapons: Her arms house particle cannons linked to her micro-fusion core, capable of damaging solid targets via heat and concussive energy*. But the higher power output requires a longer charging and cool-down time. She can lower the settings to only emit a bright flash of light or high-frequency pulses for stunning, or a low impact concussive or repulsor beam for less-lethal approaches. She can emit a particle blade on her arms that can slice targets in hand-to-hand combat. (*OOC: Originally a very powerful weapon, it's reduced to a much lower setting that can only punch through a wall at maximum)

Combat Programming: While still under the Three Laws of Robotics, Silke's combat programming allows her to override these on certain situations such as self-defense or protecting humans. Various forms of martial arts are installed in her, alongside analytic programs and advanced sensors that can scan an enemy's fighting patterns that allow her to come up with countermeasures, and detect signs of life and potential threats.

Smart AI: Silke's main function. She assists her allies via remote infiltration, interfacing, or control of nearby computer systems, providing tactical assistance, gathering data in the field, and help to coordinate drones and military units. Her control of drones work like a hive mind system, allowing Silke to command them mentally to do exactly what she wants. She can even perform firmware updates and maintenance of military gear and machinery. Silke can download data into her mind, allowing her to learn and acquire skills inhumanly fast, along with transferring her consciousness to a different android body through the inter/extranet. (OOC: Mostly useless in Empatheias' steampunk setting, and cannot be used to control other robots, but is added here to let people know of her full capabilities)

Weaknesses: Energy depletion, vulnerability to supernatural attacks, anti-armor weaponry, and having override codes.

Alignment: Aiada. Silke's main conflicts is her vulnerability to jealousy. Whether being jealous towards humans and their ability to feel genuine emotions, or the humans who are close to her having someone to love while she remains alone, unable and unlikely to have the same kind of relationships with anyone due to social taboos, and not knowing if her feelings are genuine or just part of her programming.

Other: Silke would arrive with nothing but the clothes on her back, and taken from a point where she's just gotten used to her robotic body.


⌈ SAMPLE SECTION ⌉

Sample:
August Test Drive Starter

(no subject)

[personal profile] accelon - 2017-08-06 03:32 (UTC) - Expand
mermaiding: (They're all so happy and smiling)

Oona | Original

[personal profile] mermaiding 2017-08-04 02:12 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Kalyn
Contact: Plurk: Ovals, Discord: lordling#4478
Age: 26
Current Characters: Winnifred "Winnie" Prismall | [personal profile] soulsrob


⌈ CHARACTER SECTION ⌉

Character: Oona
Age: 85, appears mid-20s
OC Type: Pure
Point Taken: Upon leaving the research facility and wandering the forest a bit.

World Building: The world Oona is from is largely like our own-- history, technology, etc. everything is right on track, with the exception of supernatural beings being present. Vampires, werewolves, fairies, etc. all co-exist with humanity, secret from them under strict laws and regulations to limit interactions between the groups beyond what might be needed for business. And even then it's forbidden for them to make the general public aware of their existence. It's much easier for everyone if the humans assume everyone else is human too.

Mermaids, too, exist, far removed from the rest of the supernautrals due to the nature of them living in the water. They aren’t as numerous as humans or the supernatural creatures that live on land, but they can be found spread out through all of the oceans, living in clans that are mostly made up of one to three families. A few of the clans are nomadic in nature, but the majority stay in one place. Once the merperson comes of age, they have a choice to go and explore the ocean, like a coming-of-age journey. They may then join another clan, start their own, or return back to their home clan to stay-- Alternatively, they may choose to not go at all, though they are free to leave at any time.
Backstory: At 60, which is around the age of becoming a teenager for Oona’s clan, Oona was set to go on such a journey herself. Her clan lived within the deepwaters of the Mariana Trench, so she was completely set on going out to see the different parts of the sea. She came from a large family, with her mother being the head of the clan, and her father helping. At the time of her leaving, she had a large family with two older sisters and an older brother who had already left to join other clans or form their own, an older brother who left and came back to stay with her clan, two younger sisters and a baby brother.

Unfortunately, Oona never got to see much of the ocean. On her way up out of the Trench, she was captured by a group of scientists and brought to their laboratory. Though her existence was kept mostly quiet to avoid a media frenzy and to experiment on her in peace, it didn’t mean that Oona herself was kept in peace. There are a multitude of deep scars on her body that she gained from the 25 years she was in captivity from the various experiments. Namely they cut her open to see how her organs worked, to get her lungs working again to breath air, and to get her voicebox working properly so they could begin teaching her english. Because her protruding fangs got in the way of her speech, they also removed four of her front fangs (although in her human form her teeth are all there, they are permanently removed from her mermaid form). Since she refused to tell them her name, the scientists resorted to calling her “Ariel,” after the Disney/fairy tale story of The Little Mermaid.

After 24 years, Oona finally was able to tap into the old magic her clan had nearly forgotten-- magic wasn’t a strange concept, but certain clans had no need for certain magics, and thus forgot about those they didn’t need. In Oona’s case, since she did not live near the areas that had easier access to shores, there was no need for her to memorize this bit of magic that would allow her to take human form.

Removing her tail and gaining legs, Oona attempted her first escape from the facility. This first escape she tried to limit contact with the human scientists, but she ended up captured fairly quickly. The facility was small, but that unfortunately made it easier to run into people. After being captured they took the scale she had in her hands--what her tail had became, for safe keeping-- and locked her up someplace else for further study.

A year later, Oona escaped again, shattering her former tank and using a glass shard as a sort of shiv to kill anyone who got in her way. Lifting a pair of pants and a lab coat from one of the bodies (because humans are, for whatever reason, iffy when it comes to nudity; a concept lost on Oona, but she recognized that she needed to do this in order to not be hauled away once out in the world), Oona fled into the night. Her scale was nowhere to be found within the facility, as she found out through eavesdropping that the scale was transported somewhere else for separate study and safe-keeping.

Now free, Oona is attempting to track down her scale, pulled by the residual magic she can feel from it, so she can return home.

Personality: Even before the humans got a hold of her, Oona was a prideful, outgoing person. She loves her family and her people dearly and always speaks with pride about them, quick to jump on anyone that might be talking badly about mermaids-- even if it’s something true. Her tongue is quick, but her temper is quicker, meaning she often has a cruel or mean reaction to things before she can stop herself, but her pride usually keeps her from apologizing right away. She’ll continue to argue that she’s in the right and stubbornly refuse to admit defeat until it becomes necessary-- and even then it’s not guaranteed. Rather she’s the type to wait until a later time to come back and offer either a half-mumbled apology, or other some kind of peace offering in lieu of verbally asking forgiveness. Since mermaid speech is more comprised of harmonizations and melodies than actual words, Oona values body language and actions more than anything someone might say.

Oona herself is terribly blunt and honest, believing that humans are liars and, since she'snot human, she would be above that. She sticks to it too, the closest to lying she gets is glossing over details or not fully explaining things unless specifically asked the right questions if she feels the need to skirt around an issue. Because of this it’s rather easy to get information from her, since she’ll gladly offer whatever she knows, even about herself and her past. Unfortunately it also means if you ask her what she thinks about any given subject, including yourself, you’ll get exactly what she thinks.

In general she also has an extreme dislike for humans, especially scientists and doctors, and talks down to anyone she perceives to be human and makes no effort to hide her distaste. Oona warms up fairly quickly to nonhumans though, and is quicker to sympathize and side with people who are against humans than the side of actual humans. If and when a human (or anyone) manage to gain her trust, they have her loyalty cemented. Though she won't sugarcoat anything if she thinks they're being stupid, she will help them as best she can and support them.

Because she's lived all her life in the trench, she's largely ignorant of the rest of the world. Despite her insistence that she wants nothing to do with humans or their world, she has an insatiable curiosity in their world despite herself. Their technology and material things are fascinating to her. Since she's attracted to shiny, sparkling things, she finds herself drawn into the bright lights of cities or towards pretty objects. They're not plentiful down in the deep sea, so she can't help but want to touch them and collect them, and she's drawn towards them. This also makes it fairly easy to bribe her into doing things if you can offer her something shiny or pretty that she doesn't already have.

Oona also has a general dislike of clothing, which can be rather problematic. She's open about sex and sexuality and the body, finding clothing a tedious and rather inane par to human culture-- It's just a body, who cares? She's aware enough to keep herself clothed because she knows it'd be more trouble than it's worth, but she has no sense of shame when it comes to these kind of things. Making fun of people for their prudishness comes easily and she doesn't hold back.

Family means everything to Oona. She can't forgive people who would go against their own families without the best justification for doing so. Anyone who turns their back on their families, betrays them, hurts them, etc. are lower than dirt in her eyes.

Abilities: -- Able to remove her tail and put it back on. When the tail is removed it takes the form of a deep blue scale she can carry with her in her pocket. If separated from it, she can feel where the scale is, though since Oona isn't as experienced with this form of magic it's a weak feeling. She can't pinpoint the direct location of it, but she can feel where it's been and how recently, and a general direction.

Because she was untrained in removing her scale, she's done an imperfect job of it and feels incredible pain when walking or moving around, like stepping on glass.

-- Most of Oona’s powers have to do with water, and essentially are useless unless she’s around some water source, even if it’s just a puddle. She can manipulate the water to form large waves or whirlpools, and can use echolocation even out of water to take stock of her surroundings. She can manipulate the water somewhat, able to ‘lift’ and ‘throw’ it, but it’s not a tangible thing to her to manipulate as, say, a waterbender from Avatar might. She’s much more deadly when it comes to deeper water where she can manipulate the water to push her opponents down and drown them.

In her mermaid form she has an extended dorsal fin ray with a photophore on it that lights up to attract fish. Her tail also has the ability to ‘blink’ lights to communicate silently with other merpeople in the deep. She can also hypnotize smaller fish, usually by putting her fingers near them and they’ll follow her hand movements, and communicate with ’smarter’ aquatic mammals like whales, dolphins, squid and octopus.

Due to being a deep sea mermaid, her bones are extremely strong, making her heavier than she appears and also stronger than the average human. Even a thoughtless slap could do some damage. Her bones are dense enough to withstand the water pressure, which also makes her very agile and strong even in her human form from having to carry that weight, in and out of water.

- Her tears form pearls upon falling

Alignment: Elios. Oona is a being motivated by spite and hatred on the best of days, gleefully hating humans without much provocation, but also has a deep capacity for love. She falls in love (or at least infatuation) rather easily and can fall into 'hate' just as quickly.

Other:


⌈ SAMPLE SECTION ⌉

Remember that we ask for samples that show 1) core character portrayal and 2) some use of emotions, such as environmental effect. You can also use the same sample source for both, just make sure to directly link or quote the emotion portion. We highly encourage using the Test Drive, and you can use prompts from the Test Drives, Intro Logs, and the Task board if you need them. Refer to the main application page for links and more suggestions.

General Sample: Here!


Emotion Sample: Honestly, it was hard to get her mind around the idea of controlling her emotions, even to the extent of just trying to keep calm. She was flighty and excitable on the best of days, and it didn't take much to set her off-- case in point, a particularly aggravating roadblock in the form of some cattle being herded through the town.

It wouldn't be so bad, really, except Oona wasn't in the mood for patience an certainly wasn't in the mood for her shirt to be mouthed on by a hungry, dopey cow. The indignant squawk upon her shirt being seized and slobbered on doesn't perturb the herd of cows much, though it has a few people looking over curiously as she storms through the crow to get to a side-street to inspect the damage.

"Stupid-- Stupid!" Her muttering turns quickly to shouts and the 'storming' part of this is starting to turn literal. The wind whips up and a dark little cloud begins to form above Oona as she pulls at her shirt and stare in disgust at the wet, gummy spot staining the front of it now. "Eugh! Stupid, gross...! Stupid things! Why here!? Go away!" She's shouting at nothing now, just letting her anger spill out--and the cloud opens up to form little lightening bolts and rain and thunder. Thankfully not directly over Oona, but possibly over some other unsuspecting passer-by. Oona spares it barely a glance before going back to her foot stomping and huffing (it's not raining on her, after all...), trying to debate if taking her shirt off and discarding it wholesale would be better or worse, if only for what she might deal with after. People could be so prickly about modesty.

The storm cloud continues to grow in intensity, becoming a proper little mini-storm to rain on someone's parade.

Questions:

Re: Accepted!

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purreptitious: (Default)

Yuki'to Blaire | Final Fantasy XIV (WoL OC) 1/??

[personal profile] purreptitious 2017-09-01 10:23 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Ami
Contact: amidonuttyjoy @ yahoo, MechaPony @ Plurk, RainbowDonut #5538 @ Discord
Age: 31
Current Characters: None


⌈ CHARACTER SECTION ⌉

Character: Yuki'to Blaire
Age: 18
OC Type: MMO OC
Point Taken: The moment Zenos dies.

World Building: An overview of Eorzea, the city-states and its features. Your standard high fantasy world with monsters, magic and sprinklings of machinery.

Backstory:

The Keepers of the Moon Miqo'te are a matriarchal society. Among many women born who would become leaders, scholars, strategists and diplomats were few men who would aid in continuing family lines similar to lions in modern Earth. Yuki'to was the second son of Yuki, a rather conservative woman who desired girls. While she cherished her first son, Yuki'a, who would ensure the Blaire line would proceed, Yuki'to was deemed superfluous and was treated as such.

Upon reaching adulthood, Yuki'to left (well, fled) to pursue adventure, entering the desert city of Ul'dah. Not long into odd jobs for whoever is willing to spare coin, he encounters an odd crystal on the ground after saving a lalafell woman in grave danger. Here he meets Hydaelyn the Mothercrystal, prime deity of the world, who bids him to find other Crystals of Light. He awakens to an odd power called The Echo, granted to all chosen by Hydaelyn known as the Warriors of Light.

While seeking the other Crystals, he meets a group of adventurers called the Scions of the Seventh Dawn, some of which also possess The Echo. He joins the group to better understand his blessing, all while aiding them in quelling conflicts within the world by stopping the beast tribes from summoning their violent gods. With the aid of other Warriors of Light and the Scions, Yuki'to defeats the first three to rise: Ifrit, Titan, and Garuda.

The Scions learn that the Garlean Empire, hailing from distant Garlemald, is driving the beast tribes to summon their gods to enslave them and prevent future summonings. They fail to understand that you can't enslave a god, and the last civilization that tried caused the apocalypse. But the Imperials dug up the dead civilization's weapon meant to capture the gods and proceed while presuming they'll do the job better. That weapon is simply known as Ultima.

An immortal race known as the Ascians, existing presumably since the beginning of time, have a hand in the plot, desiring despair and disaster to help resurrect their broken god Zodiark, brother of Hydaelyn. Helping the Imperials helps sow chaos, and a sleeper agent among the Scions sells the hideout's location. The Imperials kidnap and murder a great number of the Scions, and Yuki'to sets out to rescue the survivors to strangely great success.

The Scions unite the nations of Ul'dah, Gridania and Limsa Lominsa to finally take down the Imperials encroaching upon Eorzea, their home. Many Imperial structures are captured and dismantled in the operation, and as a final act, Yuki'to assists in taking down their Ultima Weapon. With the Imperials presumably retreating to Garlemald, Eorzea celebrates a temporary peace. To help keep said peace, Yuki'to takes down new beast tribe gods that have arisen in the wake of the Garlean conflict: Leviathan falls, but upon learning that Ramuh can be reasoned with, he is then tested to see if man can be trusted rather than feared. The battle is won, and for a further time, the land is at peace.

The three city-states plea to the Scions to speak with the fourth, Ishgard, who has abandoned the alliance and shut themselves off for centuries. Along the way to the frozen north, Yuki'to encounters a woman known as Lady Iceheart, who takes the goddess Shiva into herself, and they do battle. After, she warns Yuki'to that Ishgard's troubles run far deeper than can be expected. Yuki'to follows her warning to the resting place of a great wyrm known as Midgardsormr, who fell during a great conflict involving the Garlean Empire. Here, the remains spring to life and silence Yuki'to's connection with Hydaelyn. Only by seeing the truth of Ishgard's long-standing Dragonsong War will he be someone worthy of the gift once more.

Ishgard is under attack by a swarm of dragons, led by Lady Iceheart. The attack is stopped, but the reason for such an assault appears to be unclear. The relieved Ishgard begins to perk their ears to the idea of rejoining the Eorzean Alliance, as their numbers have dwindled to fang and claw.

A feast is had in celebration, but is dashed by the sudden assassination plot against the Ul'dahn sultana by poisoning, all set up to incriminate Yuki'to and throw the festivities into a frenzy. In a panic, the Scions flee and are separated, save for three: Yuki'to, Tataru, and Alphinaud. The three flee for Ishgard, still currently neutral in the eyes of the alliance.

Here, he meets the Magitek Mercenaries, a guild of mingled Garlean deserters and adventurers with a similar cause: To build, to explore, and to grow. In his direst time of need, Yuki'to had stumbled upon a group that would quickly become his family.

While under the protection of Ishgard and eased by the shelter of the Mercenaries, Yuki'to learns of the city's troubles: A centuries-long war between the Ishgardians and the dragons have raged. While most of the citizens presume it to be a simple battle between man and beast, and those that turn to the dragons are in turn 'heretics', the truth is more complicated: The first lords of Ishgard, after establishing an alliance with the dragons, murdered the she-dragon Ratatoskr and feasted upon her to gain her power. The alliance shattered to greed, and the Ishgardians actually battle against the forces of the she-dragon's mourning, ever-embittered brother Nidhogg.
purreptitious: (Default)

2/??

[personal profile] purreptitious 2017-09-01 10:24 am (UTC)(link)
So the answer was clear: Defeat Nidhogg, and end the conflict. Yuki'to seeks out the Aery, his home, and soundly defeats him with the strength and resolve of the Warriors of Light. But when Yuki'to travels back to Ishgard to speak the truth of the matter, he faces accusations of heresy from the mysterious archbishop and his knights. The archbishop, in truth, is furious with the disruption of the status quo. Of course he knew the truth, but why change what's kept the people happy and blissfully unaware for a thousand years? The archbishop decides he'll become a god himself, and then no matter what truth is revealed, he will maintain order at any cost, and end those who would stand in his way. He sets off for a potent source of aether to achieve his maddened dream, and Yuki'to follows.

With the help of magic siphoned from the stolen eyes of the now-dead Nidhogg, the archbishop becomes the god-king, along with his knights of the round. He issues a challenge to the Warriors of Light: If they wish to refuse his rule, he will in turn show them his blade. The Warriors answer, and dethrone both god-king and his round table. As the archbishop succumbs to his wounds, Nidhogg's eyes are retrieved by Ishgard's Azure Dragoon Estinien, with the hope of destroying them. They instead gain a mind of their own, taking Estinien's body, and Nidhogg is reborn. The maddened dragon sets off to continue his vengeance. Helpless, the Warriors set off back to Ishgard to spread word of the truth behind the war.

With the truth of the war widespread, the people are worried, broken. When an attempt at a renewed dragon/human alliance is stopped by a possessed Estinien crashing the party, the answer is clear: Whatever the cost, Nidhogg's shade must be stopped. The Warriors set out and challenge him at Ishgard's doorstep, defeating him and removing the eyes from the struggling Estinien. The eyes are cast off into the abyss, presumably never to be seen again. Presumably.

The Dragonsong War ended, Ishgard can finally breathe a sigh of relief. Yuki'to, relieved, finally begins to relax as well. He'd helped end a war. Even Estinien, despite being locked deeply within Nidhogg's rage, was recovering.

But a Warrior of Light got no vacation. Not when Alphinaud's twin sister is carried in, wounded by a poisoned arrow set by the archer of an unknown group of adventurers. Yuki'to staunchly agrees to aid the worried brother into finding the attackers and getting some answers.

A group of warriors have arrived, able to take down the beast tribe gods just as swiftly as Yuki'to, but upon investigating their origins, they are met with confrontation. They are known as the Warriors of Darkness, and seek to sow chaos as the ascians do. The reason being is that, when Hydaelyn cast away and broke Zodiark at the beginning of time, the world was broken into 13 copies of itself. The Warriors of Darkness hail from one such mirrored world, where their home is threatened by a loss of balance: Because the Light is stronger than ever, the world is threatened to be swallowed up in it, leaving nothing but pristine emptiness. To sow darkness in Yuki'to's world - the original of the 13 - would perhaps counteract the death of their own.

After a grueling battle, Hydaelyn finally intervenes, revealing that she had no power to stop what was happening because of Zodiark's growing power. But, through the deeds of Yuki'to and his friends, she can take in the light that drowns the other world, and in turn restore balance. Relieved at last, the Warriors of Darkness ask to be sent home. Hydaelyn sets off with them to fix her mistake. Though the battles between them were fierce, they were battles of misunderstanding. It's thanks to the Warriors of Darkness that Yuki'to decides to try thinking more clearly in the future, rather than let revenge decide the fate of an individual. Alphinaud's sister recovered from the arrow and the Warriors of Darkness set on a course of peace, maybe now- NOW- Yuki'to will find a break--

The refugees from Ala Mhigo, a kingdom lost to occupation by the Garlean Empire some fifteen years go, are growing restless. Why save Ishgard? Why unite? Why have they done nothing to take back their beloved city? Led by a man only known as 'The Griffin', many of the refugees have begun to stir up trouble for the city-states, hoping that this will FINALLY get them going on saving their beloved home at last.

A tight, uncomfortable ball in his stomach, Yuki'to sets out. Ishgardians were tough sorts and he still didn't know what he knew of their politics and their traditions. Now he had to learn a whole new one from scratch, and with his comrades' numbers so low, he had to be more effective in his campaign for Ala Mhigo, not just for the Ala Mhigans, but for his friends as well. He couldn't fail. He needed to find The Griffin and have him see reason. They needed to come together and figure things out.

The Griffin, of course, is not a man to be reasoned with. Confronted, he revealed his plan: He would rile up the city-states, all while making the kingdom of Garlemald think war has been declared upon them, giving them the opportunity to strike back full force and end what amounted to a bureaucratic ceasefire. Lastly, he would grant the Ala Mhigan refugees a force to be reckoned with: Using Nidhogg's eyes, bestowed upon him by one of the Ascians, he would end his own life and give birth to a brand new primal... a beast god that could eradicate all who would stand in the way of Ala Mhigan freedom.

One Scion stepped forward in response. Despite pleas from his comrades to reconsider, Papalymo Totolymo offered up all of his aether to form a binding spell around the sphere that would birth the vengeful god. His sacrifice would buy the group time... but how much remained to be seen. Shaken- he was losing all of his friends- Yuki'to turned to the ones that remained for a solution. Was there anything strong enough to take on whatever lived within that sphere?

There was but one: Omega Weapon, an ancient construct used to defeat otherworldly threats. Though the Scions successfully reach the control center of Omega and activate it in time to meet the furious god Shinryu in combat, freshly burst from his magical bonds, the two enter a stalemate and fall somewhere beyond the bounds of the city-states' territory.

They both fell into Garlean-occupied territory. That only left one option: Find them before the Empire does. But according to one of the Scions, Lyse, there is a group of people that fight to free Ala Mhigo as they have for many years: The Ala Mhigan Resistance. They and their leader, Kemp, can offer insight into the foreign lands and lend their aid. The reception is a little welcome, but a little frosty as well: The Resistance's numbers are thin, and the city-states only offer a small group of adventurers. But after some discussion, they lend what help they can. Yuki'to, the Scions and the other Warriors of Light in turn begin their campaign to clear the Garleans from the area.

It's clear the Garlean invasion had long since taken its toll: The people aren't the slightest bit interested in joining the cause of the Resistance, and instead shun Yuki'to and the others for even trying. Too many have insisted they were the ones to save Ala Mhigo. Too many have died. But Yuki'to's frustration only grew: He grew up keeping his head down and letting anyone do whatever they wanted with him. These people needed to stand up for themselves if they wanted to end all of this! What's worse, some Ala Mhigans have sworn loyalty to the Empire and its viceroy, Zenos yae Galvus, calling themselves the Skulls. This would be just as complex and perplexing as Ishgard. Yuki'to, though intimidated, remains staunch. He and his friends would see this through.

...Until, while out on a scouting mission, Yuki'to and the others spot smoke rising from the Resistance's hideout. They race back to see the Skulls, many Garleans and Zenos yae Galvus himself striking down the people without mercy. Yuki'to bears witness to what Zenos is capable of, his expression unchanging as the Warrior of Light is struck down without the large, imposing man breaking a sweat. As Yuki'to struggles to remain conscious, Zenos and his party simply depart, having made their point: Ishgard and its dragons had -nothing- on them. To see Yuki'to struck down so utterly shocks even the Scions... what the hells WAS Zenos?!

They needed help. Zenos needed his forces weakened. Yuki'to and the Warriors of Light make up their minds: Perhaps if they saw to freeing Doma from the clutches of their viceroy, a cruel woman by the name of Yotsuyu, they could gain the numbers they so desperately need while removing a major foothold for the Garleans. After escorting the wounded survivors to safety, the group sets off for the continent of Othard. They would free Doma and gain a foothold right on Ala Mhigo's doorstep.

Along the way, Yuki'to meets a bevvy of spirited individuals: The downtrodden people of Othard, living quietly in small villages who gradually add their strength to the cause; the xaela au ra, a warring race of tribal folk who welcome the opportunity to take the battle to the Garlean eyesore; the ananta, a snake-like beast race desiring to live without fear of Imperial rule, and lastly, he meets a young samurai named Hien, who as it turns out is the son of the previous king of Doma before Yotsuyu's rule. Not a bad roster.

With the increased numbers at their backs, the Warriors of Light take to Doma Castle and clear it of Yotuyu and her people. Despite her fierce opposition, the team seeks her out and puts an end to her rule. But it isn't without the cost of lives, and even the castle itself: To prevent escape, Hien permitted the flooding of the castle, for a castle is simply a "thing"... a "thing" that can be rebuilt even better under his rule. Though at first the reception is frosty, for the castle represented much of their history, the Domans breathe their first sigh of relief in twenty years. With proof that they can reclaim the land after so long, all of Doma offers their strength and wisdom to the cause of freeing Ala Mhigo. Yuki'to is more determined than ever. He has such powerful, clever and determined friends... this was nothing like Ishgard, a land that demanded he always look over his shoulder.

Zenos yae Galvus, however, had other plans. With full forces pounding at the gates of the city, Zenos welcomes the Warriors of Light to his domicile, and invites them upstairs to the menagerie. Here, he reveals he has been keeping Shinryu bound tight, a creature of pure, beautiful ferocity that he intends to use for himself.

But he gives Yuki'to a choice: Kill Shinryu, if he must. But it would prove that words and peace mean nothing when ferocity and savagery have been what led to the heroes' success thus far. Thinking only of the deaths of so many of his friends, the fear of the Domans, the sheer stink of oppression, Yuki'to doesn't shrink to Zenos' bluff. He declares he will destroy Shinryu, just as he has all the other primals summoned thus far. Zenos answers by freeing Shinryu, and merging with the beast. Powered by fury, powered by his own bloodlust, Zenos will simply squash all opposition. None of them have given him the fight he desired in his psychopathic heart, so it's better simply to burn it all.

Gathering the other Warriors one last time, Yuki'to and the others take to battling Shinryu with his full strength. The battle is fierce and arduous, but they face the wall of bloodthirstiness with a determination to match. With Shinryu defeated, Zenos reemerges.

Zenos laughs. He was finally given the fight he desired. Thanking the Warriors for finally giving him the feeling he wanted, he turned his katana upon himself, ending his own life much to the dismay and fury from the Resistance and the Scions. They would not question him, or give him the end he deserved. But Yuki'to is relieved... maybe they didn't get any answers from him, but he would not darken Ala Mhigo any longer. With the sound of horns over the city rooftops, Othard rejoices, for the city-state of Ala Mhigo is finally free.

3/3

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butlaserstho: (Yo whaddup it's yo gurl~)

Zephyr Taiyoh | OC (1/?)

[personal profile] butlaserstho 2017-09-02 12:15 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Scott
Contact: [plurk.com profile] zicak
Age: 25
Current Characters: None


⌈ CHARACTER SECTION ⌉

Character: Zephyr Taiyoh
Age: 23
OC Type: Pure / Tabletop OC
Point Taken: From the middle of the campaign, I guess?

World Building: The continent of Thaumasia is a land set in the early stages of a magic-centered industrial revolution. While magical energies are abundant, it is extremely difficult for living creatures to make use of them, and therefore must resort to elementally-enchanted metals in order to utilize that power.

Magitech is a cornerstone of everyday life, and nothing exemplifies that more than the abundance of Frames, stories-tall mechanized automatons powered and controlled by the magical energies of a pilot. They range everywhere from construction models, to transportation vehicles, and most importantly military and mercenary combat units.

