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:

ungaikyo: (pic#9668295)

[personal profile] ungaikyo 2015-12-10 07:21 pm (UTC)(link)
I have made revisions towards the background and personality sections as asked! I wasn't sure if you wanted them here or not, but I edited my original comments up top to reflect the changes made. I'll post them here as well.

Backstory:

Takato is from a previous OC's history that I've played. He comes from an Earth where many things are similar, however, they have a magical and mythological twist to them. Hidden within this Earth are many magical aspects including Takato himself.

Takato's mirror was created during the Edo period (1603-1868 AD) around June 19th, 1798 AD by a famous mirror maker of the time. In order for him to inhabit the mirror, he had to traverse through the 4th plane down to Earth. Like many mythica at the time, he was somewhat powerful but not enough to traverse back and forth between Earth's plane and the 4th dimension. Upon running into another spirit, at the time of his descent to Earth, Takato fought for his life. The spirit was malicious and wanted to use the mirror for harm, and Takato didn't want that. So he fought the spirit, defeated it, and due to the lack of energy couldn't return back to his own plane of existence. The battle caused him to stay dormant within the mirror for some time upon his inhabiting it.

He inhabited a mirror, which was as a gift to a family in Japan, and this is where he would stay for quite some time. Within this family's shrine is where Takato first obtained his ability to manifest. By using the power of the rituals around him Takato absorbed and stored the magical energies within the shrine to regain some of his lost power. Also, the spreading of stories and myths about tsukumogami aided in his increase of power. Alongside his companion, a fox spirit named Kaito, they talked and spent a good portion of their time together. Takato ends up in the sea when a storm destroys a portion of the shrine. Thought to be lost forever he resided within the ocean's murky depths for several years. Takato wound up being caught in a fishermen's net where he was brought back into town to be polished and restored. Takato was sold for a large sum of money to a prodigious family known as the Anabuki family.

The Anabuki family were skilled magic users and were able to manifest Takato as a sort of shiki. They asked Takato to aid them in their private dealings with spirits. Takato agreed and used much of what he saw as a way to understand and learn more about humans in general. He was enjoying his life with the Anabuki family well into the Meiji period (1868-1912 AD) with little issues or cause for concern. Throughout this period, Takato met and learned from many spirits of his nature, and he learned of other Japanese mythica as well. Takato thought he would stay with the Anabuki family forever. But, one day, they were attacked and killed on their way to their summer home, Takato loses everything including the Anabuki family. Lost in the struggle a Wakahisa family servant finds Takato some years later. Takato, wrought with grief at being unable to protect his precious family, remained dormant until the late Showa period (1926-1989 AD). Left in the hands of the Wakahisa family Takato would remain there until the present day.

He materialized one day on December 8th, 1965 causing alarm, and panic within the Wakahisa estate. Thinking he was some sort of malicious spirit Gendou Wakahisa along with another priest attacked Takato in an attempt to seal him away. The ritual reduced Takato’s powers and energies to practically nothing leaving him dormant for a long time. Partially exorcised, but not fully destroyed due to his immense power, Takato is only sealed. Due to this, his body shape changes into its current form of a young man. Then after 14 years Takahiro Wakahisa awakens Takato again.

It's around 1979 that he finally meets his last caretaker and they begin their life together. Initially reserved about Takahiro, due to his prior run in with Gendou, Takato’s mind is changed when the man treats him kindly and like his own son for a long time. Takato's treatment within the household is reminiscent of his time with the Anabuki family. However, even during this time period, mythica are wary and trying to keep a low profile after the witch hunts, which decimated many mythica families. The Wakahisa household was a place where mythica could find some reprieve from their travels throughout the world. Takahiro, unlike the previous family heads, is open towards such creatures. Throughout their time together they visit and speak to many mythica within Japan and Takato finally finds a place to call home.

It's not until Takahiro's son, Sano, is born in 1982 that things begin to change. Sano begins to develop an intense hatred for Takato the older he gets. It’s mainly due to his father's disregard for Sano in general. Sano’s jealousy deepens further the longer Takahiro indulges in meeting and speaking with mythica of all types. But Sano begins to direct his anger at the one person easiest to target: Takato. Takahiro then passes away in the year 2001, leaving Sano as the family head. This event changes Takato's life forever.

Abuse, slavery and other horrible things befall Takato at the hands of Sano. He banishes and closes off the house towards all mythica in general and locks Takato away from the world for a long time. But not before Takato heard rumors of a school opened to teach mythica alongside humans. Takato refuses to attend due to loyalty to the Wakahisa family.

Instead, he stays behind and is tormented and tortured by Sano. Sano began to use people's cultish fascination with mythica as a way to earn money. He would have Takato perform acts and favors to the Wakahisa family’s friends. Around 2004, Sano’s shiki captures Takato trying to escape. As punishment, Sano damages Takato's mirror by stepping on and cracking off a small portion of it. The damage done to his true vessel leaves Takato with a permanent injury to his left eye.

Then, in 2006, Sano drunkenly beats him with a broken glass bottle, until Takato instinctively uses his powers, and reflects the broken beer bottle back on his abuser. The bottle stabs Sano through the heart, killing him instantly. Takato tries to escape, but shikis around the house try to stop him, but then an old friend comes to his rescue, Kaito. His long lost friend who is now a great fox spirit rescues Takato and brings him to his shrine to heal. Kaito urges Takato to go to Romania to Sprensonne Academy.

With nowhere else to go Takato agrees and arrives at Sprensonne Academy in 2007, where he meets Helios Sprensonne. Upon arriving Helios explains his vision and the rules of the Academy to Takato. He goes on to explain something called Legame di Credenza, or Bond of Belief, this is the school's main principle. It states that mythica couldn't expose their true forms to human students until a certain bond is achieved. The more humans began to believe in certain myths the more they would be able to see a mythology's true form beyond even the Mirage Ring's powers. The Mirage Ring is a ring that cloaks a mythica's true form with a human guise. The ring was implemented prevent mass panic, and with the idea that humans would become friends with mythica despite what they looked like.

While in the academy Helios personally works with Takato in private to get him acclimated to working with humans again. Takato attends classes as a student, with many other mythica, but he spends most of his time alone. Takato gains the attention of one student, Jessica Avery, and her interest in Takato marks a new beginning for him.

When rogue demons attack the school is probably the most prominent instance in which Takato slowly begins to trust and accept a human into his current life. The demon's mission was to kill Helios. As they had heard from a legend that beneath the castle is a wonderful mass of pure magical energy, a ley line. The story states that with one taste of a ley line it could turn a mythica into an extremely powerful individual. Takato, separated from the other mythica during the demon attack, decides to protect and escort a stray group of students outside the castle because they would die otherwise. Takato, injured by a demon, gets left behind until one of the students, Jessica, steps forward and drags him to safety.

While E-mun Ra and several angelic students deal with the demon threat, Jessica and her friends aid Takato and his injuries.

The same demon finds them again and, this time, Takato exposes his true self to the students in an attempt to protect them. He uses his power of traversing through mirrors to bring them to safety. They ask about it, and Takato explains what this school actually is despite the principle in place. They believe him, without a lot of convincing needed, because as of that moment not to would be silly. They continue to tend to his wounds until another teacher finds them. Once the demons are out of the castle, and everything goes back to normal, the students who Takato helped remain ever loyal to him thereafter. This marks a successful outcome to Helios' experiment within the school, but also a fresh start for Takato. Most of their conversation is about mundane things and Jessica even talks a little about her own family. She asks Takato about his own, but Takato never really speaks about it in the end.

Takato spends much of his time recovering with them, and though the rest of Jessica’s friends aren’t aware of it, she notices that Takato’s demeanor changes in the presence of humans. She asks him about it, but he doesn’t tell her the truth. A few days after the incident Takato goes to seek Helios’ aid. He tells him what happened, and Helios is actually happy about it. It shows that Takato is growing and developing trust in humans again, which is exactly as Helios intended. But Helios urges Takato to tell Jessica more about himself because it’s a sign of friendship and the bond with her can only strengthen. It's also a sign of Takato not allowing his past to hold him back, and that it would be important for him to learn about humans once again. His master, Takahiro, would have wanted him to grow alongside humans without fear.

Takato agrees that Takahiro would have wanted this, and so, he tells Jessica his story just before coming to Verens.

Personality:

First and foremost, what is apparent about Takato is that he’s very shy and quiet. Due to the latter half of his life being tortuous and spent as a slave to Sano these traits are more profound than others. Another byproduct of his time under Sano is that he’s extremely submissive and should he make a mistake he apologizes vehemently for it. Takato was always soft-spoken due to his nature, but his time with Sano made it worse. Suffering physical, verbal, and emotional abuse, coincides with Takato's current disposition of being submissive and jittery.

Another trait of Takato's, that isn’t too easily recognized, is that he has a massive thirst for knowledge. Takato is willing to learn everything he can about the world and its advancements. This is mostly due to his time in isolation at the hands of Sano. His curiosity about humans, though muted and wavering, is still there as well. His brutal relationship with Sano did make its mark on his thoughts about humans, but he knows that it’s not right to think of all humans as someone like Sano. His studying and care under both Takahiro, and recently Helios, only fueled his curiosity further. His time as Takahiro's son, before Sano was born, nurtured him into a caring and loving spirit. Takato shown and taught many things during his time spent with Takahiro helps fuel his curiosity even more. Takahiro’s wife also gave Takato books at the time of his imprisonment, and that acted as a means of escape for him at the time. His love of books started out genuine, but due to his imprisonment became a coping mechanism and remains as such even now. Should he ever find himself in the presence of loud, stressful, people he often retreats into a corner with a book in hand. He's also awkward, with men mostly, as Sano's effect on him has made him wary of them. Even if he tries to hide it Takato's feelings of awkwardness and nervousness around men are very palpable and easily recognizable. Being around male figures makes Takato stutter and he’s unable to concentrate.

Despite what Sano puts him through he harbors a tremendous amount of guilt as the killer of his own master. As a spirit given life through human belief, he is extremely hard on himself for this fact. His guilt leads to another trait, self-deprecation. He knows that it's his fault and that he can't undo things that happened in the past, and he hates himself for being unable to fix things. He sees himself as a burden, and as a creature whose previous masters have all died because of him, making him feel unworthy to receive help or compassion based on his past. Takato is ultimately broken in more than one way, but he hides this under a false guise of normalcy. Because of this, he doesn't mention his past to others. He feels it’s not a topic savory for conversation, and he doesn’t want to burden people with his own issues. But his recent reveal to Jessica has slightly swayed his thoughts on this matter. Jessica willingly tried to protect him, and that has torn away some of his own initial wariness around humans. It's slow going, but he is beginning to return to his old self.

Another of Takato's traits is that he's very loyal to those he considers family. This is a self-destructive trait given what it has cost him in the past. He never left Sano because he was afraid of being alone and ownerless again, which highlights another trait of his: loneliness. Takato is an extremely lonely individual, having seen and been lost to many masters in the past. Being sold, left forgotten in the ocean, and the killing of the Anabuki family scarred him. The Anabuki family's death planted a seed of needing to be there to protect and help the ones he loves. Since humans are so fragile, and easily killed, he felt it his duty to try and protect them. Given all the tragedy in Takato's life, it's no wonder that he latched onto the only family he had at the time, Sano.

It’s easy to understand his loyalty, especially to spirits, since they make him feel safe and comfortable, and so, he would risk everything to ensure something close to his own fate did not befall them. Jessica and her friends are slowly becoming people he considers family too. This is seen when Takato helped them and was injured for it. It's important to note this because he has only really sympathized with humans such as the Anabuki family and Takahiro. His time with Sano left Takato mentally, emotionally and physically scarred. The torture caused him to distrust and fear humans, and these feelings slowly overshadowed the trust he had towards humans for a long time. What shows he is growing and healing from his time with Sano, is that he's starting to sympathize with humans again. This is all based on the fact that he speaks with Jessica about his past.

All in all, despite his sufferings, he doesn't hate humans entirely and he even forgives Sano for what he did to him in the past. As a kind and loving spirit, he wishes that he could have had another way to make amends with Sano prior to his death. He also wishes to get over his fear of humans, and not have his past dictate his future any more than it already has. For this reason, he supports Helios’ dream and the goals of his school.
Edited 2015-12-10 19:26 (UTC)
ungaikyo: (pic#9668286)

[personal profile] ungaikyo 2015-12-10 08:27 pm (UTC)(link)
I'll be using this journal of course!
unholy_rebirth: (moe moe cow)

Re: Accepted!

[personal profile] unholy_rebirth 2015-12-11 05:23 am (UTC)(link)
YEE thank you! :D

For her thirst for pain, I think the most interesting option is actually neutralization, since she's had it for so long and she'll freak out over succumbing accidentally for a while (and then she'll be super happy that it's gone :D ). I can definitely choose one of the other options if you would prefer though!
duskbloom: (Default)

Syrlya/The Commander | Guild Wars 2 OC

[personal profile] duskbloom 2016-01-04 12:38 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Athuria
Contact: monochromic @ Plurk, Syrlya @ Skype
Age: 23
Current Characters: N/A


⌈ CHARACTER SECTION ⌉

Character: Syrlya
Age: 3 years
OC Type: Blank Slate Protagonist (Guild Wars 2)
Point Taken: Heart of Thorns (7. Prized Possessions)
duskbloom: (Default)

Syrlya/The Commander | Guild Wars 2 OC

[personal profile] duskbloom 2016-01-04 12:39 am (UTC)(link)
World Building: Tyria is the world that Syrlya comes from, he's a member of the Sylvari race.

Backstory: Syrlya awoke, fully grown, from the Pale Tree on the 32nd of Zephyr (or February 2nd) as the sun was just beginning to set. But his story truly starts just before his birth into the world.

While in the Dream, in a sort of pre-life for learning about the world they were about to be thrust into, Syrlya was shaken to awareness quite violently. A Sylvari named Caithe, one of the oldest, called out to him and led him to defeat an image of a dragon in his Dream, which was assumed to be a sign that his Wyld Hunt, his destiny was to defeat the dragon Zhaitan before it could destroy the world alongside the other elder dragons.

Syrlya awoke, and was immediately thrust into helping others as he navigated the world. He saved a knight named Tiachren and helped him defeat his changed Beloved and put her memory to rest. He met Trahearne, the oldest Sylvari, and aided a Sylvari named Malyck to defend his home and save his friends, only to discover he was from another tree entirely and paved the way that he may part in peace to find it. He was caught as the decision maker between the three enti-dragon orders seeking aid: the Priory, the Vigil, and the Order of Whispers. With their help he retrieved a fabled blade of his people, Caladbolg, and defeated a lich. Shortly after he took an expedition into old human catacombs, where he was caught in a disagreement between Caithe's old friends Logan, Rytlock, and Eir.

He decided it was best that he join the Vigil to continue fighting the dragons and was assigned to Forgal. Together they stopped an assassination attempt on a peace delegation, and saved and recruited a tribe of blubbery, peaceful sea-dwellers known as Quaggan. They worked together as partners once Syrlya rose in ranks to Warmaster of the Vigil, and as partners discovered an incoming siege to the port town lion's Arch. They left to the fort of Claw Island to warn them, and met Trahearne there who had the same warning. Unfortunately their words were not heeded, the fort fell and Forgal lost his life giving them the chance to escape.

There was little time to grieve before the Vigil jumped to defend lion's Arch from the onslaught. They were successful, but knew time was short and so Trahearne joined Syrlya on his quest to gather allies to retake claw island. they also conferred with the Pale Tree, who gave them a vision to unite the orders and the guild Destiny's Edge and gifted Trahearne her fabled blade Caladbolg for the task.

They managed to convince the three orders to work together to retake Claw Island. It was such a success they agreed to unite, and Trahearne was tasked to lead the new Pact as its Marshal as Syrlya's suggestions. In turn, he appointed Syrlya as his second in command. They set up a base on the beaches East of Orr, the land Zhaitan had claimed, and pushed inward to defeat the dragon. Destiny's Edge finally reconciled, and joined them on the final assault that took Zhaitan down.

The campaign was difficult and costly, but short, and they were ultimately successful in restoring the damage to the land and slaying Zhaitan. The war had been hard on Syrlya, young as he was, and so he took time to recover away from the Pact--however, his peace was still short lived.

Strange alliances between enemy factions had begun arising, and Syrlya couldn't stand by as innocents were threatened and the Vigil became involved. Syrlya was one of many putting down these threats, and along the way met his friend Rox, Braham, Kasmeer, Marjory, and Taimi. Together they began to unfold the mystery behind this sudden war, and were able to link everything back to a single Sylvari--Scarlet Briar, who was seemingly on a crusade of destruction. She frequently mocked them personally once they uncovered her identity and her plot, and they worked together to stop her.

The battles came to a heed in Lion's Arch, and Scarlet did what Zhaitan was never able to and poisoned and leveled the city. Once they had saved the townspeople, Syrlya and his friends took the fight straight to Scarlet. They succeeded in defeating her, but not before she triggered a breach in the magical flow of energy, a ley line, and woke the elder dragon Mordremoth.

Though they did not know at first just what had occurred--only that an ominous roar had been heard across the land. It did not take long before his presence was known, though--destructive vines and plant monsters began springing up around the world, causing death and destruction. Syrlya leaped again to the people's defense, and he and his friends continued to follow Scarlet's Legacy deeper into the west Maguuma jungle.

Seeing the destruction, and discovering that it was Mordremoth behind the attacks, they rushed to notify the Pact and the various leaders of their races to unite them against this cause. It took some convincing, but they were able to gather everyone at the Pale Tree and held a summit where Syrlya encouraged everyone to work together to defeat Mordremoth before it could become as powerful as the other elder dragons.