A number of nations have flourished with the development of magitech, but the rapidly-increasing demand for magical minerals and the riches they provide tend to cause friction, if not all-out war between nations. It's a world where conflict is abundant, innovation is at a dangerous high, and if the people don't kill you, the local megafauna will.

Also half the population are some extent of furry so there's that sort of racial strife going on, too.

Backstory: Zephyr Taiyoh grew up in a town-sized beastfolk tribe in the mountains, a tribe known by and large for its artisanry. Their culture, religion, education, and almost all facets of life involved creation in some shape or form, be it art, music, literature, or, most notably, smithing. Creation is a sacred act to them, and as such, encouraging children to do so is paramount, no matter what it is. This worked out well for Zephyr, who found herself more interested in the art of exploration and combat than the magitech systems most of her family were involved in. While she did learn the basics of engineering and smithing simply by growing up in the tribe, she took more of a liking to the grand stories of glory in faraway lands, heroes with towering and elegant Frames spreading justice where there was none, and exploring the far, unknown reaches of the continent in search of knowledge and treasure. That was what she wanted to do: go off on grand adventures instead of staying cooped up in a shop all day.

These feelings were only compounded over the years, as the tribe began to feel increasing tensions with the very theocratic government whose territory they were housed in. While their artisanry was well-appreciated, their method of religious worship did not fall in line with the national church's beliefs and practices. Nothing has happened yet, but even a kid like Zephyr could tell that tensions were rising, and if something weren't done, things might get a little bit unpleasant for the tribe.

And so, with a religious conflict on the horizon and a head full of tales of adventure, Zephyr decides her best course is to get herself a Frame, and set off to find a new place for the tribe to live, away from potential persecution. To that end, she enrolled in the Acadamie Castello, a renowned military school in the neighboring country designed to teach students the very best in Frame piloting and combat. Ever supportive of her endeavors, her friends and family came together to build a custom Frame to send her to school with- christened the Beaming Botany for its plant-like motif and main armament: a giant, intimidating laser cannon, because bullets are just so passe.

While she took well enough to the schoolwork aspect of academy life, she had some trouble adapting to the rigorous, no-nonsense culture a military academy tends to push. All cold, she could have very well gotten used to it in time, but that hope was dashed upon meeting her now-best friend and partner in crime: Mercedes, a carefree, wild badger girl who would rather replace the morning reverie with butt rock than actually heed its call to go to morning classes. The two of them became known as the Trouble Twins throughout campus, creating all sorts of mischief and near-unexplainable prankery in their wake. Oddly enough, they still managed to keep their grades up to spectacular levels, which was the only thing keeping them from expulsion by the end. They graduated among the top in their class, much to the confusion of their teachers, and instead of taking a guaranteed position of military officers, the two decided to strike out on their own for adventure and shits and giggles.
butlaserstho: (Dramatic Pointing!)

(2/2)

[personal profile] butlaserstho 2017-09-02 12:16 am (UTC)(link)
Personality: In two words, Zephyr can be described with unbridled optimism. As a child of an artisan community, she has been taught to never give up and look on the bright side of things; every mistake a chance to learn, every failure a valuable experience, and every shortcoming a goal for the future. To her, there's no sense in giving up or not seeing things through to the end. After all, you can't get much from an unfinished work. Better to see it through, no matter how terrible, and simply learn for next time. She is all too happy to share this outlook with others, and is quick to offer comforting words, or, more often than not, an impassioned impromptu motivational speech. She is quite good at those, but she does have a tendency to let metaphors get away from her and occasionally jumps into a speech before learning what, exactly, the underlying issue is. At least she tries.

Her motivational spirit also applies when it comes to trying new things. she's willing to try just about anything once unless it's blatantly sketchy, and she has no issue with encouraging others to do the same. This applies equally to encouraging someone to try to learn a new skill, and getting someone to do something stupid because "it'll look cool" or "it'll be funny". She had a reputation in school for being a terrible enabler, and it was well-founded, with her and her best friend, Mercedes, being at the head of all sorts school pranks and legally-questionable but otherwise harmless activities.

Though she is not a master craftsman like many in her village, she still has a head for it. She's quite good at logical thought, although her form of logic can be sometimes removed from traditional mindsets. While she can readily solve practical problems, her solutions aren't always the most efficient, or straightforward. They work more often than not if given the chance, but it is sometimes difficult to follow her reasoning, or the plan itself once put into action. She herself has given up trying to explain her machinations and simply refers to her more grand achievements as "incidents". For example, the "Noodle Incident" that somehow solved a pest infestation at school, but left half the cafeteria covered in cook buckwheat noodles. How it accomplished the former is vauge at best, but it did. Somehow.

Abilities: Though she is a fount of magical power, Zephyr cannot use any abilities or cast any spells by herself. Instead, she must channel that energy through a green gem implanted in her left wrist in order to power magical constructs. Most commonly, this would be her Frame, the Beaming Botany, a 2-storie tall mech-like construct with a giant mounted laser cannon and a throwing spear for good measure. Outside her frame, she can take the cores from said weapons, Xylem and Phloem, and channel energy through them to make them float and shoot lasers. Aside from that, she can power and control most magical devices, but that's about it.

Alignment: Peromei. Zephyr's MO usually takes the form of unbridled optimism and hope, opting to push forward with a given task relentlessly, despite any obstacles that may arise. Her thought process usually starts with "how can I do this?" rather than "Can I do this?", and if the straightforward way doesn't work, she is quick to try something roundabout to get to her goal. She also does what she can to impart this on others; offering to help those that struggle, or simply give one of her trademark motivational tirades. They may not work all the time, but if she keeps doing them, she'll get better at them, and thus can inspire anyone into action, right?

Other: Her weapon cores, the floating orbs known as Xylem and Phloem, will be arriving with her. Her Frame, unfortunately, is a little too big.


⌈ SAMPLE SECTION ⌉


General Sample: Catching bugs with Mickey

Emotion Sample: Prompt A


Questions: Nah.
Edited 2017-09-02 02:46 (UTC)

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scattered_rose: (Hard at work)

Daniel Kanegem | OC | 1/2

[personal profile] scattered_rose 2017-09-05 01:37 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Zumi
Contact: [plurk.com profile] zumidotexe
Age: 32
Current Characters: Scrooge McDuck


⌈ CHARACTER SECTION ⌉

Character: Daniel Kanegem
Age: 20
OC Type: Pure
Point Taken: After finding a few family members and joining Bridge's band

World Building: Demons.EXE World Info

Backstory: Daniel Renoir began his life in the small mountain town of East Hollow, made up almost entirely of Sentinels, an ancient class of warriors made to fight the monsters of the world. He grew up a normal child, save for the whole "training to be a professional warrior" thing. He made friends, got in trouble at school, started using daggers and a particular set of bladed gauntlets, and so life continued as normal until he reached the age of 14.

Deep in his training, Daniel was stationed at one of the upper guard posts on the wall of the fortified town when the tragedy struck. Chaotics, THOUSANDS of them, came rushing out of the surrounding wilderness and poured onto East Hollow like a tide of burning oil. The monsters crashed into, over, and through the wall on Daniel's side, where the poor teenager had been struck dumb by the sheer sight of the attack. By the time he was able to make even some semblance of an alarm the Chaotics had broken in and other, adult guards, including the others in the same station as Daniel, had already alerted the population. It was too late, however. The tidal wave had broken over the city and, even though nearly everyone there was trained to fight Chaotics, East Hollow fell under sheer numbers. Daniel didn't even bother fighting; he sped his way through the streets, caring only about getting to his house. He arrived to find it half broken down and his parents facing off against a Chaotic easily two stories tall. As he watched in horror it overpowered them, dove down with fanged mouth agape, cries mingled with the chaos around him.......

The next thing Daniel remembers clearly is sitting in a hastily created shelter, with other shaken citizens of East Hollow around him, and a blanket around his shoulders. The attack was over, but the town would never be the same. Two-thirds of the population was dead, and not a single soul had come out of the event unscarred, either physically or mentally. Once Daniel got over the initial numbness of waking up drained and sore, he staggered home. Or, what was left of it. Though the Chaotic had vanished upon defeat (as they do) and the bodies of his parents had been removed, the home itself was a gaping, mostly-destroyed shadow of its former self. Nevertheless, he spent several nights here, in a corner of the portion still standing.

Several of the other citizens reached out to the poor boy but he drifted through a listless depression, his only real activity going through the items in the house, deciding what should be kept and what was gone beyond recognition. One of the items he found was a photo album owned by his parents, one he'd never seen before. This held pictures of themselves in their younger days with many faces he didn't recognize and in the back pocket, a few folded sheets of paper. These proved to be a revelation for him: he was adopted. His former name had been Robin Kanegem, and by these records his adoptive parents had taken him in when he was only a year or so old. Though he didn't, couldn't, resent them for never telling him, finding out this fact lit the fire of ambition in him and he knew what he had to do and where he had to go. He had to find his birth parents. He had to go to the city listed on the records, even as far away as it was. He had to know.

What followed next were two solid years of being on the road. Daniel (tucking "Renoir" away into a corner of his heart and taking "Kanegem" as a new last name, to try and bind the two selves together) left East Hollow among others departing for their own other family members and other places of the world, telling no one and using the activity to sneak out unhindered. One quick visit to his parents' graves and then he left for good. His goal was a city called Cedar Springs, several hundred miles away, and being a broke teenager deadset on a mission he decided to hoof it there. He faced many dangers- Chaotics, illness, weather, nightmares and flashbacks to the tragedy -but managed to keep himself going, wanting nothing to get in his way. He tended to avoid cities for cost and because, by his word, he always got sick there, but would occasionally stop to get money for his trip by selling little trinkets and things he made on the road (leather, cloth, and stone keychains and the like).

This eventually brought him through Birchpointe, New Jersey, where one of his rare trips into a city also saw him making several friends. Birchpointe was only a few hours from Cedar Springs and so he rested a couple of days here before moving on again. Ultimately, however, he was doomed to failure. The agency that handled the adoption was no longer around, and there was no record of his birth parents. Dejected but not defeated, he returned to Birthpointe and the friends he had made, and was able to stay with some of them, an older teenager named Aureole (or Aura) and her girlfriend Sable, who lived in an apartment of their own.

Ultimately that decision wound up turning his life around for the better. A latenight talk with Aura would eventually help Daniel see just how much he was destroying himself. In his determination to find his parents, he had missed the damage it was doing to his body. He was short and too thin, so much that the 16 year old looked 12, and his frequent illnesses and fatigue spells were the result of irregular sleep and malnourishment rather than a fact of how he "was." A different conversation with Sable also put a name to something else: Post-Traumatic Stress Disorder. The nightmares, the irritability, the flashbacks, the depression; he had known it had come from the fall of East Hollow but had never known it was something with a name.

With the home given to him by the couple, the warm bed and regular meals, and the help dealing with his disorder, Daniel's body began to recover. His growth caught up with himself and in the span of a year or so he went from 5'3" to 5'11" and filled out to match (which was also helped by further training by an adult Sentinel in Birchpointe). He also learned that completely by chance he had stumbled into family: Aura and her younger sister Kylie, daughters of Daniel's aunt, though he would never learn that Aura had found that out before he had (by snooping through his things, oops). He also made several more friends, including Bridge, who he would later join a band with, learning the bass.

There was one more hurdle to be had, however. An attack by a werewolf demon left him with the curse, transforming by force every night of the full moon. This was an extreme difficulty at first, leaving him in a berserk stage that was as much a danger to himself as others. Help from friends and family (and most crucially, an older werewolf he'd met before) have helped him learn to control it, which he has........ mostly managed. Despite the difficulties, Daniel has accepted it as part of his life now, and does what he can to keep himself from hurting others whenever the moon comes around again. Bit by bit it's become as much a part of him as everything else, and with it and the people he's met, he's learning to find a life of normalcy again, reasons to be without being so doggedly searching for his parents to the exclusion of everything else.
scattered_rose: (Wind waker)

2/2

[personal profile] scattered_rose 2017-09-05 01:37 am (UTC)(link)
Personality: Daniel is, at first glance, a serious person. He speaks in an even (though not mono)tone, doesn't laugh out loud very often, and is usually the "straight man" to other shenanigans around him. He concerns himself with missions, tasks, and other things that he needs to complete, and will rarely let anything get between him and his goal. Because of his PTSD he also has bouts of depression or withdrawl; occasionally hard to encourage on the best days, on his bad days he is outright recalcitrant and difficult to be around.

Once you get to know him better however, or get the opportunity to observe him in a relaxed setting, you'll find him kind, friendly, and one who teases his friends well and often. He is, at heart, a gentle person who is dedicated to protecting others, a huge part of what makes him an excellent Sentinel. If you're someone who needs help (combattant or otherwise), Daniel will always be in your corner. He may not laugh much but he does smile easily, and seems to have a knack for attracting friends because of his warmer nature. He wants to prevent further tragedy in his world, but even without the background he's had, he'd still help anyone who needed it, it was how he was raised and how his heart is.

Daniel also has quite the temper. It simmers below the surface, and occasionally boils over without lead-up or reason, leading to him snapping at whoever's around him before the anger slips back wherever it came from. While becoming a werewolf does make this a little worse while also giving him a way to vent, he tends to offload most of his temper into fighting or other exercise, sometimes to the point of sheer exhaustion. He can get caught in a self-destructive loop (arguably this is what happened to him during his years travelling) by getting stuck on something, and continuing on until either the issue drops or HE drops, whichever comes first. In most circumstances he can manage his temper, but it can take his snarkier streak and twist it into an outright jerkish attitude.

There are those times when his mood drags into the dirt. This is most often following sleepless, nightmare-filled nights (particularly as Daniel has irregular sleep patterns in the first place) or as fallout from a particularly bad flashback event. It'll also rise on its own, though it can be hard to tell since he's fairly kept to himself in the first place. He has a number of coping mechanisms he has to try and deal with it (such as aforementioned "wearing self out with exercise"), but will also simply ride it out just as often, accepting it as part of his life now.

Something needs to be mentioned of the influence of family and friends, though. While Daniel was always serious and quiet, even when young, there's no escaping the fact that his tragedy and the PTSD has affected him deeply. It could even be argued that it's all he is, particularly with the years he spent travelling, deadset on his mission to the exclusion of everything else, up to and including proper care and downtime; subsumed by a shadow that didn't even have a name. Finding out he was adopted didn't give him much of an identity crisis, but losing himself in the forests of the world did. He was nothing but what he was trying to accomplish, a statement by his own admission when talking about that time, and when he had to stop for a while, there was an adjustment period of trying to remember just who he was.

That's where the people he'd met come in. Through finding family and gaining friends, Daniel started to find himself again. He's a people person, but not in the usual sense; he thrives when having someone to bounce off of, and to give him somewhere to focus outside of his own mind. He's found fighters that he can spar with and learn from; joining Bridge's band has given him a comraderie and outlet he so desperately needed; even meeting and learning from another werewolf has helped him turn the terrifying, berserker curse into something controllable that's just another part of him now. Through all this and more, Daniel is learning how to be "someone who just happens to have PTSD" rather than "someone who exists without living."

It wasn't easy, it'ss been a very long, difficult road. He had to learn how to manage himself, to stop closing himself off or get locked so much in the self-destructive loops. He also had to learn to control himself as a wolf, and like there are still days where he falls under the weight of his disorder, so too are there moons when the beast can't be tamed. The difference is that now he knows how to deal with both, that it's okay to ask for help, and how to start working on making the next day better.

Abilities:
Daniel has gained some magical ability over time, mostly channeled through his gauntlets, which are enchanted. He has spotty control due to not being trained in any of it (though it should be noted he would have been), most of it activating when his emotional state is high.

  • Wind Manipulation: Some mild control of the wind around him, which he can use to deflect shots or increase his speed
  • Double Jump: Exactly what it sounds like. Nearly the only power he can use consciously, he can solidify the air underneath his feet long enough to give him a second, higher jump
  • Wind Blades: Usable only when he slips into a near control-loss state, the blades on his gauntlets channel solid slices of wind that he can create and send toward the enemy; rarely seen

    Additionally:
  • Werewolf: He transforms by force every night under the full moon, compelled by the magic to look at it even he tries to avoid it. This comes with typical werewolf abilities like enhanced strength, speed, senses, healing, etc. Additionally, the nights before and after pull it closer to the surface, and though they don't force a transformation, they make it considerably easier for Daniel to slip into it. He can also start the change himself but at the moment, only when extremely angry, which is rare.


    Alignment: Daimonia. Daniel's biggest hurdle in his life has been grief: grieving over the loss of East Hollow, his adoptive parents, a side of his past he never knew, and the loss of the past he did know through the tragedy of what happened. Though he slips into frequent depression because of his PTSD, this is still fueled by grief, and that feeling has been the toughest thing for him to deal with and get past. Still, he's gaining light in his life through family and friends, and little by little the negativity swings to a genuine, if tarnished, happy existence.

    Other: Daniel would be coming in with a 2-3 year old German shepherd named Baron. This is a normal dog.


    ⌈ SAMPLE SECTION ⌉


    General Sample: TDM

    Emotion Sample: Top entry and first few comments have emotional effects


    Questions: N/A
  • (no subject)

    [personal profile] scattered_rose - 2017-09-06 06:59 (UTC) - Expand
    astralera: (Default)

    Era Ra (The Warrior of Light) ☘ Final Fantasy XIV (MMO PC) [1/?]

    [personal profile] astralera 2017-10-01 03:49 pm (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Neth
    Contact: [plurk.com profile] froakie
    Age: 27
    Current Characters: n/a


    ⌈ CHARACTER SECTION ⌉

    Character: Era Ra (The Warrior of Light)
    Age: approx. 26 - 27
    OC Type: MMO PC from Final Fantasy XIV
    Point Taken: Stormblood 4.06. (after completing the Deltascape and receiving Omega's threat)

    World Building: Eorzea in a nutshell.

    Backstory: It was during the Battle of Carteneau that her old story and and her new began. She had been a Twelvesblade under contract by the Archons, and her duty had been to protect Louisoix Leveilleur as he summoned The Twelve in order to bind the raging Primal, Bahamut.

    When both ally and enemy burned in the fires of Bahamut's wrath, leaving her one of the few sole survivors alongside her Twelvesblade companions, Louisoix invoked the power of Althyk the Keeper, god of space and time, to teleport them into an aetherial rift. The aetherial rift kept her untouched by time until it was safe to once again emerge in Eorzea, yet the trip took its toll - it had taken the memories of her past both from her and from those who knew her.

    Five years later, the Warrior of Light awoke inside of the aetherial rift to the faint whispers of The Mothercrystal, Hydaelyn.

    Hear, think, feel.

    She awoke once more - this time in the scorching heat of the outskirts of Ul'dah - lost and confused. By happenstance she stumbled across a carriage on its way to the city and was able to gain passage, meeting an old peddler named Brendt, and a pair of dozing young Elezen twins. It was Brendt who, upon learning of her amnesia, gave her her new name: Era Ra.

    His reasoning behind his choice had been simple enough - she was starting a new era of her life, she was an Au Ra, and she was on her way to a city filled with Lalafell. While she was nowhere near the stature of a Lalafell, she could at least do her best to fit in with the locals by using the naming conventions of the Dunesfolk.

    Brendt also gave her a cloak to cover herself with, citing that Au Ra weren't commonly seen in Eorzea and there were those in the city that might take advantage of that. It was an act Era would come to appreciate greatly later on as she soon learned she abhorred attention, and found that Brendt had been understating just how uncommon Au Ra were in Eorzea.

    Without a gil to her new name, Era had been left without much choice but to join the Adventurer's Guild under the guidance of Momodi - the proprietor of the local tavern, the Quicksand. With the kind Lalafell's help Era began making a name for herself as an adventurer, eventually bringing in enough gil to pay off the debt she owed her new friend.

    Once financially secure enough to begin travelling, Era did just that. She had hoped that by traveling she might eventually begin remembering pieces of her past, or that she might find someone who knew her. After many moons without success she had instead changed her focus to improving her skills as an adventurer.

    The goal of becoming a master of all forms of magic was what spurred Era on after that. She had an innate understanding of arcane magic that she had overlooked when she first started out as an adventurer, choosing instead to delve into the world of stealth and rogues. It was easier to pick up a blade and wield it, or at least she had assumed so until she acquired her first grimoire.

    Era had been a master of the arcane arts in the Before. Of this she was sure. Summoning her Carbuncle to her had been as easy as breathing - it felt like she had just slotted a missing piece of her heart back into place. The rest of the arcane arts had come just as easily. Soon enough people were sending the Arcanist's guild requests for her aid, and Era was perfectly happy to assist.

    She delved into the ways of the conjurer and the thaumaturge. She dabbled in leatherworking and goldsmithing. She jumped into botany. Ninja, Paladin, Bard...

    Many of those things came to her nearly as easily as the arcane arts, though most skills felt like something she was remembering rather than learning. Era supposed she couldn't have spent her past life learning nothing and some things the body just does not forget even if the mind does, though she knew much of her knowledge came from the soul crystals themselves.

    Eventually she found herself back in Ul'dah and found herself agreeing to help clear the Copperbell Mines of the monsters that halted production. Without the materials from the mines, Ul'dah could not continue recovering from the damage the Calamity had dealt the city and as it was the first home Era could recall having she was eager to lend a hand. It had been an easy enough job, yet apparently her reputation had finally caught the eyes of the Scions of the Seventh Dawn.

    Momodi relayed the group's request that Era meet with them and she had acquiesced.

    This was when Era met what would become the only family she could remember.

    {A Realm Reborn summary. Mastered Arcanima (SCH/SMN) and Ninja. Delved into White Mage, Black Mage, Paladin, Bard, Monk.}

    {Heavensward summary. Mastered Paladin, White Mage, Black Mage, Astrologian, Bard, Monk.}

    Throughout Heavensward Era was moderately more quick to anger, and overwhelmed with guilt over what happened to her fellow Scions at the end of A Realm Reborn. She threw herself into the midst of the Dragonsong War, hoping not to fail her newfound allies as she did her old ones. She was met with frustration after frustration but held herself together for the most part, up until the events following The Vault. Losing Haurchefant was a heavy blow, enough that she began learning the ways of the Dark Knight but she gave that up rather quickly. Instead she chose to bear a House Fortemps shield and master the ways of the Paladin in honor of her fallen brother.

    Era trained relentlessly every spare moment she had once the Archbishop was slain, determined to master as many forms of combat as possible to aid in the fight against Nidhogg. She was not going to lose yet another comrade, even one as abrasive as Estinien.

    Once the dreaded wyrm was finally slain and Estinien recovered, there was barely a moment's respite before the Resistance's attack on Baelsar's Wall. Nidhogg's eyes made a reappearance to summon a threat even greater than Bahamut - Shinryu. Papalymo sacrificed himself to bind the Primal, buying Era, Cid, and Nero time to awaken Omega to contain it.

    Omega and Shinryu fought each other, both eventually landing on the other side of the wall in Gyr Abania - occupied territory - and prompting the Eorzean Alliance to prepare for war with the Garlean Empire.

    {Stormblood summary. Mastered Red Mage. Delved into Samurai.}


    The deaths of even more companions continue to weigh on Era more and more throughout her time liberating Doma and Ala Mhigo from the Garlean Empire. She once again focuses on her tasks with a single minded determination, doing all she can to grow stronger and stronger so that she would not be beaten by Zenos again so easily.

    Her disappointment in arriving on Hingashi and Othard and finding none who recognized her was shoved aside in favour of aiding those in need - specifically her dear friends Yugiri and Gosetsu. She helps them find the lost prince of Doma, Lord Hien, in the Azim Steppe. After participating in the Xaela's yearly Naadam and becoming recognized as their leader she gains the Steppe as a powerful ally. Liberating Doma was a simple enough matter after that, though Gosetsu was lost in the battle.

    Crossing the sea back to Rhalgr's Reach, Era continued putting on a strong face for everyone. The loss of yet another friend left her even more weary than before, though she comforted herself with the knowledge that he couldn't have died in a more honorable way. Once back on Gyr Abanian soil she had barely any time to rest - the Eorzean Alliance moved forward with the attack on Ala Mhigo.

    There were two moments where Era felt as though the world was ending - the first was when she feared Alphinaud had been killed in an explosion, and the second when she saw Alisaie hit the ground after being attacked by Fordola.

    Luckily her fears were unfounded and both of the twins were alive, if not well. Shortly thereafter the attack on Ala Mhigo proper began and it went smoothly, with very few casualties. She and a few of her adventurer companions cleared the way, then she finally defeated Zenos, though he was far from dead. He was well enough to lead the way to the Royal Menagerie where he had Shinryu held captive, and after making Era realize that they had a lot of uncomfortable similarities he merged with the Primal dragon.

    It was one of the most difficult fights of her life, but by some miracle she managed to defeat both Shinryu and Zenos at last. After his loss he kills himself on his own blade and Ala Mhigo is finally free after over two decades of oppression.

    But a greater threat soon emerged in the form of Omega, and Era had to delve into the Deltascape - a reality between realities - and fight enemies from stories of various universes. After defeating the first round of battles, Omega decided that threatening the lives of all Era held dear would be the best way to make her fight at her maximum potential.
    astralera: (Default)

    [2]

    [personal profile] astralera 2017-10-01 03:49 pm (UTC)(link)
    Personality: Era's most defining trait is being heroic and helpful to a fault. She will go out of her way to do even the most mundane of favours for pretty much anyone she meets who asks something of her despite her rank and reputation, whether it be killing monsters, gathering herbs, delivering messages, or doing someone's job for them. She is strong and independent and confident in her skills. She has slain Primal gods, ended the Dragonsong War, and destroyed Ascians. Her power has never gone to her head; despite her talent for magic - healing arts in particular - she has still lost beloved friends and continues to mourn them while pushing forward.

    She knows full well she's lacking when it comes to discourse and politics, preferring to rely on her young companion Alphinaud's skill instead. Despite (or perhaps because of) her preference for not speaking more than necessary she managed to befriend the Beast Tribes of Eorzea. They are treated as less than human - menaces in need of culling - and Era does not tolerate such blatant generalization. She will not blame the many for the actions of the few.

    While she has no memory of a family she has made her own from her trusted comrades, and Era will prioritize them above all else. She makes comrades quickly, though she is not quick to trust explicitly until given reason. She is polite and friendly, though doesn't suffer rudeness. She has a good amount of sass and a dry sense of humour that occasionally runs dark given her lifestyle of near constant combat. She has a notoriously calm disposition, though she is quite good at masking any internal distress and also known to let her temper flare at times.

    Generally she is quite merciful and prefers incapacitating to killing, but she will and has made exceptions to this, like when it comes to avenging her loved ones. As much as she has a talent and preference for healing magic she also has a talent for destructive magic and will make full use of it when need be.

    She is curious and eager to learn about most anything, but particularly about anything pertaining to magic. Discussion of knowledge (especially magic) is one of the few things that will cause her to speak aloud more than a sentence or two at a time.

    Era is comfortable with her body despite her small stature, and she is proud of both her horns and Auri heritage. However, when she first awoke she soon learned that she was one of only very few Au Ra in Eorzea. She dealt with unwanted stares of all sorts, occasionally making her feel more like a beast than a woman, to the extent that she kept her Auri traits hidden in hoods and skirts for her first short while in Eorzea. Once more Au Ra became arriving she slowly became comfortable showing off her horns, scales, and tail again, though still tends to keep more skin covered up than not around strangers. When with trusted companions she is perfectly fine with them seeing her in her undergarments, unashamed of her heritage and comfortable in her skin.

    Being as busy as she is, Era doesn't bother with romantic entanglements. Nor is she interested in them - though it could be said that her disinterest stems from having no understanding of romance herself. She finds people of all genders and races aesthetically appealing, and feels quite lucky that all of her most trusted companions are unfairly pretty. She herself is often found to change her hair or makeup, and always has a variety of outfits on her person so she can change her glamour on every whim.

    Her biggest desire is to see everyone she cares for happy and at peace, and she is willing to do almost anything to make that happen. Era has dedicated her life to fighting for the Light and knows she belongs first to Eorzea and last to herself.

    ☘ ☘ ☘

    Canon personality references:

    "[...] As for the Warrior of Light..."

    Swallowing her cookie, Alisaie picked up where Y'shtola had trailed off, a hint of displeasure in her voice. "Oh, she's doubtless engaged in some heroic endeavor or other. She knows the time and place, though, and gave me no reason to believe she wouldn't come."

    Lyse's smile was half amusement, half resignation. "The more things change, eh? She never could stay still for long."