He was successful, but Mordremoth's minions attacked the Pale Tree just as they came to an agreement. Syrlya was faced again with the dragon from his Dream and realized it was not a symbol of Zhaitan at all, and that his destiny was not finished. He fended off the dragon, but it fled before he could defeat it and left tremendous damage to the Pale Tree. With the last of her strength she bade Syrlya closer and gave him another vision of an egg and a golden city, before she slipped into unconsciousness.

So Syrlya rendezvoused with his friends to research, and they were able to uncover that the egg was a dragon's egg: an offspring of Glint, who was an elder dragon minion that turned against her master and fought to destroy him. Syrlya understood the importance and rushed back out west to try and find the egg. He reunited with Trahearne, who offered his support, but was unable to stay for long when the stakes were so high.

Caithe took special interest in this egg, once she heard about it, and joined Syrlya on his search. But once they retrieved the egg, she grabbed it and fled--only asking Syrlya to trust her as she left. Syrlya was left baffled, and returned to the Pale Tree in hopes she could assist him with this sudden setback.

When they were able to catch her in a moment of awareness, and explained the situation, the Pale Tree gave them a chance to use magical seeds to look at Caithe's memories, in an attempt to use her past to trace her steps. They discovered her relation to another firstborn, Wynne, who Faolain has become obsessed with her supposedly harboring a dark and dangerous secret.

Syrlya met with Trahearne once last time as he was preparing the Pact to fly out west to take the fight to Mordremoth before he had enough minions to push back their assault--or strike them first. Syrlya promised to meet him out there, but first he needed to find the egg.

Caithe's memories led him to a cave hidden deep in the west desert, before the jungle. There he witnessed the last memory of Caithe and Wynne, and discovered the horrifying secret she had been holding--that the Sylvari were Mordremoth's minions from the start, only seemingly freed. Caithe revealed herself once she saw the seed Syrlya had used, and they argued over the egg. But the dragon from his Dream returned, and as Syrlya fought to defeat it for good Caithe slipped away with the egg again.

Syrlya ran back to warn Trahearne about the truth, but the Pact had already left before he could make it back to their fort. He and his friends, now joined by the ex-felon Syrlya once put in prison, Canach, headed into the jungle to seek out Caithe and the Pact.

As it turned out, the proximity caused many Pact Sylvari to fall to Mordremoth's influence and they turned on their allies. The fleet was utterly destroyed, and Syrlya learned that Trahearne and three members of Destiny's Edge, Logan, Eir and Zojja, were kidnapped by Mordremoth's new minions and being brought deeper into the jungle. Syrlya fought off Mordremoth's call in his own mind and they wasted no time pursuing them, but Syrlya knew he still had to keep an eye out for Caithe as well.

They found Eir along the way in their search, alongside Faolain who was also captured. They freed them, but only just in time for one of Mordremoth's monsters to corner them. As they tried to flee Faolain betrayed Eir and left her for dead, but Eir also crippled her and the monster killed them both with Faolain being dragged into the jungle. As she was Braham's mother he mourned the hardest, and Syrlya and the others left Rox with him so that he may bury her properly and mourn.

They assisted small Priory camps deeper in the jungle as they followed clues for Trahearne and Caithe. They met a glowing being named Ruka, who explained that his people, the exalted, were created for the purpose of protecting Glint's egg. they manage to catch up to Caithe just as she's cornered by Faolain who was turned into one of Mordremoth's monsters.

Ruka pushed Syrlya to grab the egg and run, and let his friends defend Caithe. With his head swarming with purpose and desperate need Syrlya lunged for the egg while they kept Faolain distracted--only to find his emotions so strong that they pulled him into Empatheias.


Syrlya's precise storypath is as follows (a link to the storyline missions can be found here but are summarized above):


Personal Story
Fighting the Nightmare > Awakening > Holding Back the Darkness > A Sly Trick > Deeply Tangled Roots > The Heart of Nightmare

Where Life Goes > An Unknown Soul > A Different Dream > Snuffing Out Embers

A Splinter in the Flesh > Sharpened Thorns > Secrets in the Earth > The Bad Apple > Flower of Death > Ascalonian Catacombs

Setting the Stage > A Fragile Peace > Killer Instinct > Don't Shoot the Messenger > Minister's Defense > Caudecus's Manor

Bad Ice > Pastkeeper > Evacuation > Twilight Arbor

Forwarned is Forearmed > The Battle of Claw Island > Killing Fields > Defense Contract > A Light in the Darkness > Under Siege > Retribution > Sorrow's Embrace

Honor of the Waves > Forging the Pact > Tower Down > Munition Acquisition > Breaking the Bone Ship > Battle of Fort Trinity > A Sad Duty

Temple of the Forgotten God > Close the Eye > What the Eye Beholds > Estate of Decay > Ossuary of Unquiet Dead > Further into Orr > Marching Orders > Armor Guard > The Steel Tide > Against the Corruption > Romke's Final Voyage > The Source of Orr > Victory or Death

Lost Shores

Living Story Season 1 (Excluding: Holiday events, Super Adventure Box, and Edge of the Mists as they are not directly part of the storyline.)

Living Story Season 2

Heart of Thorns
Rally to the Maguuma > Torn from the Sky (Syrlya chooses to trust Laranthir) > Establishing a Foothold > The Jungle Provides (Syrlya chooses to defend the Itzel town) > In Their Footsteps > Prisoners of the Dragon > Prized Possessions.
duskbloom: (Default)

Syrlya/The Commander | Guild Wars 2 OC

[personal profile] duskbloom 2016-01-04 12:40 am (UTC)(link)

Personality: They say that the Dream grants its Hunts based on those that are most capable, and Syrlya has within him the nobility to carry the fate of the world. He is dutiful to his world, his people, and his friends, and he's taken up the sword to protect them from further harm.

But his reasons are a little more intimate than simply playing hero, and the gravity of Syrlya's heart is his broad and encompassing ability to love. He makes friends easily and trusts the best in people until proven otherwise. He is incredibly empathetic, the feeligns and stories of others move him and just about every person he gets to know becomes someone special to him. It's because of how much he loves his friends that he finds the resolve to continue to fight even in the face of great odds, or great pain.

His people believe in a list of tenants left by the centaur Ventari. They are much like the commandments and lead them to a life of doing good by themselves and others, to co-exist peacefully. Syrlya has taken them to heart, as most of his people have, but they are not so much rules for him, religious or otherwise, as much as they are guidelines. Syrlya does what his heart feels first and foremost, and if his duties go against his heart he feels great conflict. He is loyal, though, and considers betrayal to be one of the worst offenses--though he may argue, disagree, and try to encourage a different path he will never turn his back on his allies for any reason.

Being very empathetic comes with being very emotional as a whole for Syrlya. While his race are known for their purity in expressing their emotions, Syrlya feels with such intensity he has difficulty tempering them, whether it be anger, sadness, or joy. While age and experience has taught him to swallow certain emotions in certain situations, stronger feelings often become a bomb with a limited amount of time before he must express them explosively.

His strong emotions and his genuine and enthusiastic curiosity can make Syrlya appear childish, but he is in fact very aware and very wise for his age. Syrlya has been forced to experience a number of traumas, loss, and his destiny has carried him across the world to experience a number of different cultures and lives. Syrlya is aware of how tragic the world can be, but he's also seen it's beauty. He's seen how varied and special people are, and he gives everything for the sake of others.

And it's in that knowledge that Syrlya walks a fine line between hope and despair. Death has taken much from him and he has fought and suffered against beasts and war since he has awoken and the pain weighs on his heart. His greatest weakness is to give up on himself and his resolve, because when he loses hope he loses his will to do anything. He holds tightly to his friends, to good people and good memories to remind himself what he fights for and to keep himself going in the face of such tragedy.

Syrlya struggles with his trauma. Some might find the destiny of a hero to be desirable, envious, but Syrlya was given the task of great things very early on. He was only a few months when he joined the Vigil, and not even a year when was assigned to command the Pact and was at the heart of a war against a dragon. He's lost many loved ones over the years and seen a lot of horrific tragedies and destruction. It's created a lingering sadness in his heart, a weight that keeps reflecting everything he used to have an be before he was scarred.

He also has had little time to be just Syrlya, not Commander or Boss or Valiant, and he has a shallow sense of identity. He doesn't know what he would or could be outside of fighting dragons to protect the world. Worse, he has no idea this is an issue--his duties are so tightly wound into his person he doesn't realize that, without them, he has little else that is driving him forward, and little sense of autonomy. Syrlya believes in doing what his heart wants, but the moment a big shining Destiny is slapped onto a task he pursues it because he feels it is his obligation--even when it gets in the way of something else that is more pressing to him.

He does, however, still have his desire to learn strong in his heart. Books, new people, and new places are among his favorite experiences and he's known to get carried away with question after questions when faced with the unfamiliar. Despite his lifestyle choice to be a solider, Syrlya is very studious and clever-minded. Sometimes this curiosity causes his thoughts to wander and he'll find himself distracted from the original task at hand.

And despite his noble and honest demeanor, Syrlya did take the path of illusions and trickery for a reason--his sweetness comes with a bit of spice, and he's got a dry sense of humor and enjoys teasing and flustering his friends. He's pragmatic about his ideals and recognizes that rules come with exceptions, and sometimes it takes a little lying, trickery, and deceit to get the job done.


Abilities: Syrlya is Sylvari, a race of plant people that come with a number of abilities inherent to their biology, including the ability to sense the status of plants and manipulate them, change their appearance at will, and regenerate lost body parts (although this requires a long amount of time as their natural healing rate is the same as humans). Syrlya's skills in this are only moderate at best, but he can give plants minor influences to grow in particular ways.

His biology also makes him hardier against extreme temperatures (though it still affects him, it is less likely to kill or cause permanent harm without longer exposure or even stronger temperature), and the thick plant-matter muscle and wooden bones make him hard to break, requiring more force to pierce through it.

Syrlya is also a Mesmer, which is an illusion-based mage. However these skills require using chaos magic native to Tyria, so they likely won't be usable in empatheias.

On the non-magical side of things, Syrlya is also skilled in sword-fighting, both one-handed and dual-wielding.


Alignment: Peromei. Syrlya has had to claim faith against great loss and setbacks in his crusade against the dragons--he fights for his hope, but when it breaks his despair is his greatest weakness.

Other: SORRY I JUST REALIZED THIS SECTION DIDN'T COPY OVER Syr will only be bringing his clothes, a sword and a shield. No fancy dragon eggs will make it in transit.


⌈ SAMPLE SECTION ⌉

Sample: Test Drive

Questions:
Edited 2016-01-06 05:34 (UTC)
pokegirl: (Default)

Leaf | Pokémon FRLG | Reserved

[personal profile] pokegirl 2016-01-04 05:03 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Violet
Contact: [plurk.com profile] avioletqueen or PM!
Age: 19
Current Characters: N/A


⌈ CHARACTER SECTION ⌉

Character: Leaf
Age: 12
OC Type: Blank Protagonist from Pokémon Gameverse: FireRed/LeafGreen
Point Taken: Right at the point where she's entered into the Hall of Fame as the latest Champion.

World Building: her backstory is here!
pokegirl: (Default)

[personal profile] pokegirl 2016-01-04 05:04 am (UTC)(link)
Backstory: Leaf was born and raised in Pallet Town, though 'village' would probably be a more apt name for the few scattered buildings that made up her rural home. Despite this, she was always a curious, imaginative girl, and she grew up with an intense desire to explore the entire world, let alone the Kanto region. It was natural that she fell into friendship with the grandson of the famous Pokémon Professor who lived in Town, and she spent ridiculous amounts of time with Blue Oak, poring over books with pictures of faraway places and dreaming of the day she'd be seeing those sights in person.

Of course, this changed as she grew older. Blue started to become meaner, and he grew into kind of a bully, so Leaf stopped hanging out with him. No problem. She still had her hopes of seeing the outside world - and something more. She couldn't help but become interested in pokémon too, after spending so much time in an illustrious professor's house. And so she remained generally friendly with all the kids her age, but secretly yearned for the day that she'd get her first pokémon and finally leave Pallet Town to see the region.

That day came when she was eleven. She got to choose her first ever pokémon, her Squirtle, whom she immediately nicknamed Splash. Of course, then Blue had to ruin the special moment by choosing a Bulbasaur and challenging her to a battle, but that was okay. Even Blue's meanness couldn't get her down now - her journey was finally beginning.

But before Leaf left on her journey properly, she was also enlisted by Professor Oak to complete his lifelong quest of cataloging every pokémon in the world. She happily accepted, knowing that this task would lead her to explore every corner of the region.

She left home the next day, and her journey truly began. Slowly and steadily, she trained and leveled up her pokémon, challenging the gyms at each city she visited. While Blue raced through his badges, Leaf took a more laid-back approach to life, thoroughly enjoying every possible amenity that each city had to offer, while meeting as many people as she possibly could. As a result of her long hours that she spent simply hanging out with her pokémon instead of training or battling, she developed incredibly close bonds to them all.

But her journey wasn't all fun and games. Periodically, she seemed to find herself running into bizarre, evil plots put together by an organization called Team Rocket. Leaf was initially frightened of Team Rocket and their ruthless ways, but whenever she ran into them, she was determined to defeat them, despite her fear. And in this way, she continued to travel throughout the region and discover as many pokémon as she possibly could, even visiting the Sevii Islands off the coast of Kanto, all while working her way up to the Indigo League. When she went to the Viridian Gym to try to obtain her eighth and final badge, she was shocked (and mildly terrified) to find that the gym leader was none other than Giovanni. After losing to him once or twice, she eventually defeated him, and he promptly disappeared before she could make sure that Team Rocket was put down once and for all. All in all, her final match wasn't as satisfying as she'd hoped it would be, and it honestly left her a little uneasy.

Upon reaching and beating the Elite Four, Leaf was surprised to find that the Champion was none other than Blue. However, though his pokémon were all impossibly strong, they simply didn't have the bond that Leaf shared with hers through their many adventures together. She ended up defeating Blue and taking the title of Champion from him. As Professor Oak inducted her into the Champion's Hall of Fame, she felt a rush of emotion she'd never recognized before - exhilaration, that she was now her region's best trainer; worry, that her journey had come to an end, and that her relationship with Blue was unsalvageable; and more than anything else, hope, for what the future had in store for her.

Personality: To put it simply, Leaf is a curious, imaginative girl who has an incredible amount of determination. From when she was a young child, she's always had the ability to look forward, having big dreams for the future despite the limitations of her small town environment. Her curiosity drives her every move and decision, and she gets very excited when she gets the chance to have new experiences and meet new people. She loves broadening her horizons, and she's never afraid of stepping out of her comfort zone. In fact, one might say that she's most comfortable when she's doing something daring, reckless, and completely unfamiliar. Leaf is also very imaginative and creative. As a result, she has a very open mind, and she's a tolerant soul in general.

Leaf has a very high opinion of herself. This isn't to say that she's egotistical or narcissistic, but she definitely doesn't have any confidence or self-worth issues. She knows her capabilities, but she does have the tendency to push herself further than she should. She'll never back down from a challenge, and this leads her to make dumb decisions sometimes. But she's used to getting herself into and out of scrapes, so she'll never let something like that get in the way of her sunny optimism. Furthermore, Leaf is very tied to her family. Although she spends most of her time away from home, she loves and values her parents a lot, and now that she's not training towards becoming Champion anymore, she tries to visit them more often in the midst of searching for the gems.

When it comes to her interactions with other people, Leaf comes off as excitable and friendly. She loves meeting new people, and this shows in her amiable nature and overwhelmingly positive attitude. Additionally, she is a very generous person. She's always ready to give other people credit for the fantastic things they do, and she gives out compliments without a second thought. Leaf is also an incredibly active person, in more ways than one. She can never stand still, and is always ready to throw herself whole-heartedly into something new. In addition to this, she's ridiculously talkative, and she could probably carry on an entire conversation by herself if the other person didn't get too annoyed by her rambling. But her sweet appearance doesn't mean that she doesn't have a competitive streak as well. When in competition, she always tries her best to win or come out on top. She does process losses in a healthy way, by resolving to improve herself and get better for next time, but she's also a kid - losing to someone at anything isn't going to make her like them very much. Finally, though she's a nice person, you can get on her bad side. She doesn't like rude people or bullies, and she's quick to bluntly tell them that she doesn't like them. Leaf doesn't hide much from other people - she just doesn't see anything about herself that she'd want to keep secret.

Leaf does have some problems with focus. While she enjoys having new experiences, this does mean she has a habit of starting things and not following through with them. She's an incredibly proud person - while she isn't full of herself, that doesn't mean that she'll let other people bring her down. She's also surprisingly quick to pick a fight if someone's gotten on her bad side. She values her friendships immensely, and can be very overprotective to those close to her, including her pokémon. In fact, the easiest way to provoke her is not to insult her, but to insult the people she's close to. Finally, her cheeriness has become such a defining characteristic for her that even when she's sad or upset for any reason, she'll try to force herself to put on a smile and face the world anyway. In that way, she's not the best at processing her unhappy emotions, which is probably her greatest fault.

That being said, in general, Leaf has a contagious enthusiasm for new experiences and an indomitable optimistic spirit that carries her through life, and she's always excited to make new friends and find new dreams for her future.
pokegirl: (Default)

[personal profile] pokegirl 2016-01-04 05:05 am (UTC)(link)
Abilities: She's just an average 12-year-old girl, though she is probably a little more strong and athletic than one would expect, considering she's been living on her own in a rural region for over a year now.

Alignment: Peromei. While Leaf is generally a happy person and could really fit with any of the positive sides of each of the Arehtei, her core personality is centered around her constant hopefulness. She's always been driven by the idea that there's something more out there for her, as stated before. Additionally, a lot of her traits (like her curiosity and her friendliness) stem from her optimism, and I think being optimistic in general indicates a very hopeful mindset.

Other: Leaf brings with her the clothes on her back and 5 of her Pokémon: Squirtle, Farfetch'd, Murkrow, Flareon, and Mew.