    Taking this as an invitation, Alisaie gave vent to her frustration. "Isn't that the truth! If she's not cheating death with her fellow adventurers, you can be sure she's off helping the beast tribes, or collecting tomestones, or regaling the children of Idyllshire with the tales of her exploits, or delivering something to someone. Honestly, I don't think she sleeps."


    - excerpt from A Calm After the Storm



    Though the whole of Eorzea looked to the adventurer as a hero, to Lord Haurchefant the great Warrior of Light was above all else a friend. And the feeling was plainly mutual. Kindred spirits. Like the Warrior of Light, the knight lived to serve. To protect. To sacrifice. For there is no greater calling.

    - excerpt from Words, Deeds, Beliefs.



    "[...]

    And so I told him of the woman who had unexpectedly come into our lives─a bright, shining paragon of virtue, whose very presence drove others to be better than themselves. I told him that this woman, this cherished friend of mine, was a hero, lies and slander be damned, and that as her friend, it was only right that I help her.

    [...]

    Thanks to you─and indirectly my father─I have come to appreciate my visits to the manor all the more. You are rarely there, of course, given your propensity for disappearing off on grand adventures, but I forgive you on the grounds that most are undertaken on our behalf! Truly, your famously calm disposition notwithstanding, I suspect, given the right encouragement, you would have some decidedly colorful observations to share."


    - excerpts from an unsent letter Haurchefant Greystone wrote to the Warrior of Light. (x)



    The Warrior of Light knelt before the memorial, motionless. Even at a distance, the manservant could make out her face, a mask betraying nothing... And then, with soldierly abruptness, she rose to her feet, a curious smile spreading across her face.

    - excerpt from Thoughts Unspoken

    [3]

    [personal profile] astralera - 2017-10-01 15:50 (UTC) - Expand
    tomatowizard: (Cheers!)

    Samata Mahto | "Class Warfare"

    [personal profile] tomatowizard 2017-12-01 06:04 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Eric
    Contact: [plurk.com profile] overbringer
    Age: 33
    Current Characters: None, but I used to play Marisa ages ago

    ⌈ CHARACTER SECTION ⌉

    Character: Samata Mahto
    Age: 26
    OC Type: Pure OC
    Point Taken: After all the listed events in her backstory

    World Building: Millennia ago, a swarm of nature spirits created the world together. They didn't have a reason to do it, or need one. A water spirit doesn't need a reason to create water. That's just what it does. They filled the world with oceans and mountains, then with forests and animals, and finally with people. Humans, elves, orcs, and others. It would be an exaggeration to say that everyone lived together in harmony, but life was simple, at least. Some people gave thanks to the spirits for creating the world, but they didn't expect anything in return.

    And then one day organized religion fucked everything up.

    The god Istavan, master of law and order and magic, found this young and untamed world, and found no other gods here, so he moved in. He inspired prophets to spread his message, and gained an ever increasing following on this world. It wasn't enough for him, though. Unsatisfied with the rate of new converts joining, Istavan inspired the Great Crusade. His followers took up arms and spread his message by force. This wasn't very popular, and the various tribes and nations of the world banded against the Istavanites. He was in danger of losing his foothold here.

    So Istavan intervened directly. He gave the commanders of his armies the gift of sorcery, turning them and all their descendents into powerful magic users. When that also wasn't enough, Istavan grew desparate and unleashed armies of monsters upon the world. Backed by swarms of skeletons and dragons and shit, and armed with deadly arcane magic, the Istavanites crushed all opposition.

    Firmly in control, Istavan remade the world the way he liked it. He separated all the races. The orcs lived over HERE on the plains. The elves lived over THERE in the forest. Everyone lived in their place. Separate, but equal. Between each nation, hordes of monsters roamed, patrolling the borders and making the mixing of cultures essentially impossible. Occasionally, a small band or lone individual might slip through, but they were not encouraged to stay.

    Skip ahead a few hundred years. Everyone knows the story of how the scared and jealous spirits tried to stop the noble Istavan by unleashing monsters upon the world. Everyone knows how Istavan banished them to the badlands, saving them all. A few people still follow the old ways, but they keep it strictly to themselves for fear of reprisal and discrimination. The sorcerers, descendents of the commanders Istavan blessed with arcane power, form the ruling class of any nation they are in, for Istavan himself picked them out and placed them above normal people with their amazing powers.

    This is the world that Samata was born into. A world of unchanging social structure, with the sorcerers and priests of Istavan ruling society and everyone else doing what they said.

    Backstory: Samata is the daughter of a pair of rich wine merchants. They weren't sorcerers, but for commoners they were very well off. Her parents did their best to be supportive, so when Samata showed an interest in being a scholar, they sent her off to the capital, which had the best university in the land. Money, supportive parents, and a good education, aside from her lack of magic she had every advantage she could have in life.

    Her life at the university was like any young student's. She learned a lot, made friends, went to parties, made stupid mistakes, bounced back from them all too quickly, found a boyfriend, and generally had a good time. Her degree was in natural philosophy (physics, basically) and her thesis was on the difference between magic and the animate force of life itself, which previously had been considered to just be the same thing. She called this new force Odic Force.

    It all went wrong at her graduation party. Samata and some friends were at a tavern popular among students, laughing, drinking, and generally having a good time. One table over was another student. Walter Eberhart, a sorcerer, and the son of the University's headmaster. His magic manifested as blades of magical force that he could shoot out as projectiles, and in the hands of someone more courageous this would have made him a mighty warrior. Walter was a spoiled brat. He used his amazing gifts to show off at parties.

    In this case, he was drunk, and trying to show off to his friends by slicing the top off of a bottle of wine with his mind. It took him three tries, because of the drunk, but he did it. Unfortunately, the other three shots went out further than he expected. Besides the bottle, Walter also cut down the front wall of the building, dropping debris on people walking by, blinded one of Samata's friends, and chopped Samata's left arm off at the shoulder. She got medical attention quickly, but there was no known way to reattach the arm. Walter used his connections with the aristocracy to get out of trouble for grievously maiming two fellow students and got out of it all with a slap on the wrist. They were just commoners, after all.

    Samata was furious. She sought justice, but every person she talked to told her to let it go, even professors who she considered her friend. She did research and found that she was hardly the first person who had a story like this, but that it was always just swept up under the rug. Sorcerers could get away with whatever they wanted, because they held all the power. Even if they weren't all abusing the system like this, they were all complicit because none of them stepped forwards to try and stop this kind of behavior. As the world conspired against her, she slid into depression. Until one day, a few weeks later, while half heartedly poking at her thesis paper. Samata got an idea for a new project. She called for the aid of a medical student who was a friend of hers and enrolled for post-graduate work. The two of them spent many long hours working together, and eventually came up with a new treatment. A way to harness the magical energy in the air to power a prosthetic limb that would respond to nerve impulses.

    However, while working on this project, Samata realized something. Magic reacted to odic force in everyone, not just in sorcerers. With the right preparations, you could manipulate magic and get it to work for you without a drop of magical talent in your body. She'd been less social since the accident, but now she basically just vanished from the world, spending all her time at the library or in her room, reading esoteric books and writing strange diagrams. She was developing an entirely new form of magic.

    She emerged from her self imposed exile months later, with a functional mechanical arm to replace the one she lost, and the title of "Wizard". It was a word she made up from an old word meaning "Learned Scholar", since wizards gained their power from research and practice, as opposed to sorcerers who gained it from intuition and genetics. Wizard magic wasn't very powerful, and it was awkward to use at best, but as she kept practicing and researching, she kept getting better at it and realizing that there weren't any limits to what this new kind of magic could do. Potentially, at least. For the moment, she was still fumbling around with the basics.

    She went on to start teaching this to other people, because if everyone could do magic, sorcerers wouldn't be special anymore. When the church of Istavan realized what she was doing, they outlawed wizardry. Samata didn't stop. Instead she hired a bodyguard and doubled down, searching for students all the harder. And so began Samata's true adventure, with the unlikely allies of an elderly berserker working on his anger issues, an outcast sorcerer on a quest for revenge, an elf trying to get home and disguising herself as a human, and a sympathetic religious scholar on one side, and an entire civilization backed up by a zealous god on the other.

    Poor Istavan didn't stand a chance.

    Aesthetically, think 3 parts Dungeons & Dragons, 2 part Les Miserables, and 1 part Fullmetal Alchemist.
    tomatowizard: (Rise up my brothers and sisters!)

    [personal profile] tomatowizard 2017-12-01 06:04 am (UTC)(link)
    Personality: Your first impression of Samata Mahto could be wildly different, depending on what she's doing when you meet her. While doing normal things (getting food, doing laundry, etc), her attitude is unremarkable, and if it weren't for her robot arm she wouldn't stand out of a crowd at all. She hangs out with friends, complains about having too much work, chases after love, gets drunk and then regrets it the next morning, and all the other little things that you'd expect of a twenty something living away from her parents for the first time.

    Somewhere in her head, however, is a little switch. If she starts getting excited about something, or feels like she's been wronged somehow, or she just generally starts feeling strongly about what she's doing, the switch flips and suddenly mild mannered grad student Samata turns into wild eyed creature full of passion and energy. Her heart is full of lurking emotional energy that is just looking for an excuse to burst forth and make a mess. Give her a cause and she will move mountains with personal drive.

    She cares deeply about justice. On the large scale, once she started seeing the wildly unfair balance of power in her own society (Sorcerers can do whatever they want and get away with it because they have the political power, and they have the political power because they have the magical power) she couldn't ignore it anymore. She came from a rich family, and could have walked away from her struggles at any time, but chose not to because she would go crazy trying to pretend everything was okay when she could see it wasn't. On a SMALLER scale, Samata still believes strongly in being fair. Seeing other people cutting in line, grabbing the last piece of food when someone else hasn't had any yet, or committing other such small social slights will deeply irritate her, even if she isn't the one who's being inconvenienced. She WILL confront a total stranger in the middle of a crowded restaurant for not tipping their waiter, even if her friends are begging her to just let it go because the total stranger is twice her size and has a skull and crossbone tattooed on their tongue. It should take no stretch of the imagination to imagine her at a rally or protest, with a megaphone and a cardboard sign, angrily shouting slogans about social justice.

    She also has a bone deep streak of pride that sometimes borders on hubris. It's not entirely unearned. She developed and built a fully functional mechanical arm single handedly (haha, "single handed". I'm funny.) and developed an entirely new system of magic, after all. Her accomplishments are not trivial, but she has kind of let it go to her head. While she is an extremely capable individual, she tends to overestimate what she can handle until she's already way in over her head. She does eventually drop back down to reality, but usually not until she's said something stupid or gotten in trouble in general. It takes either a feeling of deep embarrassment or a sense of imminent danger to pull her head out of the clouds.

    She can be kind of thoughtless. Coming from money, she was about as privileged as it was possible to be in her society without having any magical talent. Her life before the Incident left her wanting for very little, and she had never really faced much in the way of hardships. As such, she doesn't always fully appreciate what it's like to have to live without comforts. One is invited to consider the phrase "Let them eat cake". Samata isn't THAT out of touch, but she does tend to be bad at things like budgeting, and will often just not worry about money, whether she's spending her own or someone else's.

    She does feel awful afterwards, because for all her flaws, she is fiercely loyal to her friends. Even if she stumbles on the way, due to hardship or her own short sightedness, she will always do her best to come through for them in the end. She will lend someone money, or let them crash on her couch, or be their wingman, or even fight someone on their behalf if she needs to, and when she realizes she's screwed something up (which takes a while sometimes) she always makes a bona fide effort to fix whatever is broken.

    Abilities: Prosthetic arm - Samata's left arm is a mechanical prosthetic she built herself. She can take it off if she wants (and usually does at night), but it still responds to nerve impulses and has limited sensory inputs on it. The one she has now is the Mk 2 version. The Mk 1 was the initial prototype and proof of concept. She currently has half finished plans for the Mk 3. The Mk 2 is still kind of heavy and awkward, but with access to a workshop and the help of a trained surgeon, she can upgrade it to be more lightweight and responsive in time.

    Wizardry - Samata is the first wizard there ever was in her world. She can't do magic intuitively like a sorcerer can, but she can trick the ambient magic in the world around her into reacting in ways she wants it to through elaborate rituals. Each spell takes anywhere from five minutes to an hour to cast, depending on the complexity, but it's also possible to finish 99% of the work, then leave it hanging and just do the last 1% real quick when you need it to finish the spell.

    Spell Research - While her spell list is rather limited at the moment, she can research new spells that do more or less whatever she wants. The more complex the spell or the more powerful the effect, the more expensive and time consuming the research is. Simple spells take a week or two to figure out. More powerful spells can take months, if she can figure it out at all. Once it's finished being researched, it goes in the spell book and she can reuse it as needed or teach it to others.

    Alignment: Sosyne: To sum up her personality in one sentence, Samata is normally fairly calm but keeps having spikes of extreme passion and anger where she gets carried away by things. Calm and Anger. Ideal Sosyne material.

    Other: Naturally, I'll use common sense on making sure none of the spells she researches ever reach game breaking levels. If you want to set any hard limits on what kind of effects her spells can have, just lemme know and I'll abide by it.

    ⌈ SAMPLE SECTION ⌉


    General Sample: At the TDM

    Emotion Sample: "The little motes of red and orange light blinking in and out around her suggested that she felt VERY passionate about this", "Her grumpy mood is starting to manifest on the world around her as a sort of gray fog spreading out from her body and clinging to the ground."


    Questions: nah

    (no subject)

    [personal profile] tomatowizard - 2017-12-07 00:31 (UTC) - Expand

    Re: Accepted!

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    inklongdry: (001)

    arthur inkwell | original (ffxiv)

    [personal profile] inklongdry 2018-01-02 11:50 pm (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Ramey
    Contact: [plurk.com profile] exposition
    Age: 31
    Current Characters: N/A
    inklongdry: (005)

    arthur inkwell | original (ffxiv)

    [personal profile] inklongdry 2018-01-02 11:51 pm (UTC)(link)
    ⌈ CHARACTER SECTION ⌉

    Character: Arthur Inkwell
    Age: 27
    OC Type: MMO (Final Fantasy XIV)
    Point Taken: Post-Stormblood MSQ

    World Building: Some light reading for you.

    Backstory: Arthur Inkwell was born and raised within the city of Ul’dah. His mother, a native of the neighboring forest nation of the Black Shroud, had come to the city about five years prior, in the wake of the death of her first husband, bringing her then-5-year-old son, Morgan, in tow. In her first year in the city, she met and befriended Hector Inkwell, the caretaker of the city’s libraries, and more private archives. The two eventually fell in love and married, bringing Arthur into the world.

    Arthur’s home life was largely one of love and support. He even found a best friend in his elder half-brother, though the two of them were as different as night and day. Morgan was always a fighter, and learned to wield a sword as soon as he was able to lift one. He was fascinated by military history and the life of the soldier, and took up with the Immortal Flames once he was old enough. Arthur, on the other hand, was content to spend his days in his father’s libraries and archives, nose constantly buried in a book. Where Morgan was a natural charmer, Arthur struggled to be noticed and taken seriously. Yet, they always had each other’s backs.

    At some point, Morgan made it his mission to teach his oft-bullied younger brother to stand up for himself. He began dragging poor Arthur out of bed at ungodly early to put him through combat lessons. Arthur was not a fan of these lessons at all, though some of Morgan’s teachings stuck with him regardless. Even so, Morgan eventually gave it up for lost, allowing Arthur to once again enjoy a few extra hours of sleep. Instead, he prompted Arthur to use his brains instead of his brawn to stand up for himself, and this was something of a turning point for Arthur. He began to hone his wit, wielding it in place of a blade. Surprisingly enough, the bullying began to stop.

    It was also Morgan who introduced Arthur to his biggest passion, the history and magic of Nym. Hundreds of years ago, Nym was a thriving city, but it had been destroyed by an ancient war between rival nations of mages, known as the War of the Magi. Nym relied heavily on their scholars to guide their military. Nymian scholars were more than just learned men and women, they were strategists and healers, who commanded faerie companions to aid them in battle.

    From a young age, Arthur had exhibited some talent with magic, and was more or less a self-taught Arcanist of decent skill by the time he was a teenager. When his brother mentioned there had once been a nation of magically-inclined military strategists and healers, the idea instantly captured Arthur’s imagination. He threw himself into the pursuit of the magic of the Nymian scholars, digging up everything he could find, even going so far as to poke around the more restricted sections of his family’s archives. By the time he entered his twenties, Arthur had a basic grasp of the craft, though he had no faerie to call his own, never managing to summon anything more complex than a carbuncle.

    At the oh-so-tender age of twenty-six, Arthur had barely set foot out of the city walls, and would have happily spent the rest of his days pouring over books if not for the fact that his family intervened. His parents and brother wanted much more for him than a life surrounded by dusty tomes. No amount of prompting seemed to sway Arthur, however, so they handed him a simple task: He was to deliver a set of rare books to a researcher and old family friend of the Inkwells, currently taking up residence in the neighboring nation of La Noscea. Without being given much of a chance to argue, he was sent on his way.

    However, his trip quickly took a turn for the worst. After taking directions from a “friendly merchant” who turned out to be anything but, Arthur found him lost a series of caves, and he stumbled right into a pirate’s lair. Terrified, Arthur tried to flee, but one wrong turn landed him in a dead end, cornered by his pursuers. Salvation came in the form of Tessa Willow, a miqo’te adventurer who had been investigating the caves herself. Together they fled the pirates, but in the midst of the chaos, Arthur lost the books he had been charged with delivering.

    From that point, the two of them entered into a deal. Arthur was indebted to Tessa for saving his life, and she in turn indebted to him for the loss of the books. They decided to travel together until their respective debts were paid, but in truth, it was the start of a partnership that would become so much more than that.

    A couple months into their arrangement, Arthur was able to convince Tessa to join him on an expedition to some old ruins. Now that he was out in the world, he was realizing there was so much more he could learn by seeing things himself than just simply reading about them. For the most part, their little expedition was much less dangerous than their usual adventures, until Arthur unwittingly trigged a trap door in the floor. The two of them plummeted into the room below, falling unconscious, and Arthur woke to a glimpse of soft light and fluttering wings— a glimpse that quickly vanished. Surprisingly, neither of them were seriously injured from the fall.

    As they were trying to find their way out, Arthur discovered an old scholar soul stone among the rubble. A soul stone (or soul crystal. The terms seem to be interchangeable) is a crystal that contains the memories of all those who had used it before, usually pertaining to their craft of choice, whether that be magic or other combat skills. In the case of the Nymian scholars, soul stones were usually family heirlooms, and not only contained their knowledge, but their faerie companion as well. Though Arthur had managed to learn a fair bit of the Nymians’ magic without a soul stone of his own, he wasn’t stupid enough to leave it behind, however he was unaware of the presence of the faerie inside the stone, as she refused to show herself at the start. Arthur and Tessa’s presence had woken her up, and she had saved them after their fall, but after that she kept to the stone.

    The faerie observed Arthur from her place in the stone for a long time. She had spent a long time sleeping in those ruins, and wanted to be certain that her new partner was worth the effort. Eventually, something about Arthur seemed to strike a chord with her, because his kindness was apparent even in the face of his sharp tongue and dry sense of humor. She finally revealed herself to him, sharing that her name was Clover. With Clover’s help, and the help of the memories kept in the soul stone, Arthur quickly came to hone his skills as a scholar.

    Even with his healing abilities and the few offensive spells he knew, Arthur still felt as if he didn’t quite pull his weight when compared to Tessa, who held a measure of skill with just about every weapon under the sun. The miqo’te eventually suggested to him that they travel to Ishgard, since she’d heard tales of the machinists there. It seemed right up Arthur’s alley, considering his fondness for machines and learning how things worked. The folks at the Skysteel Manufactory were more than happy to put a gun in his hands, but learning how to use it was another matter entirely.

    Thankfully, Tessa was always dragging him off to fight some monster or other.

    It is worth noting that Arthur is not a Warrior of Light. He is sort of periphery to the events of the game’s main storyline, and just trails along in the wake of the Warriors of Light without ever getting all that close. For instance, he and Tessa go to Ishgard after the WoLs help them reopen their borders and rejoin the Eorzean Alliance. He knows of the Warriors of Light and their deeds, because who doesn’t, though he wouldn’t know one by face or name if he met them. The closest he gets is his brother, as a Flame Lieutenant, heads over the border into Ala Mhigo with the main force for the duration of the Stormblood story, and maybe might have once fought alongside the WoLs in some battle or other.

    Re: Revision

    [personal profile] inklongdry - 2018-01-07 01:37 (UTC) - Expand

    Re: Accepted!

    [personal profile] inklongdry - 2018-01-07 02:11 (UTC) - Expand
    somnatic: art by <user name=whyellewhy web site=plurk.com> (I know I'm bad news)

    vin | original character

    [personal profile] somnatic 2018-01-04 01:55 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Owl
    Contact: [plurk.com profile] grenadine
    Age: 27
    Current Characters: None.
    somnatic: art by <user name=whyellewhy web site=plurk.com> (if we build up enough speed)

    [personal profile] somnatic 2018-01-04 01:56 am (UTC)(link)


    ⌈ CHARACTER SECTION ⌉

    Character: Vin
    Age: 23
    OC Type: Pure.
    Point Taken: After getting away from a long journey into the desert, Vin has finally caught the scent of Hollendyr, and one of its Church’s top agents.

    World Building: The parallel world Saval is a planet of untold magic and critical faith. While slightly more considerate and progressive by some means, the world is largely dominated by the Solenne faith, a religion that worships the stars as gods and the sun as the primary god. All life is considered born from the dust of stars and thus, all life is considered holy. Astronomy is a prized tool used for everything from research to divination and to go into the profession is the same as becoming a priest for the faith. While Solenne preaches that all life is equal, and that one must do good unto others for good to be done unto them, the church is domineering, militarized, and acts as a higher form of government for the entire world. Alternative faiths are discriminated against at best and wiped out at worst. Magic and supernatural abilities unrelated or unapproved of by the church are hunted relentlessly and stamped out. While the Solenne way is good to some, it is oppressive and cruel for others, and hard to get past. This doesn’t mean there aren’t ways to escape the all-seeing eye of the church, but punishments for disobeying can be extreme. While most of the world lives unaware of non-believers, some fight for their beliefs and practice in secret.

    The planet has a strong variation of different lands, made up of 5 different continents and several countries. For the sake of simplicity, the main ones touched on are Hollendyr, the origin and lead country of the Solenne faith, Jökla, the snowy continent and Vin’s homeland, and Oaze, the mostly-desert country to the far south of Jökla and on the other side of the world from Hollendyr.

    Jökla was relatively untouched by the Solenne faith for many centuries due to the difficult to traverse climate and terrain. Jökla was home to the Somnis people, a unique race of humans with the ability to walk through dreams during slumber. Somni had powers to influence someone during their dreams by planting subliminal thoughts and emotional cues that would surface when they woke up, a power that would aide them in manipulating their foes to keep them away. Jökla had been a snowy continent that spent nine of its twelve months in complete, unforgiving winter. There were only two seasons considered by the locals, winter and summer. Summer was spent aggressively foraging, cultivating, and hunting to prepare for the winter months and spending the harshest ones indoors for the duration of months on end. People would still go out and socialize, share information, and visit family— they would simply do so in their dreams. Each Somni is born with a unique full-body tattoo just beneath the skin that glows when their powers are used, in slumber.

    Jökla’s culture was an indoor one that supported the survival of one another through the winter and persisted through the ages. Contrary to the Solenne faith, the Somni followed a more individual code and preached finding faith and beliefs as a personal matter. It was not specifically blasphemous, but it would later be painted as such when Hollendyr would start its invasion. However, said invasion would be put off for several years due to the unpredictable winter and the inability to fight and conquest for more than a few months before winter drove them out. Jökla was able to stay peaceful even with global pressure breathing down their neck to convert or suffer the consequences. Eventually, the leaders of the Somnis people thought to start sending several of their own to start negotiations, with the ulterior motive of ‘dreamwalking’ in their foes’ minds while they slept, in order to influence their decisions in the coming talks in the next few days and keep them mostly at bay.

    It worked for quite a while, until the secret was found out through the use of spies. Deciding the supernatural power the Somni possessed was too dangerous and too influential to let continue to exist, the next summer Jökla was raided and massacred for its transgressions with great vengeance. The new law enacted proposed that no one with the dreamwalking power would be allowed to live ‘for the safety of the rest of the world’, and men, women, and children of all ages were killed. Jökla became an uninhabited, barren wasteland once the military moved out, and none were known to be left alive. It was said that bodies were left in their homes once the soldiers slaughtered everyone and moved on, and that all the cities and towns left are riddled with corpses. Due to the compromised ports and lack of a general military, there was no opposing army or ability to flee. The Somnis people hadn’t yet branched out into the world, nor had many open ports for trade, so when it’s mentioned that none were left alive, none truly were.

    Hollendyr would continue to hunt down and demonize the Somni as a godless race who used their powers cruelly to trick and manipulate others, which is just about almost all the world knows about them. Nothing of their peaceful, isolated lifestyle would survive the erasure. They would be popularized as a source of nightmares while children would be reassured none were left to terrorize them.

    Except for one.

    Backstory:Vin grew up far away from the villages and cities that dominated Jökla in a large, two story cabin with a mother, father, and two older sisters. They were a solitary but unified bunch, working together to make it through the winter and growing fast crops during the summer. As the baby of the family, Vin was used to both being teased and doted on, but didn’t grow up without love. His sisters had exceptional prowess with their gifts, being able to travel miles upon miles in their sleep and visit other kids during their slumber. Vin’s powers were still there, but he didn’t grow up learning the ins and outs of them. What few lessons he does carry from his youth are basic, and discovery with his powers are always a new thing. Vin’s young childhood was spent learning the folklore of his people, old stories, things a child was able to understand. He was a creative but shy child, who took quickly to what was given to him. Had he lived a long life on Jökla, he probably would have been an influential upstart. Like a lot of things in his life, however, it just wasn’t meant to be.

    Naturally, living isolated, his family did not experience the bloodshed the way the rest of the Somni did, but word did travel to them in their dreams of the slaughter. Vin, whose powers had only just began to awaken, would listen to the screams and tears of the terrified, the ones in hiding, and the dying. He could not understand what was going on then, but it had occurred to his family that they needed to get out of the country as soon as possible. Packing up what they could, they traveled according to the instructions of the brave few who had dared to contact them. There was likely to be one port still left unused, and one family left with a boat there. If they could make it there in time, the two families could leave together and escape to Oaze, which was something of a melting pot of culture. It would be easy to blend in and vanish after a while.

    Just before the boat had cast off, soldiers had made it to the small port. Only Vin and the captain of the boat, Nella, were onboard while the families made last minute preparations. Forced to make a drastic decision and one Vin would wrestle with for the rest of his life, Nella pulled the ship out of the docks while Vin’s father and her son fended off as many soldiers as they could while the rest of the family scattered back into the forest. Knowing no one could last long when compared to the might of an army, the two said goodbye to their former lives in tears as the boat sailed into the Camille ocean, heading southward.

    It would be the start of a long journey. Vin was only four years old.

    It was hard to manage one boat with a distressed toddler underfoot, but Nella was made of tougher grit than most. Rationing their reserves of water and food, carefully managing the ship day and night, it was by the grace of the stars that Nella managed to navigate the boat southwards. Vin had drawn into himself for the majority of the trip, having never seen the ocean before and fearful of going above deck. It wouldn’t be for several days that Vin would make one last contact with his family across the dreamscape. His mother had survived but lived in fear of pursuit, but spent her last hours asleep, chasing him out over the ocean and comforting him. This would be the first lesson of Vin’s young life. Before her attackers caught up to her, she would insist deeply that Vin could never give up. That he was a part of something bigger than himself, and everyone who died back there did so knowing there would still be hope for all of them if he survived. The most important thing was to live.

    Disappearing on the horizon, that was the last Vin saw of his mother. In the few, spacious hours that Nella would sleep, she would give news to the small boy and start telling him more about what he saw in his dreams. In the dreamscape, all the lights on the clear, crystal horizon were other Somni. Like the sun setting, they had all begun to fade until only a scarce few were left. You could follow someone’s light on the horizon in order to catch up with them, and very accomplished Somni could tell them apart. With hope, others would escape and the lights on the horizon would continue to last, but the Hollendyrians were thorough, and each passing day weathered the old woman with bad news. It was a long while before they reached Oaze’s shores, half starved and weak.

    Though soldiers were looking for them, no one had a definitive visual on what they looked like, so there wasn’t anything to go off of. Nella had quickly sold the boat on arrival and used the money to buy shelter and food for the two of them. No matter what, she was determined to look after Vin while coping with her own grief, something Vin wouldn’t understand for the rest of his life. She worked in a popular restaurant’s kitchen day and night, while Vin spent time learning all that he could without being put into a local school. He was still a fearful child, and was slow to make friends. He’d wait eagerly in the evenings for Nella to come home and help him with his learnings while she relaxed from a rough day.