⌈ SAMPLE SECTION ⌉

Sample:
I have this link from Emp's test drive, where the first thread with Silver features some use of emotion with an environmental effect.
I've also got this post from a previous game, if you need more comments showing her core character.


Questions: N/A - sorry about the initial app misfire!
Edited 2016-01-04 05:06 (UTC)
pokegirl: (Default)

[personal profile] pokegirl 2016-01-07 01:20 pm (UTC)(link)
This is the journal, sorry!! ^^'
duskbloom: (Default)

Re: Revision

[personal profile] duskbloom 2016-01-07 04:34 pm (UTC)(link)
Backstory -- Amend

Syrlya has been involved in all Living Story content related to the living story! The holiday events Gates of Madness, Wintersday, and Super Adventure Box aren't directly part of said story, but are instead yearly events (or, in the case of super adventure box, April Fool's one year) that happened to occur during the run of the first season. They are part of the world but Syrlya wasn't necessarily taking part in the game events that come yearly with the holiday.

But Syrlya has been involved in the Story Mode on the dungeons (once), Lost Shores (I listed it separately but I realize it is considered part of the first Living Story) Secret of Southsun, and the rest of the first living story! The paragraph backstory I wrote because I didn't want to leave the timeline with no actual context, but the timeline is a more concise reference for what Syrlya has been involved in (everything, he gets around).


Also, I'll probably still dampen Syrlya's Chronomancy/Mesmer magic so it's not ridiculous but I'll keep functionality if able!
duskbloom: (Default)

Re: Accepted!

[personal profile] duskbloom 2016-01-07 08:54 pm (UTC)(link)
I'll be using this journal!
despiteeverything: (what's this?)

Frisk | Undertale | Reserved (posted with permission!) (1/2)

[personal profile] despiteeverything 2016-01-09 05:21 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Gorse
Contact: [plurk.com profile] gorsecloud
Age: 24
Current Characters: n/a


⌈ CHARACTER SECTION ⌉

Character: Frisk
Age: unspecified, between 8-10 likely (so let's split the difference and go with 9)
OC Type: Blank protagonist; Undertale
Point Taken: shortly post-True Pacifist end

Undertale full-game spoilers below for all routes, read at your own risk

Edited 2016-01-09 05:23 (UTC)
despiteeverything: (solemn moment)

(2/3 apparently oops)

[personal profile] despiteeverything 2016-01-09 05:23 am (UTC)(link)
World Building: Frisk's wiki page
Information about the Underground including a brief history
Brief overview of Monsters and Humans as presented in Undertale

Backstory:
Frisk's life on the surface was not the happiest. Or at least, it may have been at first, but after being orphaned at a young age, Frisk was passed around from foster home to foster home. The overall quality of life averaged from passable to not very good depending on the location, and overall Frisk grew up feeling alienated. They had difficulty reaching out to others, knowing that nothing would last.

A series of these unhappy circumstances leads to Frisk climbing Mt. Ebott, a mountain where it was rumored travelers who visited would disappear. Whether by foolishness or fate, Frisk finds the hole that leads to the Underground, and they fall.

Upon waking up, Frisk is almost immediately greeted by two of the Underground's inhabitants. First, Flowey the sentient, talking flower tricks them and attempts to kill them for their soul. Then, they're saved by the monster Toriel, whose warm treatment of them reminds Frisk of hazy distant memories of before their parents died. Despite being comforted, Frisk is still spooked by the monsters that attack them as they travel through the Ruins, and Flowey himself. The solution, they reason, is to get back to the Surface, even if it means leaving behind this kind old lady.

They remain with her for a little while, but when Frisk eventually asks to leave the ruins, Toriel, in an attempt to protect them, attempts to destroy the only exit. When Frisk tries to stop her, Toriel challenges them to prove that they can survive, and attempts to fight them. When trying to talk to her and reason their way out yields no results, they do fight, to try to prove just that. They win the fight, and in doing so Toriel dies. Frisk is devastated, but pushes onwards.

They travel through the Underground, meeting many of its different and often bizarre inhabitants - the two skeleton sentries Sans and Papyrus, the captain of the Royal Guard Undyne, the royal scientist Alphys, the movie star robot Mettaton, even a shy awkward ghost named Napstablook. They don't go out of their way to hurt anyone, but they're scared and confused, and at times lash out in that fear. And even when there are monsters - especially Papyrus, who always stops their fights just short of seriously hurting Frisk and even comes to worry about them enough to not fight at all - who want to reach out in friendship, Frisk is reluctant to accept, too used to a life where close relationships never last for them.

And then there are the times they die. Because as Frisk discovers, upon arriving in the Underground they have gained the ability to SAVE and RESET, allowing them to wake up shortly before their would-be deaths. Stranger still, they hear voices, usually during these deaths but very occasionally at other points as well. Usually a deep voice, but sometimes that of a child too, and both call them Chara.

Also as they travel, they learn of the Underground's history, of the barrier and how they - Frisk - would be the seventh and final soul needed by the monster King - Asgore Dreemurr - to free monsters from the Underground. They even learn the story of how Asgore and Toriel's son, Asriel, befriended a human child who had fallen into the Underground long ago, how that child and fallen ill and died, and how Asriel had died at human hands trying to fulfill the fallen child's last wish.

Finally, Frisk reaches Asgore and the barrier, and though neither party really wishes to, they fight. Frisk wins, eventually, but seeing Asgore's reluctance, feeling no small measure of pity and guilt towards the mosters, and not really having anything worth returning to on the surface, spares him, even though it means they will remain trapped underground.

However at this point Flowey, who has been following Frisk all along, steals the other six human souls, kills Asgore, and traps Frisk in a nightmare realm. There he proceeds to kill Frisk over and over for his own amusement while they try vainly to fight back. However, eventually Frisk's cries for help reach the other six souls and they rebel, leaving Flowey battered and stripped of his powers. Despite all they endured at his hand- er, petals, and his continued threads, Frisk decides to spare him, having seen enough pain and meted enough of it out.

But what now? Seemingly moved by their decision, Flowey offers an option: if Frisk can prove to him that they can make it all the way through the Underground without killing anyone, while reaching out in turn, then he'll give them a happy ending, a real one. Frisk accepts, taking their still newfound power to Reset and winding the clock back to when they fell.

They're overjoyed to see Toriel again, and stand their ground instead of fighting her (as they do in every subsequent run). They make mistakes as they go, and have to Reload and Reset more than once. Learning to reach out and connect with others is hard after closing themselves off for so long, but the more and more they try, the more they fidn themselves falling in love with the monsters of the Underground.

And eventually they manage it. They don't hurt a single monster. They go on a date with Papyrus. They burn down Undyne's house as part of a cooking lesson. They encourage Alphys to face her fears, and then help her confront her past. And it's then that they get a very strange phone call, from someone who thanks them, and calls them Chara.

When they face Asgore again, this time the fight is stopped before it even begins, as all of Frisk's closest friends - including Toriel - rush to their defense. However, it's then that Flowey springs his trap. He steals the human souls yet again, and ensnares all of Frisk's friends. He then tries to kill Frisk yet again, but when more monsters from all around the underground come to help them, Flowey instead opts to absorb their souls and regain his true form: Asriel Dreemurr.

At that point, Frisk is engaged in another fight, this time one over the ability to Reset, over their Determination. Asriel, who has mistaken Frisk for Chara - the first fallen child - wants to force Frisk to relive their journey through the Underground over and over, in order to keep them from "winning the game" and leaving him behind. Eventually he traps Frisk entirely, however Frisk uses their ability to Save to reach out to the souls of their loved ones, and then to Asriel himself. And their Determination wins out. Asriel remembers the person he had been before he'd died, and accepts Frisk as their own person.

Asriel then uses the human and monster souls to break the barrier before freeing them, even though it will mean returning to being a soulless flower. Frisk comforts him, even returns to the Ruins to visit him one last time. Then, they return to where the barrier had been and cross out to the Surface with their friends - no their newfound family.

As they watch the setting sun with everyone, Asgore asks Frisk if they would be willing to help as ambassador to mend relations between humans and monsters. And just as (if not more) importantly, Toriel asks Frisk if they would like to stay with her. On both counts, Frisk gladly accepts.

Edited (I never dreamed I would see the day where both copypaste *and* Lazarus would completely fail me ) 2016-01-09 06:38 (UTC)
despiteeverything: (strong enough to survive)

(3/3)

[personal profile] despiteeverything 2016-01-09 06:38 am (UTC)(link)
Personality:
As with many things about Frisk, their personality is up to various interpretations. The interpretation that I personally use, is that the True Pacifist ending is indicative of Frisk's true nature. Or if it makes things simpler, the personality I'm going to describe is based entirely on the True Pacifist route, which includes sparing every monster encountered, going on a Date with both Papyrus and Alphys and a Friend Date with Undyne. All of which basically involves being a highly lovable little nugget.

One of Frisk's most striking traits is one that is repeated throughout the game - one that goes almost into ability territory, but is reinforced heavily by Frisk's own personality. Frisk has an incredibly strong will to live, but more than that they have a desire to press on, to keep going, to keep trying again when they fail. It even shows itself in less dire straits, as a general desire to push forward through obstacles despite deterrents and miscellaneous circumstances. Such as progressing through the ruins even though Toriel tells them to wait, or one time through one of Papyrus' puzzles rather than waiting for him to perform the solution for them.