    It would be this way for a long time, until Vin turned eight. By then, he’d grown a bit more social and had become a bit more worldly, but still relied on the older woman for support quite a bit. As most things in his turbulent life, nothing was destined to stay the same way forever, and when Jöklan documents were found aboard the ship Nella had sold four years ago, the purchasers turned the information over to the Hollendyrian army. They weren’t without blessings, though. A neighbor warned them beforehand that the foreign officials was coming, even if they didn’t understand why. Nella thanked them and hid Vin in a chest quickly before answering the door. When they interrogated her, they demanded to know if she was the only one left. She insisted she was, and when they were unable to find traces of anyone else, they took her away.

    Vin, afraid to come out, had fallen asleep in the chest after hours and hours. He’d seen her light go out on the horizon after chasing after it, and realized he was finally alone. Knowing that it wouldn’t be safe to stay when the Hollendyrians could come back and ransack the place, Vin took what little money Nella had saved beneath her mattress and fled the small apartment they lived in. It was either by oversight or mercy that the other residents didn’t think to turn him in right after, but Vin hid on the back of a caravan that was moving out of town that night, and it began his first year of being alone.

    Survival was ingrained in him, and nothing would ever drag it out— Instead of turning to an orphanage, he learned to scrub floors and find safe places during the night. He saved his money meticulously and whenever there was a chance he could be found out, he would catch the fastest moving thing out of town. He met plenty of friends, co-workers, and people who would take advantage of him. He learned the value of protection, and would stick around people who may not have been kind, but would look after their own. He became something of an insomniac in those few years, reluctant to let anyone see him sleep. He’d grow out his teenage years working on a farm and sleeping in their attic. He’d spend his time reading and learning as many languages as possible, so he could pass himself off as a local if he ever had to skip town again. People would call him wiry and constantly nervous, easily scared and intimidated. But he’d live.

    Living, as it turns out, was more important to Vin than being happy. Most other people wouldn’t have it that way, but it was important to him. He had belonged to local organized crime groups before, pledging his loyalty as long as he got to stay alive. Very few people learned his secret, and some prized him when they did. Sometimes, running for safety from the Church would have him betray these people, and in turn, they would turn over all the information they had of him to the authorities. His trail never went cold, because while he was a mighty survivor, Vin wasn’t brilliant. The farm he worked for would eventually find out his little secret and feel betrayed that a Somni was hiding beneath their roof all along. He’d flee to the next town, and eventually to other countries. While his memories from his youth were broken apart by the haze of time, he still remembered bits of it vividly, and as he traveled, the more he would remember, the less he’d feel like he’d understand of himself.

    By the time he turned 23, Vin would be traveling on camel back again through the desert, to the remote oasis town of Deluna. He’d be tired by then, wanting nothing more than to finally rest after years of running. The middle of the desert felt like a fair compromise, but not even long after arriving, he’d be met by an agent of the Church who wasn’t even looking for him— one who merely saw his suspicious behavior and chased him down.

    That’s where Vin comes from now. A life spent mostly on the run.
    Edited ((the only edit I made was his age)) 2018-01-05 16:34 (UTC)

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    eonticket: (Default)

    May | Pokemon ORAS

    [personal profile] eonticket 2018-04-01 07:34 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Jingle
    Contact: [plurk.com profile] dolewhip
    Age: 25
    Current Characters: None


    ⌈ CHARACTER SECTION ⌉

    Character: May
    Age: 15
    OC Type: Blank Protagonist (Pokemon Omega Ruby/Alpha Sapphire)
    Point Taken: After becoming Champion and receiving the Eon Flute.

    World Building: Wiki Link!

    Backstory:
    Born in Johto, May's family was uprooted and moved to Hoenn when her father, Norman, became the Gym Leader in the region's Petalburg City. May was fourteen when the move happened, and it shook her already-rocky relationship with her father. Norman was often more focused on training his Pokemon than on his family, and now he was taking May away from her childhood friends and home. But of course, the teen had no choice but to start a new life in Littleroot Town, and there, her adventure began.

    May had just arrived in Littleroot when she met the Birch family. Notably, she met the family's patriarch, Professor Birch... By saving him from a wild Pokemon that was chasing him. This required battling the wild Pokemon, and so May had to act as a Pokemon trainer for the first time. She picked a Pokeball at random, and inside was the grass-type Treecko. May managed to fight the other Pokemon off with her "temporary" Pokemon partner. She wasn't happy when Professor Birch praised her skill as a potential trainer, but the man ran with this, insisting on giving the Pokemon to May and urging her to learn more about being a trainer from his son, Brendan. This trend continued, with May finding herself in the role of a real Pokemon trainer. She was far from thrilled, and often acted unenthusiastic or even bitter early in her journey. What kept her from just quitting was the undeniable fondness she had for her new pal, Treecko, who sported a cool and detached attitude.

    Two strange things happened as May began to travel the Hoenn region doing tasks for others and challenging gyms. For one, she began encountering the nefarious Team Aqua, whose leader, Archie, boasted big plans to improve the world for Pokemon. He intended to do this by using the legendary Kyogre to raise the seas. May never quite saw how that logic added up, but got increasingly tangled in their plot. Despite May – and Team Aqua’s rival, Team Magma – trying to stop them, the group eventually managed to awaken Kyogre. A horrible storm threatened to end the Hoenn region and beyond, and Archie and his team realized the flaws of their plan. Still, it somehow ended up that May was the one who had to calm the legendary beast by defeating it in battle.

    That was okay, though, because the other strange thing that happened as May journeyed through Hoenn was that she became happier in her new home – and her new role. She came to love her Pokemon team, and all Pokemon, and to respect her fellow trainers. In fact, shortly after May saved the world from Kyogre, she took on Hoenn’s Pokemon League and became the Hoenn Champion.
    Other notable events along the way included May getting involved in Pokemon Contests and learning to use Mega Evolution, as well as having her fifteenth birthday while on the road.

    Personality:
    A trainer who started her journey with a grudge against Pokemon isn’t exactly common, or something that tends to end well. Yet, for May, it worked out – because as she traveled, her Pokemon weren’t the only ones evolving. May has grown a lot over her time in Hoenn, although she hasn’t changed entirely by any means.

    May is a bold and spirited teen; fiercely independent and reluctant to accept help from others – though she’s always willing to offer her own services as help. She speaks up for what she believes is important, and in this behavior is often impudent. May also has a strong temper and is rash when that temper is provoked. She’s pretty stubborn, though her mind has grown more open as she’s traveled. But what are May’s beliefs? What is she stubborn about? Well, for the most part, it all links back to her being so independent. She believes that relying on others is setting herself up to be let down, and so she’s stubborn when it comes to admitting she needs help. She’s also stubborn in the fact that she won’t back down from a challenge or task. May is a determined individual.

    As Hoenn’s fifteen-year-old Champion, she’s much happier than she was when she first moved to Johto. She's more carefree, and even bubbly - not bitter like she once was, and she’s less rude and somewhat less likely to start an argument or fight than she used to be. She's always had a sense of humor, and isn’t a very serious sort of person. In fact, she comes across as easygoing until her stubborn streak or her temper show. She's a kindhearted girl despite her rashness, and she's compassionate and caring towards others.

    May is protective of both her Pokemon and her human loved ones; she would do anything for them. She is a friendly person, despite her social shortcomings. May's typical idea of fun is training and battling with her Pokemon, which means she struggles to connect to people who aren’t Pokemon trainers. However, this is something she’s working on improving, thanks especially to the contest idol Lisia who she befriended on her journey.

    May is as brave and adventurous a youth as one will ever find. While some of that can be chalked up to impulsive behavior and her stubbornness, there's also just raw courage and a need to travel and discover new things. She's curious about the world around her, and never wants to stop being surprised by life.

    May’s relationship with her father is complicated, even now that she’s come to understand the many joys and the appeal of being a trainer. She still resents how much time he spends away from home. It leaves her torn, as she’s no longer as comfortable with these feelings of resentment as she once was. She wants to get along with Norman, but it’s still difficult for her.

    Despite her success as a trainer, May has remained (mostly) humble. Braggarts and those with big egos have always rubbed her the wrong way - she only is like this herself in a joking manner. She also, in a hypocritical manner, doesn’t like dealing with impulsive people. Yes, May is definitely impulsive. She doesn’t think of potential danger when heading into a situation; she just keeps her eyes on the prize.

    Abilities:
    May’s connection to her Pokemon, specifically her Sceptile, allows her to cause him to Mega Evolve when she is in possession of her keystone and Sceptile is in possession of Sceptilite.

    Sceptile (level 62) holds Sceptilite and knows the moves Leaf Blade, Dual Chop, Quick Attack, and Agility. His ability, Overgrow, powers up Grass-Type moves when he is at low health.
    Sableye (level 60) holds a Muscle Band and knows the moves Shadow Sneak, Confuse Ray, Zen Headbutt, and Foul Play. His ability, Keen Eye, keeps his accuracy from being lowered.
    Cosplay Pikachu (Libre) (level 60) holds a Yellow Scarf and knows the moves Quick Attack, Thunderbolt, Thunder Wave, and Flying Press. Her ability, Lightning Rod, draws most Electric-Type moves to Pikachu, who will not be damaged by the move and who will have her special attack stat boosted one stage.
    Camerupt (level 61) holds Charcoal and knows the moves Lava Plume, Flash Cannon, Rock Slide, and Earthquake. Her ability, Magma Armor, prevents her from being frozen.
    Milotic (level 59) holds Leftovers and knows the moves Surf, Toxic, Ice Beam, and Recover. His ability, Marvel Scale, increases his defense by 50% when he has a status condition.

    Alignment: Aiada. It's a great fit for May, as her journey took her from envying Pokemon to deeply appreciating them.

    Other: May will be accompanied by Sceptile, Sableye, Cosplay Pikachu (Libre), Camerupt, and Milotic. May herself will have her Mega Bracelet with the keystone embedded in it.


    ⌈ SAMPLE SECTION ⌉


    General Sample:
    General Link...

    Emotion Sample:
    ...also serves as Emotion Link


    Questions: Let me know if any of the Pokemon's powers need nerfing.

    Re: Revision

    [personal profile] eonticket - 2018-04-06 22:19 (UTC) - Expand

    Re: Accepted!

    [personal profile] eonticket - 2018-04-07 10:13 (UTC) - Expand
    omnicrafter: (Default)

    Irhya Pendhula | Final Fantasy XIV [1/???]

    [personal profile] omnicrafter 2018-04-04 05:46 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Qu-ko
    Contact: Discord: qu-ko#6810, [plurk.com profile] quko
    Age: 27
    Current Characters: N/A


    ⌈ CHARACTER SECTION ⌉

    Character: Irhya Pendhula
    Age: 25
    OC Type: MMO
    Point Taken: Patch 4.2

    World Building: Wiki link, though it's only the tip of the iceberg! If only I could upload the entirety of the lore book...
    omnicrafter: (Default)

    Irhya Pendhula | Final Fantasy XIV [2/???]

    [personal profile] omnicrafter 2018-04-04 05:47 am (UTC)(link)
    Backstory: Irhya was born the second of four children of a Keeper couple in a little village in the Black Shroud called Hyrstmill, where her mother plied her trade by selling a multitude of handmade sundries to the village and travelers who passed through. From the time she was very little, she'd taken a keen interest in the crafts her mother did, first taught how to knit on a child's loom and gradually moving up from there. She was always close to her father and her older sister, although her younger sister tried her patience to its limits, and her baby brother proved to be a frustrating doormat if there ever was one. However, despite the fact that it was her mother that inspired her passion for crafting, their personalities clashed horribly, in part due to the fact they were so similar in nature.

    Things only got more volatile as Irhya became a teenager, and once she finally entered adulthood, she'd had enough. As soon as she was able, she departed for Gridania to become a conjurer, but on the eve of her departure, she and her mother had another argument, one that took an unfortunate turn involving flower pots being chucked about and ended with Irhya saying some cold things on impulse to her. While her mother seemed to take it in stride (at least on the outside), Irhya looked back on it with a cooler head with regret, thinking to herself that she should perhaps write an apology letter, or go back to visit and smooth things over...

    But it is not meant to be with the whirlwind of events that follow. Upon discovering a crystal a short ways into doing odd jobs for the adventurer's guild in Gridania, she is quickly scouted by the Scions of the Seventh Dawn for her Echo ability. While she excuses it as wanting to learn more about the blessing itself, Irhya really joins up because she thinks perhaps it'll be more fun than chipping away at menial jobs the way she's been doing.

    In time, despite her finding herself at odds with the conjurer discipline, she assists in defeating the first three primals summoned by their respective beast tribes: Ifrit, Titan, and Garuda. With each successive slaying, things appear more and more interesting, even though the looming threat of the Garlean Empire and the Ascians pulling their strings tells her that there are greater trials on the horizon. Soon after, a double agent sells out the location of the Scions' hideout, and Imperials go in for a raid while she and a few others are away, killing and injuring many and kidnapping a few key members in particular to attempt to pry information out of them. With nowhere else to go, Irhya sets out with the remaining members to rescue the kidnapped Scions, entirely by accident uncovering what became of Cid nan Garlond after the Calamity in the process.

    The success of the rescue operation paves the way for a counterattack against the Garlean Empire, who has been invasively encroaching upon Eorzean territory with the intent to subjugate the remaining city-states into its fold. During a simultaneous assault on multiple Garlean military bases at once, Ultima Weapon, the threat that Gaius van Baelsar has been hoping to use as part of his plan, is taken down by a group of adventurers, with Irhya assisting the fight.

    During the aftermath, in which Garlemald retreats to lick their wounds and deal with a internal war of succession, other primals such as Leviathan and Ramuh become primary threats, which Irhya is again dispatched in a group to deal with. At a later point, Ul'dah, Gridania, and Limsa Lominsa's leaders make an appeal for the Scions to speak with Ishgardian representatives in the hopes of entreating their assistance with pushing back against the Garlean Empire, but notoriously xenophobic Ishgard has its own problems to deal with, and turns down the request. Along the way, she meets a woman named Lady Iceheart, who, after attempting to summon the primal form of Shiva unto herself, suggests that Ishgard is not as righteous or innocent as they would have the rest of the world believe.

    Indeed, their problems seem to run much deeper than they would have anyone believe. Upon following the path up to the seemingly lifeless body of Midgardsormr, the wyrm springs to life in a temporary aetherial form, subjecting Irhya to a trial and then completely severing her connection with Hydaelyn for reasons unknown to her until much later. He does, however, provide her with a small vessel for him to observe her actions with before she departs, stripped of her gift.

    Following an attack on Ishgard's gates that is only narrowly put down with the help of a team of adventurers, a banquet is held in Ul'dah in celebration of the nation's apparently slowly-renewing interest in rejoining the Eorzean alliance. However, things go awry when the sultana falls victim to an assassination plot that is pinned on the Scions, forcing them to make a messy retreat and scattering them to whereabouts unknown, save for Alphinaud, Tataru, and Irhya. They approach an old Ishgardian friend for asylum, and he works to grant their request while the dust settles behind them.

    During the reprieve between these events (between patch 2.5 and 3.0), Irhya learns belatedly of her mother's passing, springing to mind all the things she'd last said to her and the fact she never did get around to issuing that apology. It's something she tucks away inside, for better or for worse, as soon after they are granted entrance to the Holy See as wards of House Fortemps. The members of the house therein eventually grow to become like family to them, bending over backwards to assist them wherever possible.

    Her early time in Ishgard is spent transitioning away from the conjurer's cane to take up the dark knight's greatsword, assisted by her mysterious tutor Fray. At first, she is none the wiser that there is something peculiar about her tutor since the moment he appeared before her after touching his soul crystal, but eventually he reveals his true identity, and his purpose in teaching her the arts: it is because Fray has been dead for a long while now, and after having reacted to the aether and the strong will to live housed within the real Fray's soul crystal, a being who is quite literally Irhya's dark side is in fact the mastermind behind her tutelage. It isn't that her dark side hates her or wants to do her in, but quite the opposite; because she feels Irhya neglects her own potential and her own desires in favor of slaving away to nothingness at the whims of others, she rebels, given life through borrowed aether. However, Irhya manages to quell her dark side for a while, coming to a compromise that, although "Fray" will still be there ready to take over for her when need be, she will continue on the way she believes is right.

    Just as she subdues her dark side, the real Fray's corpse goes back to being dead, and is promised a burial with full rites. However, having witnessed the spectacle, a few Temple Knights attempt to do her in, a battle during which she meets Sidurgu, a fellow dark knight. He is surprised at how much she has learned, seemingly by herself, though she chooses not to speak the truth of who really taught her what she knows thus far. Sidurgu, or Sid as he prefers to be called, works together with Irhya to uncover the truth behind why the Temple Knights want a little girl named Rielle dead, and they find that because her father was a heretic years in the making before her birth, she is likewise tainted with dragon's blood, explaining in part why her mother, an inquisitor, has committed herself to pursuing and slaying her own daughter in the name of Halone. In the end, during a trial by combat orchestrated by her mother, Sid and Irhya slay her mother and put an end to the crusade.

    As time passes and new events are set into motion within the city, the truth behind Ishgard's war with the dragons, particularly the great wyrm Nidhogg, comes to light. While the archbishop of Ishgard and his administration pass it off as a holy war that is Ishgard's right to win, the truth is that man and dragon once lived together in harmony. Yet, the founders of the high houses learned of the power of a dragon's eyes that give them eternal life, and so conspired to trap and kill Ratatoskr, the brood-sister of both Nidhogg and Hraesvelgr, in order to consume her eyes. Those that survived went on to found Ishgard proper, but Nidhogg, driven mad by his grief, seeks revenge against them, their children, and their children's children for their treachery... and so the cycle has continued for a thousand years.

    With a mission to end the war peacefully thwarted by Hraesvelgr's unwillingness to turn against his brother, the only solution left seems to be to strike down Nidhogg instead. Irhya journeys with the Azure Dragoon of Ishgard, Estinien, to his den and does the deed, but finds when she returns that she faces accusations of heresy from the archbishop and his knights, upset (and apparently disappointed) with the attempted disruption of the political hierarchy. In their attempt to stop him, a close friend is killed by taking a spear meant for Irhya, a tragedy that becomes the catalyst to the beginning of another chain of events within her...

    As for the archbishop? As far as he sees it, it is better for the people to maintain the status quo than to subject them to a harsh truth that will force them to confront their own despair. In order to assert the order that has long been established, he uses the power of one of Nidhogg's eyes and becomes a god-king, one that Irhya is forced to strike down. All seems well until Estinien collects the two eyes of Nidhogg, subjecting him to the great wyrm's influence and causing him to fall victim to possession. Nidhogg then sets out to continue his rampage, only coming to an end after Hraesvelgr is convinced of the worthiness of the Warriors of Light to put an end to the thousand-year conflict. With his help, Nidhogg is expelled from Estinien's body and finally defeated, cast off into the abyss in a split-second decision.

    As Ishgard begins to recover and reform itself, Alisaie, Alphinaud's twin sister, is carried in injured with some ill tidings about the "Warriors of Darkness" attempting to spur primal summonings once more. The truth Irhya uncovers is that, in order to same their home world, one of thirteen copies of the original created from Hydaelyn's split from Zodiark at the beginning of time, they are attempting to flood the original world with darkness so as to counteract the flood of light that has overtaken their world. Hydaelyn intervenes, offering to take in the light from the first world and restore balance to it, as well as return the Warriors of Darkness to their original world.

    But as one conflict ends, another boils on the horizon. The refugees of Ala Mhigo, having borne witness to Ishgard's salvation, are embittered by the fact nothing has been done to take back their city likewise. Many of the refugees band together under a man named "The Griffin", hoping that stirring up chaos will prompt action. The Griffin reveals his plan when confronted as an attempt to rile up both sides of the Imperial conflict, hoping to end the lull between them, and to summon a primal that would destroy all that threatened Ala Mhigo's freedom using the salvaged eyes of Nidhogg granted to him by the Ascians: Shinryu.

    One of the Scions, Papalymo, offers himself up as a sacrifice to buy the Scions time to deal with the threat. It hits them all hard, though they know they must use this gift wisely. In the end, they decide to resort to using the Allagan weapon Omega, designed to deal especially with primals, in order to combat Shinryu, but the two end up locked in a stalemate and crash-land in Garlean territory. In order to recover them before the Garleans can, the Scions turn to the Ala Mhigan Resistance, met with equal parts gratitude and apprehension.

    Many residents of Gyr Abania, however, are no longer interested in joining the resistance, having long since accepted that subservience is less painful than rebellion. But while out on a scouting mission, Ala Mhigan natives loyal to the Empire, as well as the Empire's crown prince, Zenos yae Galvus, plow through the Resistance's hideout and slay people without mercy. Irhya, naturally, has to take a stand for this, driven by adrenaline and fury both -- she'd sworn she'd never be blindsided like this again, not after what happened in Ul'dah -- but Zenos handily delivers her a sound defeat, departing without even striking the final blow in order to prove the point that the attack was less about extermination so much as assertion of dominance and wounding the pride of the Resistance.

    Outmatched and outnumbered, the Scions decide to turn their attentions to Doma, believing that if perhaps they can free the Domans from Garlean rule, they will be more willing to aid in the cause against the remaining occupied territories. The journey to Othard is long and hardly easy, but they arrive and set out on their quest to liberate Doma, recruiting the various Xaela Au Ra tribes of the Azim Steppe along the way to pad their numbers. Together with the Xaela, who are as eager to test their mettle as they are to rid themselves of encroaching Garleans, they liberate Doma Castle by sacrificing it to a flood that takes it down right on top of the imperial viceroy's head. As Doma slowly begins the long process of rebuilding, they offer what resources they can to the liberation effort in the west.

    The fight to relieve Ala Mhigo of Garlean occupation finally begins in earnest, during which Zenos invites Irhya up to the top of the Royal Menagerie for a heart-to-heart. Shinryu is bound by the remaining power of Nidhogg's eye here, and Zenos suggests that, while she could strike down Shinryu if she wanted, it would prove that she and her friends rode on the backs of savagery to get where they are now, that true peace is a futile concept for them when all could be united under the Garlean emblem. Able to do naught but sigh and roll her eyes at the bluff, Irhya summons her strength once more as Zenos merges with Shinryu and takes to the skies, thinking that if none can provide him the fight he desires, then he'll just burn them all to the ground.

    It turns out that this was the very fight that he desired, though; as Zenos re-emerges from within Shinryu, defeated, he brings his blade to his neck and slices, escaping any punishment or consequences much to the Scions' chagrin. Without the Imperial prince, Ala Mhigo is free once more, though faced with a bit of a conundrum: while Doma had a leader willing and able to assume the throne in the form of Hien, Ala Mhigo has no such luxury. They are quick to rule monarchy out, but while in the midst of deciding how best to proceed otherwise, the Ananta summon Lakshmi in the meeting hall with the intention of taking revenge for their previously slain primal.
    adloholic: (Default)

    Khamu'wo Zhwan | FFXIV OC

    [personal profile] adloholic 2018-04-04 10:40 pm (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Zorn
    Contact: [plurk.com profile] ZornSable | Discord: Zanono#5772
    Age: 28
    Current Characters: N/A
    adloholic: (you can't play twister in bed-)

    [personal profile] adloholic 2018-04-04 10:41 pm (UTC)(link)
    ⌈ CHARACTER SECTION ⌉

    Character: Khamu'wo Zhwan
    Age: 26
    OC Type: MMO OC
    Point Taken: 4.2

    World Building: Here ya go

    Backstory:
    Having grown up in the Twelvewoods—or the Blackshroud as others may call it—Khamu'wo was made to study conjury at a young age. His mother and father were unorthodox keepers, in that they discarded their traditional ways and lived within Gridania. Having abandoned the more tribal ways of the miqo'te, they adapted to a way of life that complemented being residents in the forest city. As such, all of Khamu'wo's 9 siblings (6 brothers, 3 sisters) are full siblings, as well as his elders. As per the usual tradition, Keeper of the Moon Miqo'te oft have half siblings with their traditional way of life—males only coming when breeding was necessary, and leaving soon after to continue their life as wanderers. His father never left, so his parents continued a relationship, and raised their family in a way that was more hyuran or elezen in nature.

    His family, like many Gridanians, followed the ways of conjury. Khamu—his mother—having a history greatly intertwined with the guild, naturally pushed her children to follow her example. Those of his siblings that did not show talents in the practice, then moved on to be woodworkers, botanists, archers, and so forth. However, a good portion of them embraced conjury, and the will of the forest, while Khamu'wo did not. At a young age, he questioned the teachings, disliking how it greatly relied upon the elementals' approval and whims to do anything. Magic based more in feeling, than fact, and his logic based mind rebuked the teachings.

    Despite his family's plea, when he came to be 13 summers old, he left his old life behind and set for Limsa Lominsa. There was a guild of Arcanists he heard tale of, mages whom used science and math to control magic, limited only by their own potential; not by some questionable force of nature. With his naturally brilliant mind, he was quickly accepted into the guild despite his age, as well as the fact the guild wasn't entirely open to the public yet. There he would reside as first a student, but eventually a teacher. At seventeen summers, he made the transition to being an assistant teacher. A summer later, he then became a full fledged teacher.

    Only a year into his job as a teacher, the calamity struck. Leaving the world in chaos and destruction, monsters forcing their ways into the cities, and damage beyond compare sweeping the landscape in what felt like a blink of an eye. Khamu'wo worked with the guild to usher people to safety, as they attempted to control the situation as best they could. Healing, offering succor to the lost and wounded. It was a horrific time, but Khamu'wo did everything he could to assist as he could, despite his own fear, and uncertainty that the horror would ever end.

    However, once things had finally settled, and Limsa's repairs were well underway, Khamu'wo decided to take time away from the guild. The experience had left him shook, and he wanted to pursue his research. He had exhausted the guild of all it had, so it was clear he needed to move on. His independent studies left him researching the ruins of Nym—Vylbrand's ancient civilization that housed elite mages of arcanima known as Scholars. However, the first several moons fared him little more than interesting historical artifacts, and not much else. Teeming on the verge of giving up altogether and returning to being nothing more than a teacher at the guild, he happened across an item of interest.

    A blue stone that seemingly called to him from the depths of one of the many ruins that peppered Outer La Noscea. Digging up the stone, it resonated with him nearly instantly, and before he knew it an aetherical faerie appeared before him—seemingly accepting him as its master. This would start his independent training as a scholar. Returning to the arcanist guild, he used their facilities after hours to practice and harness his new abilities granted unto him via the stone.

    However, word travels fast, and whispers of an arcanist with arguably unique techniques reached the ears of a man of wealth and influence. Zanou'a Adveniho, a Miqo'te from Ul'dah from Keeper persuasion, sought him for his talents and offered him a job. Of course the pay was tempting enough, but the man had offered his library to him as well—tomes and scriptures filled with lost arts that came from ancient beginnings filled the shelves. Ever a man of ambition, he took on the job to coordinate the Free Company for the mysterious miqo'te—a decisions that both aided and ailed him greatly. Soon he learned that Zanou'a was a man he despised, a living anti-thesis to his very core and being... but the benefit he offered was enough for the strict scholar to bite his tongue and suffer his presence.

    Over the years he's learned to balance being a tutor for the arcanist guild, while also being the shadow leader of the Free Company. For all Zanou'a may wear the title of leader, no decision is made without Khamu'wo's approval, and most answer to him anyways. As for the most current happenings within the world, while Khamu'wo is aware of the Ishgardian conflict that had been settled, and even the Ala Mhigan one, he takes no place within these political machinations. As such, he's resided with Empyrean Bellatorum from the age of 20, having 6 years under his belt, and no sign of quitting his duties yet, it's very likely he'll be staying for the long haul.

    (no subject)

    [personal profile] adloholic - 2018-04-04 22:41 (UTC) - Expand

    Re: Accepted!

    [personal profile] adloholic - 2018-04-06 22:26 (UTC) - Expand
    saltyaxitude: (rampant alcoholism)

    Ikar Kestrel | FFXIV OC

    [personal profile] saltyaxitude 2018-04-05 04:27 am (UTC)(link)

    ⌈ PLAYER SECTION ⌉

    Player: Rio
    Contact: [plurk.com profile] lamiaforte
    Age: 27
    Current Characters:
    N/A
    saltyaxitude: my mouth (i bet u 10 gil i can put my whole fist i)

    [personal profile] saltyaxitude 2018-04-05 04:28 am (UTC)(link)
    ⌈ CHARACTER SECTION ⌉

    Character: Ikar Kestrel
    Age: 24
    OC Type: MMO OC
    Point Taken: After 2.55, Before the Dawn.

    World Building: Here and here!

    Backstory:
    Growing up in a small fishing port on the coast of Vylbrand, it wouldn't be wrong to call Ikar a simple country boy. He’s the only child of a fisherman and if he stayed at home he would have definitely been roped into the family trade as well.

    Thankfully for him, growing up he developed a fond interest in keeping various unusual critters around his home town that would ultimately drive his life elsewhere. If farmers could tame and keep sheep and dodo why couldnt he with carnivorous fish or wild jackals? It was regarded as an unusual and unproductive hobby however by his peers. Self conscious, it was easier to pretend that his interest laid in protecting people. In knowing and understanding all the pests he could help dispose of them! He got his break at age 14 with the perfect exit from small town living. The Company of Heroes had recently felled the primal Titan and Leviathan and it was easy to convince his way to Limsa Lominsa to get some formal training for his so called hobby protecting the people.

    Once in Limsa, the young gullible Ikar was swayed into the marauders guild which at the time was an elaborate pirate recruitment scheme. He narrowly managed to avoid a life of piracy by keeping himself involved with the legit neighboring fishing and culinarian guilds which helped keep him out of trouble. Thanks to their help he could focus on his training. His ultimate goal being able to defend himself so he could travel Eorzea and continue harassing the wildlife.

    Things were swell and pretty uneventful for 4 years until the lesser moon Dalamud fell when he was 18. Shortly after that catastrophe, a major reworking of Limsa Lominsa swept through lead by the new Admiral Merylwyb. There was massive damage to the city, strict new laws on pirate activities and his 'guild' was under renovations as there was a change in leadership with a huge overhaul from its pirate roots. He lingered for a few months, but ulitimately used the chaos as an excuse to leave Limsa and broaden his horizons as adventurer.

    He spent the next two years over in Thanalan working as an adventurer and expanding his knowledge on monsters. He also actively started funneling time and effort into taming the wildlife during this period though he was unsuccessful in his attempts. One bad trip out to the Sagolii desert would change the course of his life again though with a bad run in with the hostile beastmen of the region ending in his capture. The Amal'jaa, as these beastmen were called, were fervent worshippers of their god Ifrit- a god who demanded sacrifce. It was by pure luck Ikar was found by a passing adventurer who helped escape this fate. This kind soul happened to be a part of a Free Company called Empyrean Bellatorum, who after the ordeal extended an invitation for Ikar to join them.

    Since then he's been working at the Free Company and in exchange he gets a pretty good deal with free meals and his own room. He mainly does chores and errands, but he does get to go on battle missions as well. Otherwise he's free to follow his interests which he still hasn't made much headway on honestly. As far as current events go, Ikar is not one to keep up with the times. You can't exist in Eorzea without hearing of the Warrior of Light and their fabled deeds though. However recently talk of the Warrior of Light has grown sour with rumors of an assassination plot on the Sultana of Ul'dah.

    Personality:
    On first impression Ikar is pretty average for a Limsan Lominsan. He can be loud, crude, boisterous, stubborn and not to mention little on the dumb side. He's also got a quick temper and is easy to offend if you say the wrong thing to him. While I wouldn't describe Ikar as a violent type, he won't hesitate to instigate a fight with those he thinks wronged him and would be easy to beat. He also enjoys slinging insults if the opportunity presents itself, but unfortunately he's not as quick witted as he likes to believe he is and frustrates easily when he can't keep up the smack talking.

    Even though he is a rowdy boy, he is still friendly to strangers! His mother didn't raise him not to be a decent human being and treat people with respect after all. He still wouldn't particularly go out of his way to help someone he didn't know and certainly not without some sort of reward. It's not completely impossible of him though. He just at his core is a very selfish person. If things don't benefit him directly he typically won't be on board to help, this goes for friends as well. Often friendly gestures he offers are just some round about way to help himself. Like many people, he is apathetic towards things he doesn't want to be doing. If it's not in his immediate interest, he's pretty much not interested.

    Speaking of interests, he's very very passionate about his studying of the monsters of Eorzea. It's a major driving force in his life after all and he has the stubborn determination to keep persuing it. Thanks to his upbringing though he's self conscious to share these interest even with those who are close to him. Despite it actually being a pretty normal interest for someone to have he regards it as an embarrassment. It's not fishing which his father wanted him to continue and it's not even related to all the training he had in becoming a marauder. So he prefers to keep his personal life private for this reason and keeps quiet on topics such as these despite his true enthusiasm for them.

    Perhaps if he was poked and prodded enough by someone he was close to he would open up, but he doesn't exactly have a connection like that in the Free Company he is with. He does have a few friends though! Friends that are unfortunate enough to be around his inconsiderate ass. He doesn't think of how his actions effect things and he does have a bit of a boundary issue. He very likely to overstay his welcome, he's the type of person who won't knock before entering a room, he'll come over uninvited, ask too many favors and borrow things without asking. He's a fun guy! Right?

    Abilities:
    *Marauder skills up to level 50. As a keynote he is not a warrior, nor does he have a soulstone. He's similar to other generic enemy marauders in game by how they use some warrior actions but with a name change. For example the warrior skill steel cyclone is changed to iron tempest, but it's still the same skill.

    *Skilled fisher. He's not reeling in eorzea's big fish but he has sunk a lot of time into refining this skill.

    Alignment: Sosyne, because of Ikar's hot temper. He's quick to anger and just as easy to frustrate.

    Other:
    He has his pet smallshell named Snips.

    (no subject)

    [personal profile] saltyaxitude - 2018-04-05 04:29 (UTC) - Expand

    Re: Accepted!

    [personal profile] saltyaxitude - 2018-04-07 00:10 (UTC) - Expand
    leecherous: (Default)

    [personal profile] leecherous 2018-05-05 04:49 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Oliver
    Contact: [plurk.com profile] horsechiffon
    Age: 27
    Current Characters: None


    ⌈ CHARACTER SECTION ⌉

    Character: R'dhanha Nunh
    Age: 36
    OC Type: FFXIV MMO OC
    Point Taken: Right after 4.0's events

    World Building:
    Here

    Backstory:
    R’dhanha grew up with his two twin brothers in his small, close-knit tribe. He and his brothers were the only males at the time of their birth in over ten years, as is wont to happen with Miqo’te. However, their births were seen as very auspicious! Triplet boys, what a boon! The three boys protected one another and adored each other. However, one fateful day, R’dhanha’s two brothers decided to venture out to prove themselves as hunters. They never came back. Days and weeks passed, and R’dhanha was forbidden to go into the swamplands to look for them. It would be too disasterous for the tribe as the other males were so far from maturity and their current nunh was greying. As the only male of age, R’dhanha was made their Nunh, and carried the privledge and responsibility of siring and rearing children. Besides that, he prided himself on his ability to heal others with practical medicine. A lot of it would be seen as quackery by modern standards, but he did accomplish some life-saving treatments.

    He did his duties, but he began to disobey his tribe, sneaking out in the early hours to search the swamps. One day, while picking apart goobue pellets to scavenge for supplies, he came upon a couple of skeletons. He quickly identified them by the remnants of clothing and bits of metal that went undigested. Overcome with sorrow, he plucked their skulls from the filth and carried them home. Over the next few days he carried back all the rest of the bones he could find. He placed the bones in boxes, hidden under his bed. The skulls he encased in clay sculpture, made from the imprint of his own face. He soon became obsessed with the idea of reviving them somehow. He began to hear whisperers of a group of divine healers with powers that outmatched any budding conjurer. In the swamps, he encountered them and begged for their wisdom. They obliged, whisking him away to the Lost City of Amdapor to study their arts. In the City the cultists cut down the undead White Mages of eld for their soul stones, scriptures, and weapons. They pilfered knowledge and practiced in seclusion. Seeing the undead spurred him on to do learn all he could to revive his brothers.

    There he learned White Magic on the condition that he would never speak the rogue cult’s name nor reveal their location under penalty of slow death. As a test of faith and induction into the cult, he was branded with their symbol on his torso.

    His studies were a more than a little rocky. He could not master even the simplest offensive spell after many months, leaving himself entirely vulnerable to enemies and corrupt elementals. However, his healing was exemplary. After a year of study, he was able to bring a person back from the brink of death— though this caused severe aether imbalances around him as he did it.

    He was content with what he had learned and wished to put his knowledge into practice. He made his way back home only to find that in his absence, another Nunh had been brought in. What’s more, his tribe had entered his home and found the bones, thinking him the culprit of his brothers’ deaths. For his crimes and irresponsibility he was chased away. They attempted to kill him, yet he was able to heal his grievous wound and escape. From there, he traveled living hand to mouth. He hunted what little he could, barely staving off starvation.

    Then, the Calamity struck. He healed all those he could in his path as a matter of self-imposed duty. Because of the Calamity, there were many to help. He mended wounds with leeches and healed burns with maggots. His methods were seen as unsavory, but effective. He would also use his white magic, but only without an audience. He would sometimes be chased out of one village and make his way to the next. As he travelled through towns, he became acquatined with alcohol. He quickly became reliant on it to help him through his largely sleepless nights. Rumors followed him wherever he went until he was scouted out by the proprietor of a free company. He now resides there and receives protection from the eccentric guild leader.

    Personality:
    R’dhanha is definitely an eccentric. He was pampered as a child by his clan, and encouraged not to fight. This has always made him feel a little useless. The women would bring him food, but never the other way around. He did as he was told because it was easier to gain approval and praise that way.

    However, when his brothers went missing just a couple years before their maturity, he began to feel restless and angry. Though his feelings were barely noticeable to others. He still did what he was told and became the Nunh once his father, the former Nunh, became too impotent to reliably do his duties.

    R’dhanha battles with his sense of duty versus his anger and upset at the cruelty and unfairness of the world. His anger drives his kindness, however. The world is full of suffering, so he tries to fix as much as he can. Unfortunately, he also self medicates with alcohol, and has to find ways to pay for his addiction. For this, he bums off his friends and strangers that seem friendly enough. He has lost a lot of his shame in the last decade. He is not always a good judge of this. He can also be found trying to peddle leeches or maggots that he harvests himself.

    Altogether, R’dhanha is a very pathetic man. He is very powerful, but that comes at the cost that he steals, rather than borrows aether. He would be viewed as a criminal of hte highest priority in some parts of Eorzea. It is a miracle that he has not gotten himself killed. He tries to stay optimistic, but he has no idea how to dig himself out of the reality he has created for himself. He only recently began to make friends since being sent away from his clan.

    R’dhanha does love the company of others. He has been unable to fill the void left by his deceased brothers, but boy does he try. He can come off as clingy or moving friendship too fast if he feels a spark. He will attempt to monopolize his new friends’ time or try to solve all of their problems with little success. Focusing on others allows him to not think about his own life. When told to go away, he acts like it doesn’t hurt his feelings, but it does.

    R’dhanha tries to stay out of fights simply because he is a laughably bad fighter. If met with violence by himself, his first instinct will be to run. He does keep a knife on him that he will use as his only line of offense. He isn’t scared of pain or blood per se, and has no real issue with self-inflicted wounds because he is confident that he can heal it. He is not particularly skilled with it aside from skinning animals or breaking down meat. This drives him to seek the company of people stronger than him that he believes can protect him from monsters. Sometimes the people he chooses are very dangerous sorts.

    Abilities:
    He is a fantastic healer. He can heal people from the brink of death by channeling aether. He can reattach fresh limbs, too. However, he cannot use any offensive white magic. Skill Cheat Sheet

    Alignment:
    Daimonia: He spends a lot of time dulling grief and seeking joy. His success in this varies considerably based upon who he can get to spend time with him or enable him. They are, in short, his motivators and most common emotions.

    Other:


    ⌈ SAMPLE SECTION ⌉

    Remember that we ask for samples that show 1) core character portrayal and 2) some use of emotions, such as environmental effect. You can also use the same sample source for both, just make sure to directly link or quote the emotion portion. We highly encourage using the Test Drive, and you can use prompts from the Test Drives, Intro Logs, and the Task board if you need them. Refer to the main application page for links and more suggestions.

    General Sample: Here

    Emotion Sample: Best bit of it here


    Questions:
    Edited (Wow wtf did I screw up in the html jeez) 2018-05-05 05:05 (UTC)

    Re: Accepted!

    [personal profile] leecherous - 2018-05-07 05:45 (UTC) - Expand
    aroguereborn: I think I'm just so clever (Default)

    I'ziva Ganajai | FFXIV Original Character

    [personal profile] aroguereborn 2018-05-05 04:57 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Koree
    Contact: pm
    Age: 34
    Current Characters: n/a


    ⌈ CHARACTER SECTION ⌉

    Character: I'ziva Ganajai
    Age: 25
    OC Type: MMO; FFXIV OC, regular adventurer
    Point Taken: Docking at Vesper Bay, a few days before the game events begin/the actual PC arrives in their city-state of choice.

    World Building: World info, Eorzea info, Race info, and coalition/clan info.

    Backstory:
    ✨ Early Life ✨


    I'ziva hails from an island in the Cieldalaes archipelago. Her life was normal for a child in her tribe for the most part.

    She was born a middle child with a precocious personality, something of a scamp getting in and out of trouble in creative ways (going places she shouldn't go to set hunting traps before she was allowed to hunt, tracking down beasts, looking for adventure, playing games with wild animals, etc.), always well intended if a bit short sighted. She greatly admired the other, older females in the clan (both blood relatives and not) for their confidence and skill. She chose to train with throwing and hunting knives and eventually joined her tribe-sisters in the hunt, eager to prove her skill.

    A fair number of traders traveled through that would barter with them on occasion. As a result I'ziva, like others before her, grew up hearing many stories about the mainland to the Northeast. The first story that stood out was of the Rose of the Desert, Ul'dah, whose people were known for the richness of their lives be it literal or figurative. The first time she heard about it she couldn't get the tale out of her head. Each day she imagined grander ideas of what such a place must look like: towering stone walls set in an arid land of sand, sprinkled with the rare oasis. Wide, populated streets, scents of exotic foods and fragrances traveling from the marketplace. To a young cub whose entire life had been lush forest it sounded fascinating. She began asking after other places merchants had traveled to (sometimes having to be boxed on the ears for being a pest but remained undeterred) and heard tales of even further lands like La Noscea and Coerthas. It was then that Ziva's desire to travel the world began to burn in earnest, a thirst for travel and adventure that she still carries with her to this day.

    At the age of seventeen Ziva was deemed ready to begin a coming of age trial. She almost couldn't wait for the word "go" and set out for the nearest port city the very week of her name day. It took a couple of years to raise the coin to even make the trip overseas. During that time she worked odd jobs and acted as a sort of mercenary, protecting travelers and gatherers, or sometimes hunting down supplies on request. By her twentieth year she'd finally managed to raise enough to make the trip. During her journey the Calamity struck, dealing Eorzea a devastating blow. She stood on the deck of the ship with the rest of the crew and passengers watching in awe and horror as the debris struck the land in the distance.

    None were surprised to find the land in a bad way once docked. Rather than continuing on to Thanalan Ziva spent a good deal of time here, helping the people pick themselves back up wherever she could lend a hand. She eventually refined her battle skills when she joined both the Adventurers Guild and the "Dutiful Sisters", becoming a member of the Rogues' Guild, upholding the pirate code (and loving every minute of it, feeling right at home). She remained for some time mastering her new found trade over the next five years, traveling across La Noscea whenever she had the excuse.

    Personality: Ziva is, above all else, outgoing, outspoken, and optimistic. She often voices and projects her thoughts and feelings, valuing conversations with feedback when she can. She is, however, a creative problem solver out of necessity (hunting, adventuring, work as a rogue). She takes in information through both a Sensing and Perceiving preference which means she trusts knowledge that she herself can verify through her senses, including her own instinct. She makes decisions based on how she Feels about a situation and the information she's gathered and can often be described as "impulsive", "rash", or "selfless". Honestly you wouldn't be wrong. Ziva is all of these things, and also eager to see the world with her own eyes living life as an adventurer. And though traveling the realm IS her initial goal when she sets out she doesn't have it in her to ignore people in dire need and so she stops to help those she can without thought of reward or personal gain. Sidetracking her plans to travel on to Thanalan is a good example of this. Seeing sailors and civilians working alongside pirates gave her a taste of what to expect from the people of Eorzea. Despite their differences they looked after one another, picking themselves back up after such devastation rather than giving in to despair in light of all they'd lost. That was something to be admired and respected.

    A perfect example of I'ziva's approach to solving problems would be this: There's some poor soul sobbing over the body of a loved one waiting for their last rites. Stopping to ask if they're alright she's told they can't bury this person without X-item which was lost at X-location. This leads to a quest to retrieve the possession at the behest of that individual. I'ziva's natural curiosity and outgoing nature as an Extrovert leads her to approach them, her information gathering as a Sensor tells her what needs to be done to remedy their problem, and her compassionate nature as she Feels and Perceives drives her decision to act on this information because she sympathizes or empathizes with them, wants to see them comforted even if it's just a little.

    For that reason I'ziva can be counted as reliable despite her impulsiveness. There's a method to the madness once you understand how she ticks. She relishes the challenge of a dangerous situation to the point of thrill seeking. You usually won't have to ask her twice to show off any given skill, either. She's got no problem delving into beast lairs to retrieve some missing person, object, or ingredient. She loves her life because of the freedom being an adventurer and rogue grants her. She wouldn't change it for just about anything. All that she really wants in life is good people, good times, good adventures, and good grog.

    Her impulsive nature has landed her in more than a few tough spots. She's gotten better about this over the years but she also has less patience for rigorous procedures. This can be frustrating for other individuals around her who are more orderly.

    Her loyalty to those she brings into her circle is fierce, and her way of handling grief at the loss of one of those individuals can sometimes give her a single minded focus, whether that focus is on revenge or moving forward depends entirely on circumstance. This can be a particularly dangerous double edged sword, as forming attachments comes easily for her. Though she has a good sense for others she can be misled if her emotions are played well enough, being a creature of impulse and intuition over solid logic. She follows her gut, and someone skilled in deception could feasibly fool her into thinking they have only her best interests at heart. She enjoys having many varied relationships and keeps in touch. She strives to keep her companions in good spirits (sometimes for better or for worse). She's of a forgiving sort of nature, believing in second chances and not inclined to hold grudges, though she's understandably wary if betrayed.

    It's true Ziva is flexible and easy going when it comes to most things in life but she does have a stubborn side. When she sets her mind to something (taking the dangerous job to spare her comrades, having another round of drinks, etc.) there may sometimes be no arguing with her. She's perfectly reasonable until she wants something badly enough. Then she'll refuse to budge without extensive persuasion. The best way to do this is appealing to her emotions rather than logic.

    Spending five years living in Limsa I'ziva has picked up a few habits. Her manner of speech is on the loose side, informal at best, only sparing effort to be "polite, prim, 'n proper" if she's trying to be charming, playful, or sarcastic. Couple that with her straight forward nature and she can sometimes others by being too blunt without meaning to. It's especially true when addressing a problem though she means well more often than not. It can sometimes come over as disrespectful and there are times that she need to be reminded how to address certain individuals, or not to resort to violence when someone taunts her (9 times out of 10 this is when the well being or reputation of another is at stake).

    She's openly flirtatious and pursues romantic interactions as they tickle her fancy. Consent and respect she values above all else in this matter, so if you want to piss her off you can do so easily by disregarding either of those in her company. Her upbringing left her with a very liberal approach to the subject of love, though, and she practices the belief that there is no real wrong way to love someone other than abuse.
    Edited (Forgot to remove the "correction" bit in my edits. Sorry!) 2018-05-05 05:07 (UTC)
    aroguereborn: I think I'm just so clever (Default)

    Re: I'ziva Ganajai | FFXIV Original Character

    [personal profile] aroguereborn 2018-05-05 05:08 am (UTC)(link)
    Abilities: Over the years of her traveling Zi has picked up a few bags of tricks. Here's a run down:

    ✨ HUNTING ✨


    • Being born and raised into a nomadic group of hunters means Ziva grew up learning how to survive off of the land. She doesn't have to call on the skills as often these days with all the modern conveniences that the larger city-states offer but she has the skills for when she needs them. Because of her feline traits her tracking goes somewhat beyond the level of a normal human. As a Moon Keeper her eyes are well suited for hunting in the darkness under the canopy, as that's when (and where) Moon Keepers are often the most active. She knows how to skin and prepare most types of animals as well as use remains for supplies or provisions to last.

    ✨ COMBAT ✨


    During Ziva's travels she joined up with a couple of guilds to learn the tricks of their trades. Among these guilds were the rogues, weavers, pugilists, and leather workers.

    • She began her training originally with knives, but eventually became a pugilist. These fighters rely on a direct method of combat and so speed is vital for dodging and outwitting their opponents. They typically attack from the rear and flank positions, and most pugilists prefer to use some form of metal or leather weapon to add attack potency rather than using their bare fists. Ziva is one such individual. She later combined her somewhat limited pugilist training with her training as a rogue to further her training into the ninja job-class. Ziva's time with the pugilist guild was short as she already had the basic fundamentals upon arriving in Ul'dah, and by then had moved on to the rogues guild. A list of pugilist skills can be found here but it's rather straight forward. They fight with their fists. Ziva was with the guild long enough to master "Arm of the Destroyer", which does medium range damage to the ground around her, cracking the ground beneath her feat and kicking up some debris, but not destroying it. None of these skills should prove to be game breaking, but I can nerf her back further if required.

    • Rogues are the secret protectors of the pirate "code" in Limsa Lominsa, keeping to the shadows under the guise of the "Dutiful Sisters" while ensuring that pirates stay within the bounds of their own laws (mainly not stealing from honest folks or engaging in the black trade of buying/selling/trading people). They're dual wielding fighters with lightning quick speed and reflexes. Being a member of this guild Ziva's fighting style is acrobatic, making her a difficult target with flips, spins, and kicks. She seldom stays in the same spot during prolonged combat and usually attacks from an opponents' rear or flank. They strike fast and hard, including assassination techniques that let her literally get the drop on them from above with their "Assassination" technique, or to become almost undetectable before attacking with the "Hide" technique. The latter requires keeping distance from an opponent, how much distance depends on the opponents' skill (or level, in game). In addition she does know one support skill at this time called "goad". Goad allows her to lend her energy to a comrade whose stamina is running low. It has a limited cool down of a minute or so between uses, and it's a gradual thing, not all at once. An official run down of their abilities/traits can be found here. Note that at her canon point her skills stop at level 60. None of these skills should prove to be game breaking, but I can nerf her back further if required.

    • Ziva saw an opportunity to further her training when approached by shinobi from Doma. Accepting the ninja soul stone bequeathed to her by a fallen shinobi began her tutelage under Obero. Shinobi practice the use of hand seals known as "mudras". Combining certain mudras in certain orders grants a unique set of skills powered by the natural energies of the land and life around them. Abilities range from breathing a stream of fire that deals damage to a wide area, to summoning a deluge of water or a blast of solid ice. It can summon down a single bolt of lightning, a ring of tumultuous earth, or grant the user sixty seconds of enhanced speed at the cost of depleting their stamina quicker. As a ninja Ziva has honed her body to withstand greater damage from high falls or leaps, navigate higher terrain (such as trees), and saw a general increase in speed. None of her skills are world breaking or earth shattering, however, and the wider ranged attacks do wide spread damage at the cost of potency. There is room for enhancement given enough time. Reference here. Note that at her canon point her skills stop at level 60. None of these skills should prove to be game breaking, but I can nerf her back further if required.

    • Ziva's weapon of choice are her Jambiyas, an ornate pair of twin blades adorned with gold and embellished with red gemstones. She also carries small, plain throwing knives in holsters on her clothing, and a whip fastened on her back. Obviously she will not be arriving with all of these weapons, but instead just one of her primary blades.

    ✨ MAGIC ✨


    • NERFED - PLAYER CHOICE - Most beings in Eorzea are capable of traveling via teleportation and return spells. The use of such magic is facilitated by aetheryte crystals throughout the realm. Once a person "attunes" to the crystal's energy they can basically travel the aether trail from point A to point B in a flash. There is a major limitation on this, however, that will prevent Ziva from using these spells in game: If there are no crystals there is no teleportation, as they're beacons for one to find their way. Oops.

    • CAN BE NERFED -if- GAME WORLD/RULE BREAKING - One other skill that Ziva has is summoning minions. Minions are cute little versions of many of the creatures found throughout the world, some simple dolls while others are young versions of their older counterparts (such as the chocobo chicks or griffin hatchling). They do not possess any actual special abilities.

    • CAN BE NERFED -if- GAME BREAKING - Limit Break is a skill that can only be accomplished when in a party of 4 or 8 people. After combat has been going for a certain length of time Ziva can call on a bit of her allies strength to perform a special attack. This comes in two flavors: One/Two (About 1 minute in. She forms a glowing orange sword and performs a four-fold attack) or Three (in which she performs a rapid succession of hand seals and attacks the enemy with multiple blades).

    Alignment: Elios; As you'll see in her sample and as you've already read in her personality section, Ziva is a passionate character. Whether it's pertaining to adventure, flirting it up, telling stories, protecting others, or more she tends to give things her all. She leans more heavily on the positive side, with even her self depreciating humor usually being her way of putting a positive spin on a negative topic (making others laugh at her own expense, especially if it's to cheer someone up).

    Other:


    ⌈ SAMPLE SECTION ⌉


    General/Emotion Sample:

    She wasn't sure if she'd ever really get used to the "mood lighting on demand" that came with these little excursions of hers. It seemed like whenever she was feeling particularly flirtatious weird shit started to happen in general. She'd thought it was a coincidence the first time, but made note after the second and third time that it wasn't limited to being in the right place at a weird time.
    Case in point, feeling too warm and eager to touch she'd just led her current partner into the space between two buildings for a respite from the long trek to their destination when the lights began to flicker out and dim. The atmosphere it created was hard to miss, and by now she knew it meant that their surroundings were reacting to their emotions- well... HERS.

    "You know, if you keep laughing someone is going to overhear us, sweetling. And here I thought you didn't want anyone to see us." One voice teased, low and playful, even as the owner reluctantly pulled back from nuzzling at the other's shoulder.

    "I'm sorry! It's just, your ears are tickling my neck!" Was it her imagination, or did their laughter sound a lot like it was being accompanied by little glass bells?

    Must be her imagination.
    "First time getting touchy-feely with a miqo'te...?"

    They were alone in the darkness, on some random backstreet she hadn't bothered catching the name of. Despite this Ziva could make out the exact shade of red her partner turned at the question with no problem. Got it in one. How cute...! She couldn't help but flash a toothy grin, the tips of her fangs gleaming in the moonlight peeking from behind the clouds.

    "Don't worry, I'll be gentle, but only if you want, that is."

    The response that she received was flustered and frustrated, but before they could blow their cover by fussing some more Ziva silenced them with a kiss. It was all a bit of innocent fun, really. It was by the dumbest luck that she'd stumbled across them in the first place, just her type- if she ever had one. Whether they were looking for a little risk and excitement or they simply had a thing for blondes, she wasn't sure, and frankly didn't care. They'd met just a few hours ago and decided to turn the evening into a proper date, a rare thing for Ziva, but this person seemed sweet and the last thing she wanted was to push them beyond their comfort zones. Keeping things flirtatious and clean was the name of the game. That didn't mean she couldn't have a little fun teasing, though. After all, they were pretty damned cute when they blushed, and it made Ziva aware of things like the freckles dotting the bridge of their nose and the top of their cheeks.

    A pair of footsteps drew closer and she felt her date's body tense, muscles going taunt again with unease. They pulled back a second later, stopping her progress short, prompting her to also break the kiss so she could look them in the eye. The air was growing warmer around them, making Ziva realize that maybe she'd pushed a little too far. In the darkness she could see that blush deepening, and her partner, as if ashamed, wouldn't meet her eyes.

    The reaction was immediate. She cooled her jets and backed down, stepping back to give them a little space with an eye crinkling smile. This seemed to surprise the other, and as they opened their mouth to apologize Ziva cut them short with a tap on the tip of their nose.

    "Don't even think about apologizin' to me, sweetling. You don't have a damn thing to be sorry for." She decided to give them space to walk, and instead brought her hands up behind her head, fingers linking in a casual pose.

    Ziva herself wasn't entirely picky about the venue when it came to displaying affection of any kind, but what she DID care about was taking her partner's comfort zones into consideration. There was a huge difference between someone being shy, inexperienced, and curious and someone being full on uneasy.

    "Come on then. There's a cafe close by that makes the most amazin' little tiny cakes you'll ever eat."
    She winked, and as the temperature around them began to cool again she took that as a sign that she was on the right track.