While it serves them well in their adventures through the Underground, it can go to unfortunate extremes of pure stubbornness. Frisk's overabundance of determination is something that the game's primary antagonist, Asriel, attempts to exploit near the end of the True Ending, in order to try to keep Frisk trapped in the game. He cites how Frisk's determination and stubbornness to get a perfect ending - where everyone is happy - will drive them to go through their journey over and over again, no matter how many times Asriel might reset it.

Hand in hand with this determination is a sense of optimism - it seems strange that Frisk would push so hard to keep going and to find peaceful solutions with all they encounter, if they didn't believe such solutions and resolutions might be possible. They would have to believe that there isn't truth in Flowey's "kill or be killed" mantra. And so Frisk doesn't. Not to push this to an extreme though - they're "not totally naive or innocent" as Sans puts it, when judging them at the end of a pacifist run. In a more practical sense, this does involve a decent sense of when to cut and run. It's not perfect (Frisk likely makes plenty of use of those Save points) but there are times, such as the fight with Undyne, where Frisk opts for discretion.

As the above paragraph indicates, Frisk is also a pacifist. They prefer using other methods of resolving conflicts with those they encounter instead of fighting. This doesn't mean that they're passive or willing to just take whatever is dished out at them. But Frisk refuses to be the one meting out pain to others. No matter how harsh the opponent - from the lowliest of Froggits who just need a compliment, to Flowey, who tormented Frisk, including trapping them in a nightmare world and killing them repeatedly, and then threatening to kill everyone Frisk cared about - Frisk has shown them all mercy.

On a related note, Frisk is overall displays a decent amount of caring and empathy. Merciful doesn't always mean nice, but Frisk displays a considerable amount of compassion throughout the game. The most blatant display of this is Frisk's forgiveness of Asriel, and their attempts to comfort him about his fate of returning to being Flowey. Many of the options involved with sparing monsters throughout the game involves behaving in a compassionate and friendly manner with them - complimenting Froggits, laughing at Snowdrake's bad puns, singing along with Shyren, hugging or encouraging Vulkin, and so on and so forth.

That being said, also appears to possess a fair degree of self-confidence, or at least a distinct lack of self-consciousness, even a ridiculous streak. Frisk appears to have no reservations whatsoever about doing all manner of silly things when befriending monsters - such as getting into a flexing contest with Aaron or the entirety of the "fight" with Mettaton EX. Even ridiculous things they do, like pouring tea under a door during a sidequest to help with room service (and getting complimented for it). Petting vegetables during cooking lessons with Undyne. Overall, it's one of the ways in which Frisk is definitely still a kid.

Another way is in the sense of wonder they seem to find fairly easily. Throughout the game, Frisk's health is replenished by their determination, which is described as essentially their will to live. Various save points throughout the game describe different things that give Frisk enough determination to fully heal themselves. And many times they're simple things - crinkling playfully through leaves, a warm house in the ruins, a conveniently-shaped lamp. Even more ridiculous things such as the idea of a mouse hacking a safe to get to some cheese - implying that Frisk has a decent sense of imagination too.

For all this, Frisk does seem to hold how they express themselves in a certain reserve. While in many ways they are an example of the "silent protagonist" trope typical of RPGs, they do speak. Many of the commands during battles involve talking and there are times that they speak to NPCs (usually indicated by something like "..." in the NPC's dialogue). However the overall indication is that they don't feel the need to be needlessly chatty, if they don't have to be. It's similar with their emotions - while they don't show visible reactions, there are characters who comment on the faces they make, such as horror at fighting Toriel after resetting from a timeline where she's died, or grimacing at Sans if he talks about how "you haven't died even once" when they have.

Abilities:
Overall Frisk is a pretty normal human in every way.

With just a couple notable exceptions. Frisk possesses a pretty hefty amount of (for lack of a better explanation) the will to live, to persist, known colliquaily as "Determination". This Determination allows them to create a "Save" - a sort of temporal and spatial anchor point. Should they wish to do so, or should they die, Frisk can then "Reset," which rewinds time and space either back to their most recent Save, or back to when their abilities manifested - which is to say when they fell into the Underground. Only those with sufficient Determination - Frisk and Flowey in canon - are able to remember/recognize what has happened. On a related note, when feeling a particularly strong surge of Determination (such as when Saving), it has a passive healing effect.

On the whole, given the game-breaking nature of these abilities and the fact that the players in the game all likely possess much more Determination than the monsters in the Underground (and the fact that Flowey's abilities section has already established precedent), they'll be completely nullified. However there's one exception I'd like to make, if it's okay. The ability to Save is shown to have the ability to purge corruption and restore a being to a previous state. However it's not something Frisk can use willy-nilly on anybody - it's generally required that to Save someone you need to have an emotional understanding and ability to connect with them, to help remind them of who they once were. Also given aforementioned reasons, they would likely require extenuating circumstances to use and be incredibly exhausting for Frisk to do so.

If not then, welp, back to being a normal kid. Which may be a relief in some ways for them.

Alignment: Frisk is actually really tricky to pin down to just one. Ultimately I think one of the better fits would be Piphron. Frisk is (roughly) implied to have come from a not-very-happy background (it's a theory I choose to follow because among other things, it makes them a narrative foil to the first fallen human). And yet despite that, they opened up to the monsters in the Underground, became friends with them, requiring its own sort of trust. That being said, there's still plenty of things Frisk wouldn't be ready to trust others with - their own abilities (even if they're only referred to in the past tense), the resets, plenty of the events that happened in other timelines. Overall Frisk's emotions in this regard are likely to run the full gamut and be something that comes up pretty often.

Other:
Frisk spends a majority (if not all) of the game with the First Fallen human, generally referred to in fandom as Chara (though the name is actually designated by the player) sharing soul space with them. The role that Chara plays throughout the game (on Neutral and Pacifist routes in particular), as well as most aspects of Chara's personality, are generally very ambiguous and subject to much fan speculation (and argument). Two things we do know for certain is that Frisk is able to occasionally glean some of Chara's memories, particularly relevant ones of the Underground, and also if Frisk ends up participating in a genocide route, Chara's influence on their actions grows to the point of full-on possession.

As it is, given all the ambiguities and debate, I'd prefer if Chara's soul be dormant, per the question answer here.

Other than that...



⌈ SAMPLE SECTION ⌉

Sample: Test driiiive


Questions:
How many cups of sugar does it take to get to the moon?
despiteeverything: (/flex)

[personal profile] despiteeverything 2016-01-09 08:04 am (UTC)(link)
Thank you so much for your help and patience!
invigorates: on a Friday night. I can relate (Default)

lioriley | pure oc

[personal profile] invigorates 2016-02-01 06:09 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: LiLi
Contact: [plurk.com profile] mantears
Age: 25

⌈ CHARACTER SECTION ⌉

Character: Lioriley
Age: 500
OC Type: pure oc
Point Taken: before adopting vales
invigorates: (are those ladies trying to make out)

[personal profile] invigorates 2016-02-01 06:11 am (UTC)(link)


World Building:
Kilarria is your basic high fantasy land. Dark elves, light elves, dwarves, dragons, humans. You name it, Kilarria has it.

There is little to no technology, especially in the elven kingdoms. Magic is a very prominent and important part of every society and is used for more or less everything, like lighting and cooking and general survival. All of the kingdoms are ruled under a king and queen, each with their own rules set as to who would take the throne next. For example: the light elves go by who is the most powerful and dependable to rule the country where the dark elves elect their ruler through votes from the mage counsel, dwarves go by blood, etc etc.

The races are, for the most part, segregated, as detailed below in the beginning of the history section. There is a lot of trading that goes on between the races, as each one has something the other does not. Currently at the point where Lior is being taken from there is a world-wide treaty set in motion ( finally ) that has the races in a state of peace. Or they at least tolerate each other a little better.

The layout of the world is akin to what Pangea would have looked like; One big formation of land with the island of the dragons down at the bottom.

extended information here

Backstory:
thousands of years ago, the guardian spirits of the world created the land that would soon be known as Kilarria. Kilarria was vast, housing a variety of different creatures, all associated with a particular element. The Light Elves of the sun, the Dwarves of the stone, the Dragons of fire, and the humans of earth. It was when the light elves exalted some of their own kind, that the last race would be created - from those cast out from their people, the spirits would create the Dark Elves - children of the moon, and later, protectors of the northern realm.

Our hero is one of those moon children, a young dark elf by the name of Lioriley. She lived in the city of Maligrae for her entire life as most dark elves do, daring not to venture far from their homeland for fear of ridicule. She likely would have never left, if a catastrophic event hadn't forced her intervention.

Not far from Maligrae, a small city of light elves resided, living askance their dark-skinned brethren but ultimately ignoring their existence. That was, until a massive explosion shook the city to its core, one large and powerful enough to be felt across the lands. Panic and paranoia spread across the light elf realm, and the few that had actually witnessed the explosive attack and survived, mentioned word of a dark elf fleeing from the scene not moments before.