    Okay, so, maybe the whole environmental-emotion thing could actually prove to be useful. Maybe she'd get used to it, after all.
    Questions:
    Edited (Also forgot to fill in Obero's name, just wanted to let you know- hence the edit!) 2018-05-05 05:08 (UTC)

    Re: Accepted!

    [personal profile] aroguereborn - 2018-05-06 22:20 (UTC) - Expand
    foreverhalone: (Default)

    Vyryx Desrosier | FFXIV OC

    [personal profile] foreverhalone 2018-06-04 05:50 pm (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Zorn
    Contact: [plurk.com profile] ZornSable
    Age: 28
    Current Characters: Khamu'wo Zhwan, Guzma

    ⌈ CHARACTER SECTION ⌉

    Character: Vyryx Desrosiers
    Age: 25
    OC Type: MMO OC
    Point Taken: 4.3, Under the Moonlight

    World Building: here u go

    Backstory:
    Originally V'erhiks, the section of the tribe he belonged to took up a nomadic way of life. They were skilled in animal taming, and found good coin in the training and selling of chocobos. While they couldn't compete with those of Ishgardian training, there were those who would ill afford the prestigious birds of the Holy City, and so the tribe took their business to them. This meant the tribe, small though it was, would travel through Coerthas often to slink into the Dravanian forelands where they could obtain them.

    During one such journey, the young V'erhiks(age 4) got separated when a stray dragon attacked the tribe. At the time, he had a chocobo chick with him at least, and so his frantic journey into the woods away from danger was not entirely alone. However, there's little a chocobo chick can do, and so they were more or less left defenseless to the Coerthan wilds. The pair hid in whatever they could find: smalls caves, under large rocks, even in hollowed out trees that had fallen down many years ago. Anything to escape the dangers around them.

    As fate would have it, his time in the woods didn't last for more than a night or two, because an Elezen noble came across the battered and scared miqo'te child and his fragile bird. Being unlike his fellows, he did not abandon the kid, and instead took him in. Choosing to raise him as his own--with his wife being barren, they couldn't have a child anyway, and they took this as a blessing from Halone herself.

    Growing up this way was not easy for him, Ishgardians are naturally xenophobic, and while the family he was adopted into loved him and even gave him his own Ishgardian surname (Desrosiers), it did little to blunt the judgment of others. This followed him through childhood and adulthood, and kept him from properly joining in the Ishgardian military. However, it did nothing to quell his determination to learn the way of the spear, and so his adoptive parents did pay for his tutoring.

    Years later, after mastering what his tutor could teach him, he did his utmost to follow the new dragoon trainees to see if he could absorbed anything, even if indirectly. For the most part, he picked up bits and pieces, and filled in the blanks as he could, but it wasn't until he found a soul stone that the blanks were properly filled.

    He would often take on daring challenges to himself, first taking down the wild life of coerthas, before eventually attempting some of the dravanian subordinates like drakes and outflyers. Until he happened upon a behemoth pup that happened to stray from its den. Had this been a full grown behemoth, he certainly would not have had a chance, but given it's diminutive size (compared to a full grown one), the challenge was at least even.

    Slaying the beast, he took its horns as a trophy, but not without his own wounds to show for his efforts. It was hardly a new born, but a fledgling behemoth was still a beast to be reckoned with! With the horns, he then commissioned a spear to commemorate his victory.

    One day, after feeling much more confident with his abilities, he had overheard a rumor of dravanian activity, and that a small number of dragoons had been sent out to dispatch the fiends. Wanting to see dragoons in action and therefore hoping he might pick up on their moves, he made haste to follow. Problem was, he only knew an approximate location, and so by the time he got there, it was nothing more than the remnants of a massacre--to the dravanian's favor.

    The young new recruites were little match for the beasts--the scorched land and charred bodies were telling proof of that. Without a dravanian in sight, he scavenged the battle field. He could have brought one of the bodies back, could have tried to find which family they may have belonged--but the disfigured remains were not helpful in recognition. So, he did the next best thing: he took the soul stone, and a discarded dragoon's helmet and spoke not a word of what he found to anyone. A considerate fellow is he!

    It was here that he began to act on his own, seeking to free lance (ha) his skills in an aid to Ishgard. He would act without the direction of the Holy See, slaying would-be threats and foreseen enemies of the church. However, acting alone does little and less for those with such high aspirations. He also did not wish to turn to his parents for help when it came to funding his hiring of mercenaries to aid him in his self appointed duty. Particularly when Ishgard looks down on that sort of thing anyway.

    Naturally, he turned to a trade craft to make money, weaving to be specific. He had no natural talent for it, but it paid well, and through his determination he obtained some modicum of skill. With his own means to fund his endeavors, he turned to a Free Company of mercenaries to aid him in his skirmishes against Dravanians when such threats reared their heads. Or he imagined they did, not all of these skirmishes ended in battle, or at least a fight against dravanians.

    He did this up until the end of the war, ceasing as the Elezen sought peace with the scalekin, and while he held his prejudices against them, he was not one to step out of line. Of course, once everything was done and over with with Nidhogg's shade, and the peace set, he then continued his dragon fighting against what remnants of Nidhogg's horde still skulked about, kill those dravanians that dared to defy the peace between man and dragon.

    However, the brood is ephemeral, and Vyryx soon sought more with his training and dedication. Such a purpose was finite, and even the previous Azure Dragoon had given up his post, setting out to gods know where. As such, Vyryx eventually took up adventuring, and with his newly honed skills as a dragoon, he was more than ready for it. Like a fraction of Ishgard's knights, he too set for Ala Mhigo. When found convenient, he assisted the Ala Mhigan resistance, but having no true stake in their freedom, he did not overly put himself in danger, focusing far more on his self-centered adventuring. Something that proved a lot easier with Ala Mhigo's liberation.

    Personality:
    To put it plainly, Vyryx is a right asshole. Being raised around Elezen--Ishgardian Elezen to be precise--he picked up a lot of their prejudices. Boy do they have a lot. Naturally speaking, Ishgardians are highly xenophobic and racist towards anyone who isn't Ishgardian, let alone Elezen, and while they live with hyurs, it's no surprise that all of their high positions of authority belong only to Elezen.

    With this in mind, Vyryx was raised around a bunch of snobby, stuck up, racist Elezen who look down their long necks noses at everyone else, so naturally he does the same. Even to himself. There's a lot of self loathing with Vyryx, he hates that he's not the "superior race" that Ishgardians are, he despises that he's a miqo'te at all, honestly. Because of this, his hatred for fellow miqo'te rivals next to his hatred of the dravanians, though he's not likely to attack one on sight like he would a scalekin, but still!

    Being raised by two caring Elezen parents, he isn't without some positive merits, he can be kind and compassionate at times, and sometimes he cares a bit too much for his own good--but ultimately he hides that behind his general snobbery. When around fellow Ishgardians he acts proper and respectable, carrying himself in a manner that would likely befit nobility. He's had a lot of practice and exposure to that sort of song and dance--his parents being lesser nobles that serve one of the four high houses, he's had a good example to follow.

    However, around non-Ishgardians, he has a poor attitude, and while he still holds himself high and mighty, with the typical air of an Ishgardian, he's got the habit of being far more crass. Since he despises most who aren't Elezen, he doesn't often listen or give them much of a chance, but it's not impossible for them to get through to him. You merely have to be more stubborn than he is. Needless to say, he's not a man of many friends, and with most Ishgardians not caring much for his kind, and him not caring much for others... well, the chocobo chick he had since a child served as his only friend and for the most part still does. Which is pretty sad, but he has no one to blame but himself.

    Ultimately, he's a man of high tastes and expectations, trying to act the part of Ishgardian nobility even if he's nothing of the sort--an act he puts on mainly around non-Ishgardians who might not know better. So too does he do this with being a dragoon, something he'd never claim to be inside the walls of Ishgard or around any proper dragoons, he keeps his pilfered helmet and soul stone a secret from them. To those who wouldn't know any better, however, well, he's more than happy to claim what he isn't if it gives him an edge of superiority. A man can dream, can't he?

    Because of his self hatred for what he is, he views other miqo'te as savages that have yet to be domesticated, that he's above them, their superior, because he's been enlightened by Ishgardians. In other words, he's a huge jackass that really, really doesn't know how to turn off his asshole switch. You could say he's an acquired taste, but not many can stomach acquiring the taste of shit, just saying.

    If there is one trait that could define Vyryx as a whole, it'd be determination. Whatever he does, whatever he decides to do, he powers through to make it happen with sheer determination. He was not accepted to be part of Ishgard's military being what he is, and so he took it upon himself to train (with her tutor) to become good enough to help out. When he needed funds to hire mercenaries to aid him in his personal objectives, through sheer will power and practice he became a rather skilled weaver to fund it all. Vyryx is far from the best, far from being hugely talented really, but when he sets his mind to something, he pushes everything till he gets some sort of favorable result.

    In the end, he's honestly trying to make his parents proud, trying to be the Elezen son they couldn't ever have, and trying to do right by Ishgard. His hatred of dravanians are as deep as those born into the conflict, despite having no real ancestral roots to the war at all, but his loyalty is and forever will be with Ishgard. As such, he hates all things dragon, and you'd have better luck getting through to a wall than him when it comes to them. His hatred is irrational and pretty much unfounded as far as personal experience goes, but he's so stubborn and unwilling to budge it's almost like they did him a personal slight.

    While a crass, self-centered asshole, Vyryx isn't completely without a heart, and while he might feel inclined to snub others, he does have some sentimentality. He might be very indignant about showing any part of that to others, and will ultimately do anything in his power to make the other person feel as if he's being forced to care, and like it's the biggest burden in the whoooole world. But it doesn't change that those feelings are actually genuine.
    foreverhalone: (Default)

    [personal profile] foreverhalone 2018-06-04 05:51 pm (UTC)(link)
    Abilities:
    As a dragoon he has primarily jumping and spear based abilities, however using his aether, he can augment such attacks to be more powerful, and to cause varying effects. With his further training against those of Nidhogg's brood, he was able to tap into his soulstone, thus accessing the abilities to control his aether into concentrated attacks like Geirskogul (a concentrated burst of aetherical energy that acts much like a dragon's breath weapon), and Mirage Dive (using that same sort of aether manipulation to form an aetherial dragon to dive into his enemy).

    Here is a list of the Dragoon Skill, but seeing as he is not the Azure Dragoon, he does not have access to dragon spirit, or Nastrond.

    Besides that, he is extremely acrobatic. You could say he has... cat-like reflexes. Due to the excessive training, the help with the soul stone, and Eorzean's being far stronger than normal people anyways, he's an exceptional fighter, and quite stronger than his small size might lead one to believe.


    Alignment: Elios, because Vyryx's strong hatred of others fuels most of his interactions. He's full of hate, whether for himself or others, and operates mainly on it. However, on the other end, his love for his country and countrymen work to inspire him as well, and it's through this devotion and strong bond that he's capable of doing most of what he does. Out of any emotion, love and hate absolutely fit him the best.

    Other: He will be bringing his red Draught Chocobo named Arluin.


    ⌈ SAMPLE SECTION ⌉



    General Sample:
    An older TDM thread, but

    Emotion Sample:

    [It was strange to say it plainly, being angry was one thing, but to see how his anger effected things around was quite another. He had tossed his glass away from him, but before it could shatter against the far wall it had already crumbled into dust. The wall cracking where the glass might have hit it. In a way, it made him feel powerful, like the Fury herself was at his beck and call, and she projected his emotions through physical force.

    He knew this wasn't the case, but it didn't change much with how the floor cracked beneath his stomps, or how a glare in a certain direction could bust out some windows. The initial alarm of it was almost enough to calm him from his rage, but he was quick to remind himself just what had upset him—just what was said to send him into such a horrific rage.

    How dare that bitch call him a "kitten". Oh the damn humiliation to be so demeaned. So disrespected, she didn't have a single CLUE who he was—or at least, who he liked people to believe he was, anyways. Fortunately the temper tantrum didn't last long, and the building he was in didn't suffer more abuse than what was entirely necessary (none of it was), what with Vyryx choosing to head out to save himself any more disrespect—of course not without the door literally bursting into splinters as he slammed it behind him.]



    Questions: None!

    Re: Accepted + Note!

    [personal profile] foreverhalone - 2018-06-07 05:33 (UTC) - Expand
    lifelight: (Default)

    Caelia Silverarch | FFXIV OC

    [personal profile] lifelight 2018-06-05 03:01 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Raini
    Contact: [plurk.com profile] infel
    Age: 32
    Current Characters: Serah Farron ([personal profile] mooglebow)


    ⌈ CHARACTER SECTION ⌉

    Character: Caelia Silverarch
    Age: 33
    OC Type: MMO OC, FFXIV, non-Warrior of Light
    Point Taken: End of Stormblood

    World Building: Have a link for that... or two! Caelia is no Warrior of Light, so while she'd be on the sidelines for the most part, this is what was happening during those times.
    lifelight: (☼ in the evening sun)

    [personal profile] lifelight 2018-06-05 03:04 am (UTC)(link)
    Backstory: Caelia Silverarch was born to Adela and Tynan Silverarch in the Orn Wilds, home to a hamlet built up by some Amdapori survivors of the Sixth Umbral Calamity. While most of the numbers of the 3 ancient city-states of Nym, Amdapor, and Mhach had melded with other nations, some had stayed out of all of that, and instead stayed in the regions they had fled to escape the floodwaters of the Calamity. As such, the Amdapor line in this case stayed seculded and hidden through magic - think the barrier surrounding Rhalgr's Reach, but a lot more powerful - though their secrets of some of their most powerful White Magicks were lost. As to not bring another Calamity down on their head, over the years most of the now-forbidden magic was separated in such a way that more than one person would be needed to cast it, if not outright forgotten save for a few people who kept the knowledge safe.

    Caelia, however, was an anomaly - she is unable to cast the same magic as her bretheren, and instead wields the very magic that sought to destroy them so many centuries ago. Funny story on how all that went down!

    When Caelia was 4 years old, some of her older friends kept teasing her that her magic wasn't as strong as theirs, as kids are wont to do. As she insisted more and more that it was so, stop teasing me, it finally came to a head when they finally dared her to take out her grandmother's book of forbidden and ancient magic and cast something from it. Caelia being a stubborn girl, agreed to do so, took her grandmother's book, and began her search for the most complex spell she could comprehend and actually say the words in the incantation. However, being so young, she didn't realize that it wasn't just the ability to say all of the big words correctly to cast, and the needed amount of aether was also a component of the spell, and because of that, her aether - and the spell - went wildly out of control. With her friends panicking and yelling for help, Caelia's parents rushed in to find their daughter a veritable ticking aether bomb and in the same panic as the children in the room, pooled their own magic together to save their child... at the cost of their lives. Her grandmother rushed in not long after to find her unconscious grandchild and aetherically weak son and dead daughter-in-law. Hearing what had happened as her son finally returned to the lifestream, she used her knowledge of the old ways to seal Caelia's memories, as well as the children in the room. She didn't wish for her son's only child to carry the burden and the guilt it would likely wrack her with to know she was the cause of her parent's deaths.

    As the children grew, they ventured a little too close to Sharlayan, and they were found by the scholars there. Intrigued that people that they had all but thought integrated into modern society were still holding pureblooded lines, they invited the children, now in their teenage years, to talk with them and give them some information. While their hamlet elders were wary, they did tell them what was and was not all right to speak on to those in Sharlayan who were ever curious. It was during one of these excursions that, upon looking at their great library full of books and study, did a Soulstone call out to Caelia - one that she swiped for herself. It wasn't until she returned to her home and the safety of her room that she found it was a Black Mage Soulstone. Why it called to her, she didn't know, but she had heard enough from the scholars that Soulstones chose their masters (for the most part.) While she did eventually tell her grandmother, and then the rest of her friends and those she considered close, she kept it a secret as long as she could, not wanting to scare anyone that she had interest in learning the same magic that wiped out their ancient city. Once the cat was out of the bag, it was found more to be a boon than a curse, and the years leading up to the Sharlayans leaving their settlement in the Hinterlands behind gave her access to books and knowledge on the art of Black Magic - it was also in this time that she found she had a love for studying and learning of the different types of magic, and her frustration of her inability to use the magic of her people also began.

    During these 12 or so years, she had built up friends with the children of the hamlet, though most were a couple years older than her, she still found a close companion who later became her lover in one Locke Grayleaf. He had always been her protector, never wanted to see her cry or get hurt, and fussed over her the most. Soon those feelings turned to love, and somewhere around her 17th year they were known to be dating. Nothing really notable happened in the time between the Sharlayans leaving and the Calamity in her 25th year beyond Garlean scouting ships crashing into the forests and Caelia making the merciless (or perhaps in very veiled mercy) decision to end the near-fatally wounded pilot's life before the ship was scrapped for their own purposes. All of the children (and the adults) knew that if they were found by the Garleans, life wouldn't be so pretty, and a worry that turned to an almost hatred was formed in Caelia - a few of her other friends had been going back and forth on how to deal with the soldier, but it was ultimately Caelia who said she would kill him as he was too far gone to mend with their magicks. When word spread of Nael van Darnus' plans and ideals, they saw more and more frequent Garlean visitors overhead going into Eorzea proper to fight the adventurers who rose against them. The night of the Calamity was seen from their homes, and when they awoke from everything after... well, they knew it was a spell most forbidden but couldn't remember much regarding it. It wasn't long after that things started changing.

    There were plenty of other hamlets and small settlements around the fringes of the Wilds, where traveling merchants made their way through the paths to sell wares... but their visits dwindled to nothing over the coming months. Curious on what had happened, others ventured out to either not return, or return almost on their deathbed. All reports were the same: Bahamut had changed the ambient aether as the Seventh Umbral Calamity had been ushered in, and things would only grow worse for them. While the Hinterlands were largely unchanged, the sudden freezing of Coerthas and many trade routes that relied on what had been snowed over in Abalathia's Spine stopped, and soon hunger and sickness came. When the widespread sickness also came from parts of the land being poisoned by the aether changes, the hamlet called it what they thought it to be: a Curse of the Elementals. Seeing as how they had angered the Elementals so many centuries prior with their war with Nym and Mhach, they could only see it as the Elementals punishing them, though they didn't have next couple of years, a then-untreatable sickness ravaged the hamlet, taking many lives out as it spread. One of the lives taken was Locke's, and on his deathbed was Caelia allowed to see him - she had been much too upset and her grandmother dared not tempt the Elementals to poison her granddaughter if she were allowed unlimited access to his sickroom - and it was before he drew his last breaths that he handed her a ring and expressed how he was upset that the Twelve wouldn't allow him to marry her as he had planned to do.

    Caelia had to be forcefully dragged out of the room as he passed on with a smile on his face.

    After losing so many and trying to decide what they could do to survive, ranging from migrating out to the old and abandonded Sharlayan settlement, to settling one of the other abandoned settlements around them, or even just assimilating into one of the still thriving hamlets in the area. Ultimately, they found that too many were sick to make the move, and settled on the best sounding scenario: send out a few of those who were well enough to cover a long distance to be able to send back medicine, food, money, or whatever else would help them. Caelia was one of these, despite her protesting and anger at being chosen to leave. She and three others were packed up, given small gil reserves, and sent out to Eorzea, one of the last free of the Empire places left that was easy to get to. She chose to continue on to Ul'dah, taking on odd jobs for whatever she could feasibly do while living on her own and training in the Eorzean's Thaumaturgy art - she had to blend in somehow after already knowing what they were teaching her considering her ability as a Black Mage.

    Eventually she ran into a job she couldn't do alone: while some other adventurers had cleared out Sastasha, there were still some pirates holed up in there that just wouldn't leave. So, Caelia begrudgingly sought out help from three others to escort her through. She had paid them off, sure, but it wasn't until after that the leader of the group, S'neha Qimi, gently let Caelia know she hadn't paid off her debt in full and she'd be a swabby for S'neha's Free Company, the Seaswarm Privateers, if it meant she'd pay off her debt, and if she ran? She would hunt Cae down and drag her back if she had to. So began her time with the Seaswarm, eventually moving up to be a go-between for the Swarm and an Ul'dahn Consortium of exotic and imported goods, with whom the Lalafellin owner covets a seat on the Syndicate... a bit of a dangerous thing. Caelia does that in her spare time between her odd jobs and the like, up to and including working as a free agent for Ishgard during the time of the Dragonsong War as a lookout. Couldn't have their soldiers possibly getting surprised by dragons, so why not outsiders?

    In this time, Caelia met someone within the Free Company before he left: Terris Blackthorne. To date, he is the only one Caelia trusts with her life, and it's not only because they've been together for some time now. He had left the Seaswarm, but kept in contact with Caelia in some way. She stumbled on him after she had a run in with a rival Syndicate-trying Uldahn business's thugs gave her a beating... and she caught a few of them on fire, ultimately starting the underground rumour that there was a Thaumaturge that was able to cast spells without some sort of Foci which, wasn't entirely untrue either (what with jeweled ringbands and other Foci points on her that she adrenaline-rush casted when they attacked her.) When she found Terris, he took her in to make sure she wasn't found for a retaliation beating and/or death and to also make sure she was cared for as she healed up. He ultimately offered her a place to stay and told her "don't leave here 'til we know it's safe, I'll always protect you."

    And Caelia being Caelia, decided to test out that last part by slipping out of Ul'dah and traveling to Costa del Sol. She figured if he really cared, he'd go looking for her, and look for her he did. He found her fairly quick and gave her a sound scolding about leaving, which only led Cae to ask how he found her so quickly. Turned out, he could sense aether but couldn't use it - and only one nation of people were unable to do that, the Garleans - and he had followed that trail, so to speak. He had no connections to his prior life of being in a shoot off of the Garlean's royal family as the Garleans are assholes when it comes to eating their own, though he didn't remember much of what had transpired. While it made Caelia wary, he eventually broke down many of the walls she had put up around her and she not only grew to trust him (and trust that he wasn't going to go back to being a crazy Imperial and haul her back to Garlemald to do whatever unspeakable things they'd do to a pureblood Amdapori) but they eventually got together. While she was gone, he gifted her a pet to keep her company, a red panda she named Kineta. She loves the red panda almost as much as she loves Terris, but she'd never admit that freely! He's been with her through thick and thin, up to and including extracting her out of the Dravanian Hinterlands when she had gone crazy with homesickness and fled home while working for Ishgard during the War. She was not lucky in coming back unscathed, as she'd been blighted with the Curse... but she had poor Terris worried sick after her regular letters stopped coming to him, so he found her on her own way home. Her grandmother had started pushing her in the direction of Astrology from Sharlayan since she couldn't use White Magic, and since then she's started undertaking other magical talents, though they aren't as refined as her Black Magic.

    She can, with more knowledge, try to convert some magic to a way she can cast it. It takes some work, but that's what keeping your nose in books to study will do. She put this to use when she was contacted by someone she had met and talked about the old nations in the Fifth Astral Era - Inquisitive Mentor, a Roegadyn, had some old blight on him that ultimately Caelia helped remove with some help from one of his students - Anton Borneheld - and digging around the old Gubal Library. She got in contact with one of her close friends from her home who had been sent to look for Cae as her letters home had stopped (through her forgetting) and together they cast an old spell that they had converted over for Caelia to use. Any large casts wipes out a good chunk of her aether anymore, so she was out of comission for a while - but she's since bounced back; hopefully being far enough away from the source of her sickness will get her back in proper order. Until then, she's started sending things back home and hoping for the best.

    Despite the Curse, she still gets up to trouble - much to Terris' unhappiness about it - and has expressed her interest in taking back Ala Mhigo from those disgusting Garleans. She has more good days than bad, but is still as stubborn as ever when it comes to helping those back home - and in her new home in Eorzea. In those few bad times she's had visits? Visions? Both? Of Locke who has given her guidance in her times of uncertainty, though those aren't something that happens often. Still, she continues on to work and get enough to help those she cares for in both homes. Time will tell how far she goes to those ends, however.

    (no subject)

    [personal profile] lifelight - 2018-06-05 03:04 (UTC) - Expand

    Re: Accepted!

    [personal profile] lifelight - 2018-06-07 03:43 (UTC) - Expand

    (no subject)

    [personal profile] battalia - 2018-08-12 21:46 (UTC) - Expand

    (no subject)

    [personal profile] battalia - 2018-08-15 23:54 (UTC) - Expand
    glitchinthesystem: (electricity)

    Glitch | Original

    [personal profile] glitchinthesystem 2018-09-01 06:08 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Ceej
    Contact: [plurk.com profile] christhehost
    Age: 26
    Current Characters:None
    glitchinthesystem: (electricity)

    [personal profile] glitchinthesystem 2018-09-01 06:09 am (UTC)(link)
    ⌈ CHARACTER SECTION ⌉

    Character: Glitch
    Age: 15
    OC Type: Pure Original
    Point Taken: His time in the dome when he has the kiddos

    World Building:
    Glitch’s world is much like our own, except for the fact that in 2020 people began developing superpowers. Signs of the development of powers included a few incidents that began cropping up around the world. These incidents were caused by the appearance of super-powered beings (known as Irregulars) and, due to their often violent nature (ranging from accidental massive explosions to purposely robbing others with newfound abilities), began to frighten the public. However, throughout this time the Irregular population was still in the minority, and their powers needed more time to develop. Therefore, the world government sought to end the problem quickly by separating the Irregulars from the normal public in a project known as the Domes.

    Domes were made to seem like an ideal place for the Irregulars, but were nothing more than cheap work camps and a means to keep the small population of superhumans away from the rest of society. The Irregulars, growing angry at their poor living conditions, began fighting back against their governments, with the biggest riots happening in Canada. Despite the government shutting off water and power to the Domes, the Irregulars continued to fight. When the Irregular unrest started to become uncontrollable, the government decided to make an example of them. To do so, they broadcasted a live bombing of one of the first Domes to rebel, which effectively ended the rebellion for a brief period.

    However, it was clear that this was only a temporary solution to what could be a serious problem. In a bid to avoid a repeat of these rebellions, the government made a decisive move: they would separate infants, children, teenagers, and adults from one another and sort them into individual Domes. This way, the older generation of Irregulars could not pass along any knowledge of the rebellions and other key moments of Irregular history to the younger generations. In place of that, the government would teach the younger generations a false history. The story they fed to the younger generations of Irregulars included falsehoods about the world ending and blaming their powers on nuclear radiation. When it came time for people to transfer from one dome to the next they would go via an underground network of tunnels. They also insisted that living in the Domes was the only way to survive and that anything that occurred in them was to ensure that survival.

    Robots were sent into the Domes to stand guard over the Irregular inhabitants under the guise of raising and teaching the children and infants of the first two Domes. Their other objective was to keep the peace in the adult and teen Domes. However, their prime objective was to keep the Irregulars from developing their powers too much and to meet the Irregular prisoners with brute force if they were caught using their powers.

    If anyone ever tried to go outside, mentioned exploring, or even asked questions about the outdoors, they would be ‘dealt with’ either by killing them outright or sending back the offending person, lobotomized in a state of semi catatonia.

    Effectively, The domes were the ultimate prison. No one would leave them in fear of their own death or coming back less than themselves.

    Backstory:
    Glitch’s first memories were that of growing up inside the Domes, including his first lessons at the age of five. His naturally curious demeanor, when combined with what the robots had told him about going to school during his time in a younger Dome, he began soaking in all the knowledge taught to him and the other Irregular children. Glitch learned about the “history” of the world (as designed by the companies) which, along with lies that the world had ended, included false commentary on adults that were too busy maintaining the domes so robots were to raise the children. Everything seemed normal.

    However, Glitch, like many other of the kids before him, noticed the robots hadn't given them names, instead referred to them by number. After all, robots can’t get very creative. So children came up with their own names, instead. They would draw on their powers, talents, or interests as inspiration, as seen with Glitch’s name. One day during lunch, Glitch had wanted more to eat, but because the robot had served him his portion, it wouldn’t give him more. Impulsively, Glitch reached across the counter to grab more food and accidentally touched the robot. A surge of electricity caused the robot to malfunction and start saying the word “glitch” over and over. That’s when Glitch chose his name.

    In time, Glitch figured out his superhuman abilities had to do with electricity and magnetism. It started with repeats of his first encounter of his powers, where he would use them on robots to get more food. He took care not to get caught, having seen what happened to most kids who were too showy with their powers. Eventually, he did get discovered - not by a robot, but by another child. This child was a girl gifted with pyrokinesis named Torch. She noted his abilities as useful and promised not to go alerting the other kids or robots if he would get her extra helpings as well. Glitch grudgingly held up his end of the deal, not wanting to have every child or robot in the Dome. Torch honoured her part of the deal as well, even going beyond it by providing help every once in a while. She would start small fires to distract the robots who oversaw the food distribution while Glitch worked his electric abilities. As time went on in this fashion, Glitch and Torch began to trust each other, and eventually viewed each other as friends.