No dark elf would believe their people to do something so mindlessly cruel, and none could even begin to fathom who would even consider doing such a thing. Perhaps it was coincidence, or gut instinct but somehow Lioriley knew that something about this situation was wrong. Unable to sit idly by, she did the only thing she could do -- she took her concerns to the King of Maligrae. When she came forth and approached the King with her concerns, he would not listen to her, though he had good reason. She was no one, a novice mage with no knowledge of the outside world. He couldn't rightfully make any strong decisions based on gut feelings from a no-named novice mage. Despite this, Lioriley took it upon herself to leave the city of her own accord and investigate the explosion herself.

That went about as well as expected.

Before she was even a mile from her homeland, she was attacked by a deadly chimera in the Sleepless Forest outside of Maligrae - a dark and eerie place, nearly impossible to navigate unless one knows the twisting paths well enough already -

Enter Alairr, a veteran Knight of Maligrae that had been set to patrol the borders of the city and make sure no one went in or out without explicit permission to do so. After dispatching the beast with ease, he planned on taking Lioriley back to Maligrae for her own safety, knowing that no dark elf should be wandering around alone while the light elves (and most of the other races) thought they were a danger to their people.

But she protested, protested until her throat was sore and she told him something wasn't right. Something had to be done, that there was no way one of their own people would do this, no way one of their own could do it. Alairr had chalked it up to naivety and blinding optimism, but she was stubborn, and eventually he decided to at least humor her for a bit at least. Alairr refused to bring her to the light elves, though, and they settled on venturing to a small dwarven town between the light and dark elves, a neutral land where perhaps they could gather some information, if there was any to be had.

They camped there for days, and when nothing came of it, Alairr assumed that would be enough to convince Lioriley to return home and go on with her life. As Lioriley was ready to admit defeat though, she overheard a very interesting conversation between a dwarven smith and trader. Apparently, Alairr and Lioriley were not the only dark elves they had seen recently - and there was one in particular that had been there a few days prior to the explosion. It wouldn't be entirely odd, had he not been accompanied by an older human man, who looked as if he was carting the dark elf around like a dog.

That raised a few questions. Why was he there? Who was the human with him? And why did he blow up a city and kill hundreds of people? Lioriley needed to find the answers to those questions, no matter how loudly Alairr protested that there was nothing she could do on her own. So she (gently) interrogated the dwarves for more information and found that they knew little of the elf, but recognized the human man as one of the more regular clients. A man named Irial that worked as a healer in a poor human village not too far from the dwarves camp.

Dragging Alairr along with her to said village, they eventually made their way to Irial’s home - only to find that he had vanished not long before their arrival. They did, however, find the mentioned dark elf that had been accompanying him; a young man named Enfaren. Skittish as he was upon being approached, Lioriley assured him that they meant him no harm and slowly persuaded him to explain the situation.

Enfaren told them that Irial had captured him years ago just outside of Maligrae for the sole purpose of using him as a pawn in this grand scheme of his. He revealed that he was in fact the elf that had attacked their light elf brethren, but not of his own volition. Irial hoped the oncoming war would provide a distraction for him to move in on the dark elf territory in search of an ancient tome - a tome housed in the depths of the dark elf city, granted to them by the Spirits at the time of their creation. This tome was as powerful as one might expect, and Irial wanted it desperately enough to destroy everything that got in his way.

Unfortunately, that is all that Enfaren could tell them, as Irial had been smart enough to keep the more intricate details (like when he was planning his mentioned infiltration) to himself. Wanting to stop Irial before he managed to go through with his plan, Enfaren suggested going to visit the Seer Dragons in the south for advice and (hopefully) hints as to when he would sneak into the city.

Taking his advice, Lioriley travelled to the dragon’s island known as Travrra on her own, while Alairr headed back to Maligrae to warn the king and attempt to halt any progress Irial may make, and Enfaren remained at the mage’s home in the village as not to raise suspicion. When Lioriley arrived on Travrra though, she found that the dragons were none too willing to just hand out information without a price. So she was to undergo ridiculous tasks and quests for the dragons, until their respect had been earned and she was thus worthy of the knowledge. Since this is Lior we're talking about, it can be assumed that she failed the tests damn near every time, but never once gave up. Almost out of pity did one elder dragon - Veles - finally concede, sick of watching the girl's failure. He told her that Irial was currently on the move to Maligrae, and was likely being accosted by Alairr as they spoke. Frantic, she pleaded for Veles to join her and he, begrudgingly, brought her back to Maligrae… just in time to find Alairr fatally wounded after his fight with Irial. Unfortunately, Veles had not warned her of that, and she was left to try and care for him before he inevitably died from blood loss in her arms.

Irial had escaped that time, but Lioriley vowed that she would not allow him to do so again - for her people, for enfaren, and especially for Alairr and all that they had fought for. So with Veles at her side, they went to speak with Enfaren once more in hopes of having him fight by their side against the wizard. It took a lot of convincing, but he inevitably relented - wanting to repent for all that he had done to instigate the war, even if he had not done so willingly.

With the war still raging between the elven cities and only in command of the few mages and soldiers they could afford to disband, Lioriley, Veles, and Enfaren ventured into the mountains again to stop Irial once and for all. When they met with him in the main chamber holding the book of magic, Enfaren managed to pin the man down long enough for Lior to take the book and recite a spell powerful enough to drain the man's magic. However, in doing so she had to sacrifice a good portion of her own magical energy and ended up falling into magically induced coma for nearly a year, cared for by Veles during that time. Irial was handed over to the high elf court and eventually executed, Enfaren pleaded his case and was forgiven for his involvement with the wizard, and was sent to train as a knight to further serve the dark elves properly. The two cities signed a treaty and the light elves offered to support their dark elf brethren with more soldiers in the case of another war. Veles ( while hating the fact that he was stuck in such a cold environment ) stayed and watched over Lioriley until she finally awoke.

Upon awakening lioriley decided to continue her magical training with Veles on Travrra for the next 50 or so years. During that time, the world remained at peace, and the races managed to get along with one another without incident. But there were still dangers lurking in the human kingdom, unseen for those many years was a young light elf named Mathurin, disguised as a human to blend in with his surroundings. The man had worked with Irial in secret, using his own brand of magic to string him along and do his bidding. When Irial had failed his quest during the first war, Mathurin took things into his own hands.



invigorates: (Is it literally fucking raining vampires)

[personal profile] invigorates 2016-02-01 06:11 am (UTC)(link)
Eventually the rulers of the various kingdoms in Kilarria joined together to discuss a world-wide treaty instead of one only meant for the previously feuding elf kingdoms. After killing the human ambassador sent along with the king, Mathurin took his place. Before a final decision could be made, Mathurin, still under said disguise, killed the light elf king. Chaos broke out through the lands as the light elf king fell, and they and their dark-skinned brethren resolved to began warring anew with the humans. Much to Lioriley's dismay.

This war was unlike any Kilarria had seen before. The humans and elves were equally matched in numbers and strength and this particular feud would last for centuries, passing through generations and killing hundreds of thousands of soldiers and civilians alike. The man responsible for this chaos was assumed dead, but Lioriley refused to accept that so easily - just as she had during the previous war between the elves. She sought Veles for advice on the matter, and though he could not (would not) tell her exactly what the future hold, he said that something was certainly amiss, and that she would have to do her part to resolve it.

With Veles' help ( as little as it might have been ), as well as her old friend Enfaren’s, she began traveling in hopes of finding just who was responsible and what their intentions were for causing yet another unnecessary war. Their search eventually lead them to a lone soldier, Diamanda, that had been fighting in the war since she was old enough to wield a sword. Diamanda, like Lior, longed for its end, but had little hope that the races would calm, and decided to join them on their quest to find the one responsible for sending the world into war for a second time.

Mathurin had been smart and cunning enough to keep his identity hidden from Enfaren when he had been held captive by Irial centuries ago, so their search was a difficult one, based on hunches and assumptions and whispers from passersby until they finally found something concrete. An unknown Light Elf soldier was climbing the ranks at an alarming rate - alarming enough to draw the group’s suspicion. They chose to investigate and found none other than Mathurin at the head of a powerful elven army unit, having wormed his way close to the new king with manipulation and promises of power.

Though they didn’t know for certain if he was the one that had caused the war, they knew that he was trouble. Unfortunately, before they could actually confront him, Diamanda decided that allying with such a powerful general in the war would be of far more use to her than remaining with Lioriley and the others. She eventually abandoned the group to try and join with Mathurin (and the king, due to their close relationship) in hopes of making some sort of bargain to stop the war so no more of her people - or his - had to die. He was wary at first, but eventually began to trust the human knight and even told her of his plans. He would climb the ranks, kill this king as well and then take the throne himself using the new magic he would acquire from the tome he had stolen. Devastated by her friend's betrayal, Lioriley retreated to seek advice from Veles, who naturally told her to expect such things from humans and that trusting others was her biggest mistake. Now driven by anger, Lior made her way to the front lines and into enemy territory until she reached Diamanda and Mathurin, only to find that the former was only acting to get close to the latter.