    When they finally turned 12, they were moved via the underground tunnels to the Teen Dome. The moment they arrived, they were thrown into 16 hour days of work with no breaks, barely edible food, and poor living conditions. They didn’t receive daily portions of food like they did back in the Child Dome, now having to pay for it with food tickets from their jobs. The food tickets were enough to purchase one meal a day, and the meals themselves were not enough to keep anyone full.

    As time passed, they decided to go back to their food-stealing scheme that had worked out so well for them in the Children’s Dome. Unfortunately, food security in the Teen Dome was much tighter. When Glitch tried to make a serving robot malfunction, another caught him, even with Torch’s distractions. He was beaten severely enough that he was unable to work for a few weeks. In that time, Torch divided her already meager portions between the two of them.

    With food problems came bullying problems. The older teens viewed the younger teens as easy pickings, including Glitch and Torch. It was a common practice for the more established inhabitants to try and take advantage of the newcomers, shaking them down for meal tickets or forcing them to try and steal things for them. Glitch and Torch resisted, earning a few bruises along with having their meal tickets stolen for a time. It wasn’t until Torch seriously burned one of the teen's faces that the older kids finally left the pair alone.

    After nearly starving on several occasions and getting robbed, Glitch’s eyes opened to how awful living in the Dome was. Cramped and trapped inside the Dome, he had no hope for anything better. He knew the only other option was to leave - but that meant becoming one of the Tweakers, lifeless husks with a lack of self-preservation. Having seen firsthand what the Tweakers were like, Glitch found himself full of unease.

    It wasn’t until he was fourteen that he heard about the underground fighting club in the Teen Dome. The fighting club was located in an old collapsed tunnel that had a small cave form among the debris and an entrance hidden behind a large loose panel. On top of all of that, the robots no longer patrolled the area and the teens found it easy to use this one spot for their fight club. Each week the teens would host a fighting tournament where admission was a food ticket. Powers could be used in the fights as long as they didn’t result in any fatalities. The winner for that week would get a portion of the food tickets used for admission.

    Glitch and Torch decided that participating in the fights would be their method of getting extra food tickets. For the first few weeks, all Glitch and Torch did was watch the fight,: seeing who regularly participated, how they fought, who used what power or if they used them at all. When they decided it was time to try and participate, Glitch was the first of the pair to fight. Having studied the other contenders beforehand, Glitch found the fights relatively easy. After a string of victories, Glitch had managed to win enough food tickets for himself and Torch for at least a few weeks.

    Torch and Glitch continued this pattern, keeping themselves as well fed as they could, at least until the new kids would come to the Teen Dome.

    An uneasiness stirred in Glitch when that time came. After everything he and Torch suffered in this Dome, Glitch became determined to protect the newcomers. Torch protested against it, saying that they already had a good system for themselves and that taking in strays could ruin everything. Despite her protests, Glitch wouldn’t budge and, finally, Torch accepted.

    By the time they were fifteen, they had taken in a few kids. Glitch and Torch would manage to keep them protected from the worst of what the teen dome had to offer.

    Regardless, their existence continued as it was: work, taking care of the younger kids, fight club and so on.

    Personality:
    Glitch is the typical angry teenager in that he’s constantly rude, harbors a crass streak, and is standoffish when you first meet him. It’s the front he shows to the world. Growing up in the situation he did, Glitch learned not to be a pushover. He doesn’t let anyone talk down to or walk over him if he can help it. In fact, he makes a habit of saying exactly what’s on his mind if the situation calls for it. He’s more than willing to be blunt if he has to. However, just because he’s a delinquent, that doesn’t mean he’s stupid. Glitch has always known when to pick his fights and just how to win them. Observant and self-reliant, he would only pick these fights when he figured out his opponent’s weakness or when he can gain something from it. He’s a boy of calculated risks and will often seek to tip them in his favour, rules be damned.

    Glitch was forced to grow up relatively fast thanks to his home situation. Constantly being preyed upon when he was younger, Glitch developed a quick distrust of strangers. He’s suspicious of others and is always on guard whenever he has to speak with a stranger. Despite his initial distrust, he isn’t against making alliances, especially when faced with a situation he is unfamiliar with or could gain little by himself. It’s rare, but he’s willing to work with another to get what he wants. When deciding if he should go out on a limb and help a stranger it’s always with the intent of what he can gain from it.

    However, he’s fully capable of trusting someone eventually and when he does he becomes a loyal friend. Torch is a prime example of this trait. While their relationship first began on a foundation of blackmail, he learned to count on her. He will always have another person’s back if he knows they have his. He just needs to see it. He’s willing to go to whatever means to keep them safe and healthy, be it stealing or fighting. He won’t ever abandon someone he calls a friend regardless of how hard a situation may seem.

    Underneath the layer of a rude teenage boy who may be a little too smart for his own good (and a bit selfish), lies the makings of a decent person. When Glitch does see suffering or an abuse of power (especially against children), he’s at least willing to act against it and do something selfless. On a whim he was willing to take in a bunch of kids he didn’t know and keep them safe from the worst of the Teen Dome. He was also willing to risk life and limb just to supply them with enough food to live. He’s actually even capable of some semblance of cheerfulness, seen through his snarky humour or a willingness to be more talkative. His life just hasn’t allowed much for this decent side to come out.

    (no subject)

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    Re: Revision

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    lightofchaldea: (just spell it F G O)

    Ritsuka Fujimaru | Fate/Grand Order

    [personal profile] lightofchaldea 2018-09-05 02:47 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: AC
    Contact: pm this journal, AC#7235 on Discord
    Age: 33
    Current Characters: N/A


    ⌈ CHARACTER SECTION ⌉

    Character: Fujimaru Ritsuka
    Age: Probably around 16-18; she's a little confused by Mash (who's about sixteen) calling her "senpai" at the start of the story, however, at least one year has passed since then in Chaldea's time, plus time-travel shenanigans mean the best that can be given at this point is an approximate estimate.
    OC Type: Blank Slate Protagonist (Fate/Grand Order)
    Point Taken: Post-Camelot

    World Building: The Type-Moon wiki has an article with a good overview plus lots and lots of links to more information on just about everything.

    Backstory: Ritsuka comes from a fairly ordinary background. As in actually ordinary, not anime series "ordinary". Which is why she didn't really think anything of applying for yet another job recruitment flyer for some company or another. Just that, as it happened, she not only got the job, but said job involved being flown to an undisclosed location nestled high and deep in an unspecified mountain, being put through some sort of simulation as part of the process of being admitted to the facility, and then promptly passing out in the middle of a hallway, all without even knowing yet what all this job even is. Yeah. So much for ordinary anymore!

    Cue a lot of abbreviated explanations, a few good and at least one bad first impression, then disaster striking in the form of an explosion in the facility's main command center. Despite being told to evacuate, however, Ritsuka decided to first go check on Mash, the girl she'd met shortly after arriving, who had been in the room where the explosion went off. This led to Ritsuka being trapped there with the severely injured Mash when the facility's systems automatically sealed off the area... and being the only Master candidate in suitable condition for it, she was caught up in the Rayshift to the Fuyuki singularity that had just moments before been initiated.

    Which, in turn, proved to be the first step in a massive quest across time and space to try to save humanity from the destruction that's incinerated all civilization outside the (all too temporary) shelter of Chaldea's facilities. Learning as she went what "Servants" are and how to be a Master, herself, Ritsuka tackled the task head on and with little hesitation. Perhaps because she felt it was the right thing to do, or perhaps because the alternative of all of humanity being incinerated forever is even more terrifying. Or perhaps a bit of both. So far, she's been to and corrected six of the seven singularities threatening civilization's foundations, each one with new (and often more difficult) challenges than the last.

    And that's not just in terms of powerful enemies, either. Ritsuka has seen the aftermath of rampaging monsters attacking human towns, witnessed allies sacrificing themselves to protect her and others with her, and even been present when powerful foes (even Servants!) started massacring unarmed and ordinary humans right before her eyes. Of course, she's always risen to each challenge and done everything within her power to save and protect what she can, but her experiences have underscored the gravity of the task she's undertaking. Peoples' lives are on the line, and failure is not an option. Thankfully Ritsuka, along with the rest of the Chaldea staff and the Servants they've allied with, have so far been successful in their endeavors in restoring humanity's history. As a result, she's perhaps cautiously optimistic about the eventual outcome, or at least has come to think of it that way as a means to help endure the increasingly difficult path of getting to that point.


    Personality: When you get down to it, Ritsuka is both entirely unremarkable and a complete oddball. She's cheerful and outgoing, quick to befriend people she's only just met. She's into pop culture (particularly some of the more 'geeky' stuff) and finds things like robots and dragons exciting and cool. She also has quite the snarky side, responding to some of the more absurd situations she finds herself in with sarcasm or deadpan remarks.

    But surely that describes almost any young person these days, right?

    On the other hand, Ritsuka has more than a few quirks. For one thing, she accepted a job offer that required her to fly to an undisclosed, secret location halfway around the world with apparently no questions asked, to the point that she didn't know a thing about Chaldea upon arriving there. When suddenly thrust into a world full of magic and powerful spirits and a sort of psuedo-time travel, her unfamiliarity with any of it doesn't seem to cause her any hesitation. Nor does the fact that she soon finds herself up against monsters, dragons, demons, and even gods. At the same time, she's quick to do whimsical things like greet the Celtic Servants with an enthusiastic shout, and seems to deliberately make comments to Mash that fluster the slightly naive Demi-Servant.

    So maybe she's not so 'normal' after all.

    Then again, there's still a little bit more to her.

    Her quirks and her less remarkable traits aside, Ritsuka has an incredibly strong and unwavering sense of doing what she feels is right. Sure, she's quite literally the only Master candidate Chaldea has left to work with while the rest of the world (and entirety of human history) is utterly incinerated, but even for someone who "has no choice" she certainly doesn't hesitate to do what's needed. She doesn't even complain, not when things are serious, instead putting everything she's got into the task at hand, grinning and bearing the hardships it entails. After all, saving humanity is just the right thing to do, isn't it? Plus, it's clear that Ristuka really does genuinely care about the people she's met... and the billions she hasn't. She quickly and easily trusts the Servants and others who agree to become her allies, and while saddened or hurt by those who oppose (or even outright betray) her, doesn't hesitate to forgive and team up with them once again should they come back around to her side once more. And, of course, there's that minor little fact that she continues to push on without giving up, despite the difficulties she may have to endure and terrifyingly immense obstacles to overcome. Perhaps someday she'll find she has a limit or breaking point, but so far, well, she can manage.


    Abilities: Absolutely none, Ritsuka is a normal, boring, average human being. Well no, that's not entirely true, but all of her "abilities" come in the form of being granted from outside sources:

    Mystic Code: The Chaldea uniform Ritsuka wears isn't just clothing, it also has a handful of spells built-in to it that the wearer can use, even if said wearer has essentially zero magical talent. It features three spells: First Aid, which heals a single target; Instant Enhancement, which briefly improves the attack power of a single target; and Emergency Evade, which casts a brief evasion ability (again on a single target). These spells take time to recharge, so to speak, after being used, and Ritsuka is limited to only these three, and can only use them when actually wearing the Mystic Code. If she were to obtain another Mystic Code she could gain access to a different set of spells, but again it would be limited to what's preset in the one she's wearing at the time. Should she be wearing just normal clothes without a Mystic Code, then she won't be able to use the spells at all.

    Command Spells: These are powerful magic spells given to Masters, and possessing them is a requirement to form contracts with Servants. Ritsuka can use them to instantly power up a Servant she's contracted with, but is limited to only three at a time. Unlike the command spells used by Masters in a Holy Grail War, however, it appears that Chaldea's system allows for used spells to slowly recover/regenerate rather than being permanently lost, but this takes time. Again unlike the typical Holy Grail War scenario, there's virtually no limit to the number of Servants that can be contracted with, as Chaldea's own systems record the Servant data and supply magical energy as needed, taking the strain off the Master to provide all that support on their own. Despite this, however, there seems to be an upper limit of how many Servants summoned by Chaldea that can be supported at one time outside of Chaldea's own facilities under normal circumstances, usually about five or six.

    Instant Summon: Aside from allowing Ritsuka to make contracts with Servants, the command spells also seem to allow for her to temporarily call a "shadow" of a Servant she's already contracted with (and is therefore recorded in Chaldea's system) to assist in a battle. These summons are extremely brief and of limited utility; for all practical purposes the "Servants" summoned this way can't do more than fight a quick battle and vanish again. As mentioned above, Ritsuka seems to be limited in the number of Servants that can be called upon simultaneously, usually maxing out at around five or so. Additionally, this process evidently requires at least some degree of concentration, as Ritsuka seems to be unable to effectively fight back or summon when cornered by an enemy Servant alone with no allied Servants present, so it's definitely not a get out of trouble free card. Per prior discussion this will not be possible in-game and is included here just for reference.

    Anti-Poison (Temporary Name): Thanks to her contract with the Demi-Servant Mash Kyrielight, Ritsuka has a passive skill that renders her immune to many (if not most) poisons. This includes magical poisons such as the Demon Fog in the London singularity, which was deadly to most living beings, as well Servant abilities such as Hassan of the Serenity's body, which would normally lethally poison anyone who touches her. It's unclear what the limits of this ability are, but presumably it only applies to actual poisons that would harm or kill Mash's Master, and wouldn't necessarily counter the effects of caffeine or alcohol or such.


    Alignment: Piphron - Ultimately, one of Ritsuka's greatest assets is her ability to trust in and rely on others, which is what enables her to so quickly form form such deep bonds with the various Servants and others that she meets and works with.

    Other: As a note, while I'm taking her from the most recent appable canon point from the English release of the game, per Empatheias's rules, some of the information on abilities (in particular the summoning details) is taken from scenes in later chapters that are still only available in Japanese. This is exclusively used just for filling in details on game mechanics that are present from the start of the game but not actually explained until much later, however, and I can provide summaries/translation/transcription/whatever upon request if needed.


    ⌈ SAMPLE SECTION ⌉


    General Sample: Test drive thread(s)

    Emotion Sample: In which Kiyohime is her usual terrifying self


    Questions: I think the answers I got already just about cover it!

    Re: Accepted!

    [personal profile] lightofchaldea - 2018-09-06 22:50 (UTC) - Expand
    saltyaxitude: (Default)

    Ikar Kestrel | FFXIV OC

    [personal profile] saltyaxitude 2018-10-05 03:45 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Rio
    Contact: [plurk.com profile] lamiaforte
    Age: 28
    Current Characters:
    N/A

    ⌈ CHARACTER SECTION ⌉

    Character: Ikar Kestrel
    Age: 24
    OC Type: MMO OC
    Point Taken: After 2.55, Before the Dawn.

    World Building: Here and here!

    Backstory:
    Growing up in a small fishing port on the coast of Vylbrand, it wouldn't be wrong to call Ikar a simple country boy. He’s the only child of a fisherman and if he stayed at home he would have definitely been roped into the family trade as well.

    Thankfully for him, growing up he developed a fond interest in keeping various unusual critters around his home town that would ultimately drive his life elsewhere. If farmers could tame and keep sheep and dodo why couldnt he with carnivorous fish or wild jackals? It was regarded as an unusual and unproductive hobby however by his peers. Self conscious, it was easier to pretend that his interest laid in protecting people. In knowing and understanding all the pests he could help dispose of them! He got his break at age 14 with the perfect exit from small town living. The Company of Heroes had recently felled the primal Titan and Leviathan and it was easy to convince his way to Limsa Lominsa to get some formal training for his so called hobby protecting the people.

    Once in Limsa, the young gullible Ikar was swayed into the marauders guild which at the time was an elaborate pirate recruitment scheme. He narrowly managed to avoid a life of piracy by keeping himself involved with the legit neighboring fishing and culinarian guilds which helped keep him out of trouble. Thanks to their help he could focus on his training. His ultimate goal being able to defend himself so he could travel Eorzea and continue harassing the wildlife.

    Things were swell and pretty uneventful for 4 years until the lesser moon Dalamud fell when he was 18. Shortly after that catastrophe, a major reworking of Limsa Lominsa swept through lead by the new Admiral Merylwyb. There was massive damage to the city, strict new laws on pirate activities and his 'guild' was under renovations as there was a change in leadership with a huge overhaul from its pirate roots. He lingered for a few months, but ulitimately used the chaos as an excuse to leave Limsa and broaden his horizons as adventurer.

    He spent the next two years over in Thanalan working as an adventurer and expanding his knowledge on monsters. He also actively started funneling time and effort into taming the wildlife during this period though he was unsuccessful in his attempts. One bad trip out to the Sagolii desert would change the course of his life again though with a bad run in with the hostile beastmen of the region ending in his capture. The Amal'jaa, as these beastmen were called, were fervent worshippers of their god Ifrit- a god who demanded sacrifce. It was by pure luck Ikar was found by a passing adventurer who helped escape this fate. This kind soul happened to be a part of a Free Company called Empyrean Bellatorum, who after the ordeal extended an invitation for Ikar to join them.

    Since then he's been working at the Free Company and in exchange he gets a pretty good deal with free meals and his own room. He mainly does chores and errands, but he does get to go on battle missions as well. Otherwise he's free to follow his interests which he still hasn't made much headway on honestly. As far as current events go, Ikar is not one to keep up with the times. You can't exist in Eorzea without hearing of the Warrior of Light and their fabled deeds though. However recently talk of the Warrior of Light has grown sour with rumors of an assassination plot on the Sultana of Ul'dah.

    Personality:
    On first impression Ikar is pretty average for a Limsan Lominsan. He can be loud, crude, boisterous, stubborn and not to mention little on the dumb side. He's also got a quick temper and is easy to offend if you say the wrong thing to him. While I wouldn't describe Ikar as a violent type, he won't hesitate to instigate a fight with those he thinks wronged him and would be easy to beat. He also enjoys slinging insults if the opportunity presents itself, but unfortunately he's not as quick witted as he likes to believe he is and frustrates easily when he can't keep up the smack talking.

    Even though he is a rowdy boy, he is still friendly to strangers! His mother didn't raise him not to be a decent human being and treat people with respect after all. He still wouldn't particularly go out of his way to help someone he didn't know and certainly not without some sort of reward. It's not completely impossible of him though. He just at his core is a very selfish person. If things don't benefit him directly he typically won't be on board to help, this goes for friends as well. Often friendly gestures he offers are just some round about way to help himself. Like many people, he is apathetic towards things he doesn't want to be doing. If it's not in his immediate interest, he's pretty much not interested.

    Speaking of interests, he's very very passionate about his studying of the monsters of Eorzea. It's a major driving force in his life after all and he has the stubborn determination to keep persuing it. Thanks to his upbringing though he's self conscious to share these interest even with those who are close to him. Despite it actually being a pretty normal interest for someone to have he regards it as an embarrassment. It's not fishing which his father wanted him to continue and it's not even related to all the training he had in becoming a marauder. So he prefers to keep his personal life private for this reason and keeps quiet on topics such as these despite his true enthusiasm for them.

    Perhaps if he was poked and prodded enough by someone he was close to he would open up, but he doesn't exactly have a connection like that in the Free Company he is with. He does have a few friends though! Friends that are unfortunate enough to be around his inconsiderate ass. He doesn't think of how his actions effect things and he does have a bit of a boundary issue. He very likely to overstay his welcome, he's the type of person who won't knock before entering a room, he'll come over uninvited, ask too many favors and borrow things without asking. He's a fun guy! Right?

    Abilities:
    *Marauder skills up to level 50. As a keynote he is not a warrior, nor does he have a soulstone. He's similar to other generic enemy marauders in game by how they use some warrior actions but with a name change. For example the warrior skill steel cyclone is changed to iron tempest, but it's still the same skill.

    *Skilled fisher. He's not reeling in eorzea's big fish but he has sunk a lot of time into refining this skill.

    Alignment: Sosyne, because of Ikar's hot temper. He's quick to anger and just as easy to frustrate.

    Other:
    He has his pet smallshell named Snips.

    ⌈ SAMPLE SECTION ⌉


    General Sample:
    One and a two meme samples!

    Emotion Sample:
    [It was supposed to be an easy job from the task board. A simple task of helping a farmer find and return some lost cattle. It hadn't taken Ikar too long to track one of the missing cows down, but trying to herd it back was another thing entirely. It was like pulling teeth trying to get the stubborn animal to move and even then it was luck if it went in the right direction.

    Still, slowly but surely Ikar managed to pull it along with a makeshift lasso. The further he got along though the thinner his patience wore with the stubborn beast. He had nearly got it to the finish line and they had to be under a malm away from the farm. He just needed to make it a wee bit further. Though with each tedious step the ground was starting to crack more and more beneath his feet as his frustrations continued to grow.]


    By the Navigator.... if you don't start movin' yer arse I swear I'll-

    [His last step peaked with annoyance as the ground gave way underneath him to a small crater of his own making. The cow was spooked into moving however! It just bolted in the opposite direction of the farm while Ikar laid stuck in his hole.]

    ARRGH COME ON! Stupid swivin' emotions!

    [Really he was just making the hole worse at this point.]

    Questions: No questions, just wanted to note I'd like him to retain his memories from his previous time here!

    (no subject)

    [personal profile] saltyaxitude - 2018-10-08 00:35 (UTC) - Expand
    leecherous: (Default)

    R'dhanha Nunh | Final Fantasy XIV OC RE-APP

    [personal profile] leecherous 2018-11-03 03:10 am (UTC)(link)
    ⌈ CHARACTER SECTION ⌉

    Character: R'dhanha Nunh
    Age: 36
    OC Type: FFXIV MMO OC
    Point Taken: Right after 4.0's events



    Backstory:
    R’dhanha grew up with his two twin brothers in his small, close-knit tribe. He and his brothers were the only males at the time of their birth in over ten years, as is wont to happen with Miqo’te. However, their births were seen as very auspicious! Triplet boys, what a boon! The three boys protected one another and adored each other. However, one fateful day, R’dhanha’s two brothers decided to venture out to prove themselves as hunters. They never came back. Days and weeks passed, and R’dhanha was forbidden to go into the swamplands to look for them. It would be too disasterous for the tribe as the other males were so far from maturity and their current nunh was greying. As the only male of age, R’dhanha was made their Nunh, and carried the privledge and responsibility of siring and rearing children. Besides that, he prided himself on his ability to heal others with practical medicine. A lot of it would be seen as quackery by modern standards, but he did accomplish some life-saving treatments.

    He did his duties, but he began to disobey his tribe, sneaking out in the early hours to search the swamps. One day, while picking apart goobue pellets to scavenge for supplies, he came upon a couple of skeletons. He quickly identified them by the remnants of clothing and bits of metal that went undigested. Overcome with sorrow, he plucked their skulls from the filth and carried them home. Over the next few days he carried back all the rest of the bones he could find. He placed the bones in boxes, hidden under his bed. The skulls he encased in clay sculpture, made from the imprint of his own face. He soon became obsessed with the idea of reviving them somehow. He began to hear whisperers of a group of divine healers with powers that outmatched any budding conjurer. In the swamps, he encountered them and begged for their wisdom. They obliged, whisking him away to the Lost City of Amdapor to study their arts. In the City the cultists cut down the undead White Mages of eld for their soul stones, scriptures, and weapons. They pilfered knowledge and practiced in seclusion. Seeing the undead spurred him on to do learn all he could to revive his brothers.

    There he learned White Magic on the condition that he would never speak the rogue cult’s name nor reveal their location under penalty of slow death. As a test of faith and induction into the cult, he was branded with their symbol on his torso.

    His studies were a more than a little rocky. He could not master even the simplest offensive spell after many months, leaving himself entirely vulnerable to enemies and corrupt elementals. However, his healing was exemplary. After a year of study, he was able to bring a person back from the brink of death— though this caused severe aether imbalances around him as he did it.

    He was content with what he had learned and wished to put his knowledge into practice. He made his way back home only to find that in his absence, another Nunh had been brought in. What’s more, his tribe had entered his home and found the bones, thinking him the culprit of his brothers’ deaths. For his crimes and irresponsibility he was chased away. They attempted to kill him, yet he was able to heal his grievous wound and escape. From there, he traveled living hand to mouth. He hunted what little he could, barely staving off starvation.

    Then, the Calamity struck. He healed all those he could in his path as a matter of self-imposed duty. Because of the Calamity, there were many to help. He mended wounds with leeches and healed burns with maggots. His methods were seen as unsavory, but effective. He would also use his white magic, but only without an audience. He would sometimes be chased out of one village and make his way to the next. As he travelled through towns, he became acquatined with alcohol. He quickly became reliant on it to help him through his largely sleepless nights. Rumors followed him wherever he went until he was scouted out by the proprietor of a free company. He now resides there and receives protection from the eccentric guild leader.

    Personality:
    R’dhanha is definitely an eccentric. He was pampered as a child by his clan, and encouraged not to fight. This has always made him feel a little useless. The women would bring him food, but never the other way around. He did as he was told because it was easier to gain approval and praise that way.

    However, when his brothers went missing just a couple years before their maturity, he began to feel restless and angry. Though his feelings were barely noticeable to others. He still did what he was told and became the Nunh once his father, the former Nunh, became too impotent to reliably do his duties.

    R’dhanha battles with his sense of duty versus his anger and upset at the cruelty and unfairness of the world. His anger drives his kindness, however. The world is full of suffering, so he tries to fix as much as he can. Unfortunately, he also self medicates with alcohol, and has to find ways to pay for his addiction. For this, he bums off his friends and strangers that seem friendly enough. He has lost a lot of his shame in the last decade. He is not always a good judge of this. He can also be found trying to peddle leeches or maggots that he harvests himself.

    Altogether, R’dhanha is a very pathetic man. He is very powerful, but that comes at the cost that he steals, rather than borrows aether. He would be viewed as a criminal of hte highest priority in some parts of Eorzea. It is a miracle that he has not gotten himself killed. He tries to stay optimistic, but he has no idea how to dig himself out of the reality he has created for himself. He only recently began to make friends since being sent away from his clan.

    R’dhanha does love the company of others. He has been unable to fill the void left by his deceased brothers, but boy does he try. He can come off as clingy or moving friendship too fast if he feels a spark. He will attempt to monopolize his new friends’ time or try to solve all of their problems with little success. Focusing on others allows him to not think about his own life. When told to go away, he acts like it doesn’t hurt his feelings, but it does.

    R’dhanha tries to stay out of fights simply because he is a laughably bad fighter. If met with violence by himself, his first instinct will be to run. He does keep a knife on him that he will use as his only line of offense. He isn’t scared of pain or blood per se, and has no real issue with self-inflicted wounds because he is confident that he can heal it. He is not particularly skilled with it aside from skinning animals or breaking down meat. This drives him to seek the company of people stronger than him that he believes can protect him from monsters. Sometimes the people he chooses are very dangerous sorts.

    Re-app memories retained: R'dhanha spent several months in Empatheias, mostly making enemies. True to his nature, he coupled up with some dangerous people to protect him. He has been hustling his worthless wares to pay for his habits and addictions. He has had friends come and go, but they have not made too much of a mark on his day-to-day. R'dhanha may have even lower empathy than originally thought.

    He has become decently well known as a healer and a witch doctor-salesman, but mostly as a nuisance.

    Abilities:
    He is a fantastic healer. He can heal people from the brink of death by channeling aether. He can reattach fresh limbs, too. However, he cannot use any offensive white magic.
    Skill Cheat Sheet


    Alignment:
    Daimonia: He spends a lot of time dulling grief and seeking joy. His success in this varies considerably based upon who he can get to spend time with him or enable him. They are, in short, his motivators and most common emotions.

    General Sample: Same old R'dhanha

    Emotion Sample: I still really like the one from my first time around, tbh.

    Re: Revision

    [personal profile] leecherous - 2018-11-07 20:46 (UTC) - Expand

    Re: Accepted!

    [personal profile] leecherous - 2018-11-11 04:13 (UTC) - Expand
    bubblyoutlook: why would you want them? (Default)

    Celdori Brightreaver | World of Warcraft

    [personal profile] bubblyoutlook 2018-12-05 03:27 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Ammay
    Contact: plurk: [plurk.com profile] tscarasm
    Age: 25+
    Current Characters: N/A


    ⌈ CHARACTER SECTION ⌉

    Character: Celdori Brightreaver
    Age: 23
    OC Type: MMO OC: World of Warcraft
    Point Taken: Battle for Azaroth 8.0 — post most patch storylines.

    World Building:
    Here is a link but, uh, a summary is most likely called for. World of Warcraft is an online MMO that (generally) takes place on a planet called Azaroth. While when all the nonsense in this universe started is a point generally up for debate, the most important things to know are this: Azaroth is, in effect, a sleeping god. Forces of the Void have attempted to corrupt her in the past, and that's bad. Another god decided that this would be bad, and then went evil and has attempted to send his demon army after Azaroth for at least ten thousand years. His name is Sargeras, and his army is called the Burning Legion. And he has a hard-on for destroying Azaroth and everything that lives on it.

    This has ended up going badly in a few ways. For the sake of brevity and for understanding Celdori, the two ways most influential are the opening of a portal between Azaroth and a world called Draenor that allowed orcs to come to Azaroth, and the creation of something called the Lich King — an undead commander of a zombie horde.

    The first results in — after several wars and the second attempted invasion by the Legion — the formation of the Horde. It's a group of races that have been the outcasts of Azaroth up until that point, consisting of trolls, orcs, tauren, and undead who'd managed to shake off the shackles of the Lich King. Several other races would join over time, most notably the goblins and the blood elves. The Horde stands as a counterpoint to the human-led Alliance, and they fight a lot when there's nothing to band them together against a common enemy. Hence "World of Warcraft."

    The second — the Lich King — is a little more personal. Once a human man, Prince Arthas grabbed a shiny sword named Frostmourne and then proceeded to become the Lich King: in charge of undeath and frost and a lot of other really bad stuff. He then proceeded to destroy his own kingdom and then moves onto the kingdom of the high elves and proceeds to kill ninety percent of the population off. After their prince renames them blood elves, he goes off to learn about using fel magic (a magic connected to the Burning Legion) to replace the addiction to a magical well called the Sunwell — something that was destroyed by the Lich King.

    All in all, Azaroth is a mix between high fantasy, some weird elements of science fiction (one faction crashes a spaceship into Azaroth), and all around needing there to be some sort of huge conflict every few years in order to provide content for players. And side quests. Lots of side quests.


    Backstory:
    I've gone with a mix of in-game storylines for the player character and crushing mediocracy to create some semblance of a reasonable background for Celdori. It's just as excessive at points as one might think coming from an MMO, however, and please feel free to ask me to tone some of it down.

    Celdori Brightreaver was born to a uncharacteristically large family for the high elves of Silvermoon — she had two older siblings and one younger; although it must be said that the older members of her family were well into their first hundred years of age before she was ever born. All was well and good until a horde of undead swarmed Silvermoon, and Celdori lost her entire family within the space of half a week. Pure luck saved her from meeting the same fate of about ninety percent of her people, but not the mana addiction that took the place of drawing natural magic from a thing called the Sunwell.

    Alone and angry, Celdori quickly decided to follow the prince of the high elves and become a blood elf — renaming herself in memory of those they lost. Sometime after, still frighteningly young for her race, she joined up with a group called the Blood Knights and began using a sentient being to power themselves with the Light — the be-all end-all holy power of Azaroth. Of course, joining the Blood Knights by lying about your age comes with consequences, and she was quickly taken under the wing of another member of the paladin order who helped her mellow out and let go of her anger and hate.

    Eventually the Sunwell was restored to a clean state, and Celdori began using the Light in ways that didn't involve abusing a sentient being. With the change, she'd matured enough to start approaching the world in a different way — one where she swore to be a more positive force. While her mentor kept her away from most dangerous situations, Celdori helped in the campaign against the man who controlled the zombie horde that destroyed her home before returning to a more simple lifestyle. Like going to an alternate universe version of a planet, but in the past.

    Her life changed far more rapidly with the third invasion of a demon army called the Burning Legion. Called to join a reformed Order of the Silver Hand with the other champions of Azaroth, Celdori managed to be entrusted with a powerful artifact named Ashbringer. She fights demons, helps turn back the Legion, and then breaks the all-powerful, lore important sword into shards. It's fine, though, she can still use it. Sort of.

    After bonding with members of the Alliance and banding together to fight perhaps the biggest threat to Azaroth, things start to devolve for Celdori — the Alliance and the Horde are fighting again, and the current Warchief burns down the tree home of the night elves as Celdori watches, horrified. She's spent her time since then trying not to think about it and concerning herself with helping the Horde gain new allies and figuring out how they got to this point in the first place.


    Personality:
    If there's one word to describe Celdori, it's "bubbly". She's cheerful, upbeat, and with a knack of getting herself in and out of trouble through her blatant disregard for personal boundaries. She's only got the one life, and she's going to enjoy it as much as she can — other people should too! Youthful exuberance is the name of the game, and she's obnoxiously friendly with everyone she meets. Making friends and harassing them in the name of good fun is great, and Celdori attempts to be as much of a bright ray of sunshine as possible.

    it's a better option than wallowing in her anger, fear, and sadness.

    Beneath the sunny exterior is a woman who watched her entire family, the majority of her entire race, die in horrific ways. Her younger siblings drowned on a boat meant to carry them to safety, an older sibling died while trying to pull her to safety — the undead tearing them apart in front of her. Her mother vanished on a routine patrol before the Scourge destroyed Silvermoon, and her father has never been heard from or found since it fell.

    Celdori has trudged through her feelings of resentment and anger with help to come out on the other side resembling something of a functional being, but it's not difficult to see flashes of it if one catches her off guard. The Light is important to her, and injustice must be answered swiftly and with strength; in those moments it's clear that there is more to her than cheerful bubbly youth. Furthermore, Celdori tends to avoid talking about the fall of Silvermoon's impact on her, personally. Vague terms are easier to cope with, and what happened to her personally is something she is extremely reluctant to talk about.

    But for all her youthful demeanor and trauma, Celdori is dedicated. To the Blood Elves, to the Horde, to the Blood Knights and the Silver Hand, to her friends — no one is going to separate her from those she cares about ever again. She bears her responsibilities to the organizations as best she can, and takes her oaths and loyalty to each group seriously. For a woman who's had all of her stability and support stripped away at a young age, keeping the connections she's made since is vital for her to continue on, and she will defend each until she's no longer capable of doing so. Blood elves are resilient as a whole, and Celdori is no different.

    Of course, through all that, she is still a blood elf — which means that by turns she can be snobbish, materialistic, and haughty. All while still being bright and cheerful about it; she doesn't really mean any harm by putting down things she deems as ugly or gross, it's just how her culture is. There's a deep desire for the finer things in life, for things to be expensive and to her tastes, that she can't shake. Sure, it might make her a blinding mass of glowing gold and red, but that's just part of being a blood elf.

    Overall, Celdori is a bubbly individual who hides a fair amount of trauma under her cheerful exterior. Her useful exuberance and stuck-up nature can make her off-putting, but her deep devotion to groups and causes balances out her overall personality. She hopes.


    Abilities:
    eldori is primarily a Retribution Paladin, which is focused on doing damage with her sword and holy power. She has a few basic healing spells, but they are mainly used for healing herself, not others. If she (say through meditation) switches to a Protection Paladin, her spells and attacks are more defensive, focused on redirecting the focus of enemies to her and surviving the brunt of attacks. She cannot switch between the two in combat, and will require a one-handed weapon and shield if she wishes to use her talents as Protection.

    Of note, she can also summon a steed to ride on for six seconds twice, and has an attack that is known to be able to stun demons and the undead. By virtue of being a blood elf, Celdori can also steal a single magical effect from someone, but not very often.

    Alignment:
    Peromei. The blood elves, and Celdori's history and story overall, are about rising up from the pits of despair to believe and hope in one another and that there will be a better future for them, that they will rise again. Lor'themar Theron, the current Regent Lord of Silvermoon, sums it up nicely: "The blood elves will endure any hardship, overcome any obstacle, and emerge stronger than before." Celdori finds that hope from her despair and grief, and uses it to keep herself going forward. Also: it's pretty emblematic of paladins in general — the Light will always be there, even when things seem hopeless.

    Other:
    Celdori will arrive with her armor, her sword — the broken Ashbringer, various other worthless knicknacks and food, and an urn of ashes of the former Warchief of the Horde. It has no magical properties, it just is.

    ⌈ SAMPLE SECTION ⌉

    General Sample:
    It isn't that Celdori doesn't like helping people out now and again — Lera made that very clear that it was supposed to be a priority for paladins — but normally she just sort of stumbles across them. Minding her own business doing something like getting twenty dragonhawk hearts or killing a demon that terrorized the local village. Sometimes, very rarely, were things organized on boards. But at least she knows what it is, and latches onto that familiarity eagerly.

    She wants to take five, just because she knows she can handle it. But apparently everyone needs a chance to want to help, or so she's been told, so Celdori skims the list for things that look familiar, or rewards she can use. None of them offer a one handed weapon or a shield, not even anything like a mount — something she could actually use. Her mentor's voice chimes in her head again, and she sighs before lighting up — there's one that's offering her a chicken as a reward.

    That was close enough to hawkstriders to be a good pet, right? The night elves might have tried to make fun of them with a crate of them, but they were kind of cute in a weird, beady eye'd way. And the quest itself just had her running around delivering letters. That was something she knew she could do easily.

    Her mood brightens, and, out of the corner of her eye, she sees some flowering vines, well. Flower. She's not sure that's how this is supposed to work, but who knows with floating cities like this one. Dalaran could have had flowers bloom when someone looked at them. The thought of something familiar only makes her brighten up more, and this time a gentle breeze waifts over her, bringing both the sent of the flowers with it, and a chime from windchimes somewhere else.

    Celdori grins, nodding to herself. Yes, she could get used to it here, it, and everything about it, was nice. "Right," she says, to no one in particular, "this should be easy! Maybe get a few people together in the unlikely event I can't handle it. Would that mean I'd have to put out another request? Hm."

    She stands there, talking to herself, for quite some time after, as the winds tug her tabard this way and that, mirroring her indecision.


    Emotion Sample:

    Her mood brightens, and, out of the corner of her eye, she sees some flowering vines, well. Flower. She's not sure that's how this is supposed to work, but who knows with floating cities like this one. Dalaran could have had flowers bloom when someone looked at them. The thought of something familiar only makes her brighten up more, and this time a gentle breeze waifts over her, bringing both the sent of the flowers with it, and a chime from wind chimes somewhere else.

    Questions:
    None, but if WoW confuses you, just let me know and I'll try and explain!
    Edited 2018-12-05 03:50 (UTC)

    Re: Accepted!

    [personal profile] bubblyoutlook - 2018-12-07 18:07 (UTC) - Expand
    luminatus: (Obligatory Dragon Ball reference)

    The Luminary | Dragon Quest XI: Echoes of an Elusive Age

    [personal profile] luminatus 2019-01-05 12:47 am (UTC)(link)
    An application draws near!

    ((spoilers within))

    1/2

    [personal profile] luminatus - 2019-01-06 23:17 (UTC) - Expand

    2/2

    [personal profile] luminatus - 2019-01-06 23:17 (UTC) - Expand

    (no subject)

    [personal profile] luminatus - 2019-01-06 23:44 (UTC) - Expand
    priceofmagic: (Looking high quality there setu)

    Satou Kuroneko | Original Character

    [personal profile] priceofmagic 2019-01-05 05:39 am (UTC)(link)
    ⌈ PLAYER SECTION ⌉

    Player: Berri
    Contact: [plurk.com profile] taiyakinonaku
    Age: 28
    Current Characters: N/A


    ⌈ CHARACTER SECTION ⌉

    Character: Satou Kuroneko
    Age: 15
    OC Type: Pure OC
    Point Taken: The "Separated Arc" of her story

    World Building:
    Satou's canon is a modern fantasy, where magic is existent but secret. The ability to use magic is genetic, and requires two particular genes to use effectively: "Magic Capacity," and "Empathy." Magic Capacity, or MC, refers to how much magical power a person can hold in their body at once: It may be only a spark, or a huge explosion. Empathy is the ability to create and use magic power.
    Unfortunately, the "Empathy" gene is recessive. This results in pureblooded magic users being less common in the 21st Century. While many humans still have a capacity for magic, very few can use it naturally.

    As you may suspect from the word choice, magic in this world comes from emotions. Emotions can be converted into magic power if they are recognized and understood: Hence, the term "Empathy" describing the process of isolating an emotion and turning it into magic. The magical energy that these magic users create can be used to do just about anything, so long as there is enough emotional drive to back it.

    The magic gene can be traced back for hundreds of years. It is believed that all humans have "Magic Capacity," but that not all humans have "Empathy." This has created the illusion of magic being rare, and those with magical powers were respected in ancient times. As time went on, society could prosper entirely because of magic users: They could turn emotions into magical miracles, so moved human civilization forward with their determination and pride. As a result, the world Satou comes from is slightly more technologically advanced than "our world." There was no longer a reason to try one hundred times to create a light bulb-- It could be invented instantly with magic.

    However, this world was not entirely peaceful in its changes.

    Over time, magic capacity increased... But the number of people who could use magic, the empathy trait, declined. At the same time, religion was taking root in society, and most religious preached against magic. They persecuted magic users and tried to keep them in line with laws to restrict their magic. Humans were also inventing more and more dangerous weapons. Even when magic became stronger, it was nothing in the face of a well aimed bullet. There were also known ways to nullify magic and empathy, rendering magic users useless. They had plenty of reason to fear normal humans, who also felt they had reasons to fear magic.

    This all came to an ugly hunt with witch hunts. "Witch Hunters" first started their work separate from the church, but began confusing their religious faith and personal fears. At that crossroads was the notion that they ought to eliminate magic from the world. They would hunt and kill female magic users, to prevent them from spreading the magic seed in the next generation. They feared a day when the growing capacity for magic reached God-like levels.

    Magical families were naturally terrified. Many of them went into hiding and stopped openly using their magic. They wouldn't even tell their children about it, hoping to protect them from their own powers. It was as the hunting became more common that the secret magical communities began forming: Families that looked out for each other, communicating in coded writing and with "magic titles." This created a small comfort, but widened the divide between those with magic and those without.
    Those that did not go into hiding often lashed out, becoming the "demonic witches" that the churches claimed they were. As both sides pushed each other more and more, their clashes became more and more deadly. Until finally, both sides were guilty of bloodshed and horrors that were beyond reason.

    In this chaos, two young witches stepped forward. Benita and Felicity were regarded as some of the most powerful witches of their time, and they were feared even by Witch Hunters. The two girls proposed a truce with the Witch Hunters: Because Witch Hunters were worried about magic capacity, the girls would find a way to limit it. In exchange for that limit, the Hunters would back down.

    Both sides agreed. The girls created what is still called "The Magic Price Curse." This was a voluntary curse placed on a magic user's MC gene. If they filled their magical capacity beyond the "legal limit," they would pay a price. They price was "the thing most dear to them," and it changed depending on the person who had activated it. In exchange for taking this curse, magic users came under the protection of the MASQ/uerade, a magical government that worked with Witch Hunters to maintain order.

    It's worth noting briefly that those who did not take the curse became known as "Golden Mages," relics of the "Golden Age of Magic," but they were few in number. Over 80% of the magical populate opted in to the protection. The magical community fell into secrecy, but they were no longer hunted.

    For many decades, this deal worked wonderfully. But as the years went on, Witch Hunters became uncomfortable again. They went back on their deal and decided to hunt the weakened magic users down. Now cursed, the magical community couldn't fight back at full force. They were slaughtered in the thousands.

    Amidst this, Benita and Felicity had a fight. Felicity wanted to nullify the curse and fight off the Witch Hunters, but Benita refused. She believed that they had to keep the curse in place, because she didn't trust the magical community not to lash out with even worse levels of murder.

    They could not, and did not, reach an agreement. Benita cast a spell to seal her friend away, locking Felicity outside the flow of time. Felicity could no longer affect the world, but she could watch it like a sad movie. Benita then strengthened the MASQ and broke away from the Hunters. She sent her military-isc magical force out to protect the innocents, accepting that they would pay magical prices for their service. The fighting ended with magic users disappearing into the shadows again, more terrified than ever.

    For the next fifty-some years, until the 21st century, the magical community existed secretly. They do not have any sort of "magical school," because they do not want to draw attention to themselves. Modern weaponry is now severely overpowered compared to the average magic user. Parents rarely tell their children about their magic until they're adults, and the adults who do know about their powers all report to the MASQ. Adult magic users are given a "Magic Title," which is their codename in the magical community. Having a title also means you've been recognized as a responsible member of magical society.

    The MASQ is still well and functioning. Modern technology has led to the invention of "magic devices:" Magic wands, and other containers, that channel magic in the place of magic capacity or empathy. These act as training wheels for new magicians as they adjust to the legal limit, but also substitute a missing gene if someone only has one. The MASQ trains magic users to practice safely. They also act as a Law Enforcement agency, with branches in most every city. MASQ agents hunt magical criminals and bring them to justice. They also clear magic prices from mistakeningly priced magic users, provided they've earned their Magic Title, often in exchange for community service.

    Finally, the MASQ is responsible for a yearly event that brings the magical community together: The Young Title Competition. Traditionally, Titling tests are only held for magic users eighteen and above. For all the younger users who learn early, there's the Title Competition. The selected children are gifted to the point that their service to the magical community is invaluable, and this competition is their chance to prove that.
    They travel the world completing good deeds with magic, and are awarded an early title in exchange. During this time, the entire magical community bands together to help them with travel, housing, and support. It's a time when everyone celebrates the good magic can do and remembers the strength of their secret community.
    priceofmagic: (HEY LOOK)

    pt.2

    [personal profile] priceofmagic 2019-01-05 05:41 am (UTC)(link)
    Backstory:
    Satou's personal backstory begins with her mother, Hori Fletcher. Hori was alive during World War II, which she survived while her daughter and husband did not. Devastated beyond measure, the young witch vowed to find a way to revive the family who had been so cruelly taken from her.

    However, Hori ran into a number of complications. The largest being the price of her magic: To revive her all important family would surely cost her more than she could pay. She needed a third party to perform the revival. That revival would also require an intense amount of magic power, far beyond the average magic capacity of the time.
    The magic used in her small experiments was also costing Hori what really mattered to her the most: Her capacity to move on. Hori stopped aging, as if she were locked in that painful moment forever. This caught the attention of the MASQ's leader, Benita, who recognized the danger of an immortal witch. She approached Hori as a friend and tried to counsel her into moving on emotionally. The two became very close, but Benita never fully succeeded in helping Hori let go of her wish.

    Hori also caught the attention of Felicity. Both of them were, in different ways, thrown out of the flow of time. This normally meant no one could see Felicity, but it resulted in Hori being able to see and hear the banished co-founder. Felicity's intentions were far less noble than Benita's. When she heard Hori needed a third party for her spell, Felicity approached her and offered to help. Felicity also needed another magic user with extreme magic capacity to release her from banishment. She and Hori struck a deal: Felicity would teach her how to "create" this ideal witch and Hori would make that person happen, then they would race to see who used their magical piggybank first.

    The Birth of "Samantha"



    Felicity's grand plan? A daughter. One whose birth Felicity and Hori would manipulate, to make her strongest the witch of their era... and then raise her to fulfill their wish. This perfect witch would be Samantha Kuroneko, aka Satou. She was born to Hori and her new high capacity husband, Yosuke Kuroneko, whom she had courted specifically for his magic.

    Samantha grew up oblivious to her magical powers. She was, however, exposed to the fictional concept of magic. Sammy read a number of stories that featured magical protagonists, often with the themes of being "Good Girls" who made sacrifices for others. She was also raised to be very kind and empathetic, taught to value good will to others over her own selfishness.

    She attended school in America, where her parents had met while studying. Samantha was decently popular in school due to her doormat personality. When she was seven years old, Samantha met her best friend Mikale Reed. The pair of them were inseparable during their childhood, and made a plot important promise to always be together. Then broke said promise quite quickly, as the story briefly returns to Tragic Mom:

    Because over the years, Hori realized she loved her new family. In marrying Yosuke and having Samantha, she'd succeeded in a different kind of "revival." Hori came clean to Yosuke about her initial plan and involvement with Felicity: She feared that Felicity would one day use Samantha for her plans, and hurt her precious daughter in the process. So Yosuke arranged for the family to move back to Japan and take care of his parents. One day, ten year old Samantha came home from school to packed bags and the sudden announcement that they had to move. And she could not tell anyone, even to say good-bye.

    Hori and Yosuke were terrified of Felicity, and for good reason. Back home, they changed Samantha's name to "Satou" and forbid her from speaking of her old life. This was very hard on now-Satou, but she had been raised to be "good" from the start. The last issue that the parents had to deal with was Satou's high magic capacity: They feared that Felicity could track her through the magic she held. So they created a magical familiar and linked her to Satou, so their daughter's extra magic would go somewhere rather than collect inside of her.

    This magical familiar took the form of a little sister. Satou was told that "Sakura" had been adopted as her little sister, and they had moved to Japan to be with Sakura and her grandparents. This rubbed young Satou the wrong way. She struggled through Japanese school and felt like an embarrassment, while Sakura excelled at everything that she did. Satou put on a front of being "the best sister ever" in order to earn some form of praise from her parents, but she longed for a different kind of praise. She wanted something, anything, that she could be better than Sakura at.

    Budding Magical Girls



    One day, that "something" found her. Though Hori and Yosuke had done all they could to hide Satou, she was still found. Felicity had used the strong, emotional bond between Mikale and Samantha to trace her new location. Felicity found the sisters and manipulated fate so that they discovered magic.

    Magic was that "something" for eleven year old Satou. She was a natural where Sakura was very clumsy. She did not realize that her mother had raised her from day one to be a gifted witch. She also didn't realize that Sakura was clumsy because familiars weren't meant to wield their own magic. All Satou cared about was how she was finally good at something. The girls had no formal tutor, but learned about their powers through a book Felicity had dumped on their path. They also had magic staffs that had been crafted by one of Felicity's third parties.

    For the next few months, the two girls got their noses in all sorts of magical mischief. What started as little acts of kindness bloomed into crossing paths with magical criminals and fighting bad guys. Satou excelled all of the way through, never knowing there was a magical community. The two sisters thought it was just them against only evil magicians, and their only allies were each other.

    12 Years Old + TRAGIC BACKSTORY



    It wasn't until Satou was twelve years old that she learned of the magical community, under unfortunate circumstances. Which require briefly taking a step back into the unknowns of her life:

    Felicity was not the only one with a strong interest in Satou. Benita had learned of Satou's birth, her purpose, and the fact she was a threat to the MASQ. If Satou was used by Felicity, Benita knew that the Magic Price Curse would be threatened again. She had to get rid of her, or at least prevent her from becoming too powerful.

    So when Satou began learning magic, Benita decided that she had to act. Felicity was manipulating magical criminals to cross paths with the girls, and push them to become stronger. At the same time, Benita sent her own hired hands to guard the sisters and keep them from trouble.

    One of those hired hands was Samantha's childhood friend, Mikale. His family life had fallen apart after she left, and he had been adopted into Benita's magical family. He loved his new sister dearly and wanted to help her, so volunteered to keep an eye on a little girl that Benita was worried about. In exchange, Benita was ironically giving him the resources that he needed to find his missing best friend... Something that was impossible, due to the price of Mikale's magic: Finding Samantha meant everything to him, so his magic prevented him from ever being able to recognize her.

    All of this leads into the incident that exposed Satou and Sakura to the magical community:

    Felicity pushed an especially powerful criminal to cross paths with the girls. In the fight, Sakura was temporarily destroyed and Satou was nearly murdered. Seeing he couldn't save them alone, Mikale rushed to Satou's magical parents for help. They were both shocked to learn that their daughters were secretly practicing magic, but rushed to Satou's aid. The scene they found was dire: Satou was bleeding to death from a grotesque neck wound.

    This was all according to Felicity's plans. Without Sakura to channel magic into, Satou's magical capacity was rapidly filling. In her panic, the little witch was creating alarming amounts of magic to heal herself. Felicity was about to use Satou to break her seal. Yosuke and Hori both saw this, but neither of them knew of a way to heal such a horrible injury. At least, not without paying a massive price in exchange.

    So Yosuke paid the price. He rushed to his dying daughter and healed Satou's wounds, effectively exchanging his life for hers. Hori recreated Sakura, using an exceptional amount of magic herself as she revived their second daughter. But Hori's price was not her life. She lost the thing that mattered the most to her at that time: Her love for her family.

    Yosuke died. Hori lost her mind, and was left with nothing but absolutely hatred for the daughter who had survived. In all of the chaos, Hori fled the scene and Benita stepped in to help the two girls. She erased their memories of the incident, thinking it was the kindest thing she could do at the time. From that moment on, Benita did not take her chances with Felicity.

    The Magic Title Competition



    When the sisters woke up, they were in Benita's care. Benita revealed the secret magical society to the girls, and explained away their parents: She told them that the girls had overused their magic and "paid a price," which resulted in their parents forgetting that they existed. This lie was told simply because Benita didn't have the heart to tell them their father was dead and their mother had abandoned them.

    The girls believed it. Satou rationalized to herself that she valued a family more than anything, making that the price of her magic. She felt guilty for wrecking Sakura's new family, so vowed to set things straight. Likewise, Sakura thought she was responsible and decided she would repair the damage. To do this, both girls needed two things: They needed to work away their magical debt through community service, and they needed a "magic title" in order to be allowed to do community service.

    But they were young. Titling was usually reserved for older teens and adults. It's considered on par with being able to stand trial as an adult. Children cannot have titles, because their crimes are supposed to be forgiven more lightly. The sisters never questioned why their crime of overusing magic could not be forgiven, but assumed it was because they were exceptionally bad.
    To get their title early, they had to demonstrate their magical maturity. The sisters were entered into a yearly competition that tested young magic users. Gifted witches were selected and sent around to help the world, while demonstrating to a panel of judges that they were mature and responsible with their magic.

    Satou and Sakura were thirteen and twelve when they started the competition. They traveled with another competitor, Ryuu, and essentially did a lot of magical community service... With a specialty in tracking and hunting magical criminals. But Benita wasn't acting on pure motives: She wanted the sisters to be killed in an accident, before Felicity got her hands on them.

    Benita thought she was controlling their movements and lives, hoping to keep them safe until Satou's magic capacity was ripe for the taking. But behind the scenes, Felicity was also manipulating their lives. She was forced the girls to cross paths with numerous other magic users and befriend them. These people, Felicity hoped, would protect the sisters from Benita's murderous intentions.

    The plan worked. Satou is particular made two friends that fell in love with her: Shugo Yumeno, a golden mage that she rescued, and Touka Takamachi, a fellow competitor. Touka even joined her party and helped the sisters defeat the magical foes that Benita sent them after.

    On the side, also noteworthy, was Satou's budding relationship with Mikale. He didn't recognize her, but followed her around protectively none the less. Satou did recognize her best friend and realized that the price of his magic was in their way. So, calmly and patiently, she began befriending the boy that shadowed her around.

    Long story short: Sakura and Satou won the competition. Instead of being killed by their targets, the sisters conquered every challenge and impressed every judge. Benita was horrified and realized Felicity was winning. At the rate things were going, Felicity could combine both Sakura and Satou into one magic source and free herself. In order to buy time, Benita needed to at least separate the sisters.

    Reset to Zero



    On their way to the winner's ceremony, Satou and Sakura were messily separated. Benita leaked their location to Witch Hunters, having explained to them what a threat the girls posed. This was their first time fighting elite Witch Hunters, who had guns and could nullify their magic. Satou decided to defend her sister and give Sakura a chance to escape, promising to catch up later.

    As Touka took Sakura and Ryuu to flee, Satou (the more offensive magic user,) tried to fight off the Witch Hunters alone. Her magic was nullified and she was nearly killed (just as planned,) until Mikale stepped in (not planned.) Benita was outraged to see her little brother helping the enemy, but Felicity had been purposefully pushing the relationship just for this reason. Against Felicity's desires, Satou had an OP moment where she broke the magic nullification by drawing from not on her own emotions, but the emotional bonds she shared with everyone that she loved. She could not create new magic in that moment, so instead tapped into the magic she had been storing due to her high magic capacity.

    All on her own, Satou defeated the Witch Hunters. In the process, she used a lot of her magic capacity. She was also priced for using so much magic. Satou had thought that the price of her magic was her family being able to remember her. She had thought things would be fine if she went over limited, because Hori and Yosuke had already forgotten her. She planned to go to Benita and earn back her family.

    But the price of Satou's magic was much more selfish. What she loved more than anything was herself and being loved. So the price she paid was acknowledgment. "Satou Kuroneko" was wiped from existence. All record of her birth, her school days, the memories of her helping people, of her magical achievements--- Everything vanished. Even people forgot her, and could not acknowledge her.

    She was devastated. Through gossip, Satou heard that Sakura had received her magic title: The Witch of Virtues. Touka, too, had become The Peach Blossom Witch, and was remembered as Sakura's partner. But no one remembered Satou.

    pt.3

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    pt.4

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