With her double cross out in the open, Mathurin aimed to destroy Diamanda before she could destroy him, having long since become obsessed with taking her as his wife when he finally ruled over the lands of Kilarria, further insuring that the humans and elves would find more reason to worship him. Realising that he could not, the only option was to kill her, and the two fought until Diamanda fell. In retaliation, Lioriley and Veles battled against Mathurin, who had taken a hold of the magical tome much like Irial before him, and used it against the both of them. Veles inevitably fell while protecting Lioriley, and it was up to her to avenge him as well.

Unable to retreat and incapable of reaching the tome that had saved her once before, Lioriley had no choice but to use the dragon's body as a shield while she and Mathurin fought. By a pure stroke of what could only classified as dumb luck, Mathurin, for the briefest of moments, allowed his guard to drop, allowing Lioriley the chance to cast a spell just powerful enough to knock him down. It was then that she moved from her hiding spot, standing atop her fallen mentor and fired an arrow directly into the light elf's heart.

Mathurin fell, just as Irial had before him, and Lioriley; exhausted physically, mentally and emotionally, once again recovered the tome, returned it to its rightful place, buried her friends and lived to tell the tale. She was heralded as a hero, but found little reason to celebrate now that everyone she loved was dead.

After what felt like ages of grieving, Lioriley eventually willed herself to continue forward, becoming an Archmage, working in the dark elf temples and teaching young mages the way of magic. It was some years later that one of the birthing rituals happened and Lior decided to adopt one of the newborns, this one with red lines that she named Vales, after Veles. Appropriately so considering how angry he would be later on in life.



Personality:
Raised in a place like Maligrae, it's hardly surprising that Lioriley started out a naive girl with little in the way of physical combat training. As a dark elf she is less likely to be trusted by some of the other races and as a result has faced some prejudices. Still, she has an inquisitive and curious nature, but curiousity does not always someone down a good road.

Initially, whilst gifted in magic, she would not have survived on her own, her magic not strong enough at such a young age to really stand a chance against the possible foes she might encounter, as well as not knowing enough about the world around her to really survive. Luckily though a knight errant aided and looked out for her, forming a bond that would be severed all too soon; the death of her companion Alairr would be her first experience of a loved one dying and revealed parts of her personality to others had not been aware of before.

The journey taught her several things: strength, fending for herself, and about other cultures; but still she will always prefer to have a companion as the truth of the matter is that even at the outset, fighting and violence is not something she enjoys. Despite being caught up in two grave conflicts, one of which managed to last centuries, she only fights when she must, never seeking battle or bloodshed but to put things right and to do the good and right thing. Sadly, given the nature of certain races, Lioriley’s desire to avoid violent conflict is unlikely to ever be an option. She values the co-operation of a team - helping others is really a dark elf trait to a point where dark elves who are less worldly could seriously be taken advantage of by those with ill intention, but fortunately her companions Alairr, Veles, and Diamanda would put a stop to anyone who tried to take advantage of Lioriley herself. Luckily or not, over the years she did begin to see that there was not always a kernel of goodness within every soul. Still, Lioriley can come off as naive even when older, but she likes to learn new things about people and places so that she can understand more of the world around her and the conflicts therein.

Lioriley has always striven to be as open minded as she can be when it comes to people, their situation and life choices, but there are times when she can be blunt, when she can be offensive without actually meaning to be that way. Some of this is due to her prolonged companionship with Veles, a dragon who is horrendously racist to all of the non-dragon races in Kilarria, save a slightly favorable opinion of the dark elves. She has seen the worst of all races in war, she has seen grudges passed down for generations amongst the humans as the war kept going and there are some traits she will automatically associate with humans or whatever race she's dealing with. It isn't something she means to do, but given her mentor, it's really not surprising she can make judgements quickly in some cases.

Due to her sheltered background, Lioriley tends to take people very literally so she can miss a nuance or implication in spoken word. To others (for game purposes, the people from modern and/or vastly different worlds) this can make her look like an idiot while they either wait for the penny to drop or for the awkward explanation conversation to happen.

She also hates the abuse of magic by anyone. Given the origins and exile of the dark elves for shunning the life and power draining magics of their light elf ancestors, it's easy to see that using magic for good is a large part of the dark elf psyche. This is why she fought in the first place: mad mages controlling the world would only cause pain and anguish of innocent people. Seeing anyone inflict cruelty just for the sake of it is repulsive in her eyes - those are the few cases where she might believe that someone must go, if they indulge in such acts with no possibility of ever being redeemed.

Betrayal hits her incredibly hard because she doesn't understand why someone would turn on their ideals to help an enemy; Diamanda did this to gain a tactical advantage, but never told Lioriley so her reaction would be genuine and the dark elf was absolutely crushed when she believed her friend had turned on her to join Mathurin. It was revealed that Diamanda was in fact aiding Lioriley's cause, but what Lioriley felt towards her is something she will regret as Diamanda died in the final battle with Mathurin before she and Lioriley could talk about what the human knight had done. It's another little thing that will haunt her because there is the huge 'what if' that cannot be answered: what if she had known the truth of the betrayal and been able to save Diamanda?

Everyone deals with death in their own way, and Lioriley is no different. In fact, when people die around Lioriley, she often takes blame even though she has no cause to. Even before Lioriley and Veles’ relationship had a chance to fully develop, her severe reaction Alairr's death and her self sacrificial attempts at healing him caused Veles great concern. Dark elf magic is tied to their life force and with Irial still to fight, she might have killed herself trying to heal a man already gone. Even as a hero twice over, it is nigh impossible for her to grasp why they would sacrifice themselves for her and she can be near suicidal with her selflessness so that she can give something back to others. She eventually settles down to be a guiding figure and adopts a son with little magic to try to give something back so that her life is finally about something other than war and death.

Trying to get Lioriley to talk about her problems can be like getting blood from a stone. She's too used to being able to put on a smile because even if she's naive about some things, she knows that all too often people will see only what they wish to see so if she smiles, they won't ask. Lioriley would rather not burden others with her problems because she would rather be the solver of problems: she aided her people by investigating and defeating Irial and then the whole of Kilarria by defeating Mathhurin. To her, her problems and pain are simply that, they are hers and they are also less significant than the problems of others. In actuality this way of thinking makes her a huge hypocrite, as she is more than willing to take on the problems of other people to the point of making them her own. This is, of course, shown by how she gets involved in two wars defending what she believes is the good and the right thing.

Lioriley doesn't talk to others about herself unless she is explaining how her magic works and the nature of magic in general, more personal subjects are avoided to the point of a cat and mouse game until the other party gives up on trying to get her to talk. This is a trait that has improved significantly since her youth, however, as she can be honest; but it's still uncomfortable for her because so much of her life is tied up in war. She feels that since it was so hard for her to deal with it then, she's not going to happily inflict her personal and painful recollections on others.

If Lioriley was in a fantasy rpg she would be miss 'do all the sidequests'. She'll help you if you need it because she likes doing it - growing up in a community like Maligrae, it is just what is done. Overall, she will try to treat people in the same way she would like to be treated. Her belief is that everyone deserves a measure of kindness even if it costs her greatly. This is even true in cases where she has little to no chance of the favor being returned. She knows that people are often selfish and she dislikes that, but she still wants to help. This helpful insistence can on occasion warp into selfishness itself because if people don't want her help or if she really can't help them she'll get frustrated with them, herself and the entire situation. Helping others gives her purpose and an escape from the loneliness she now feels, bereft of the people who fought at her side and knew her best.

Alongside her sometimes selfish desire to help people, Lioriley can sometimes display the traits of having a martyr complex.
In certain situations she would rather die if it means anyone else will get to live. This often disregards the wishes of those who care about her, much to their dismay and righteous frustration. It's another example of her hypocrisy: she is acutely aware of the pain and devastation of watching a treasured friend sacrifice their life for hers and indulges in lengthy self-flagellation over it.

Lioriley always believes there is a way to save them even when there is not or when she is told such by Veles who is a Seer dragon who knows exactly what will happen with the future and allows no one to change it. Her views aren't exactly rational and the guilt of living on with Alairr, Diamanda and Veles dead and gone is hard for her to live with even years later as she tries to raise her adoptive son.


invigorates: .............with my dick. (your mom's a combat specialist)

[personal profile] invigorates 2016-02-01 06:12 am (UTC)(link)
Abilities:
❈ classic elemental, healing and defensive spells. fire, water, earth, etc.

❈ Magical Regeneration: Where humans simply have blood in their veins, dark elves have blood and magical energy constantly cycling through them. When they cast a spell, the energy comes out, and the body works to make up for it. Previously Lior's regeneration was slow and she could easily overexert herself and become ill, pass out, fall into a coma, or possibly die. After years of magical training she has become sufficiently better at generating her magic and can do it at a faster pace, leaving her less susceptible to the mentioned downfalls of overcasting. It also allows her to cast more spells at a time.

❈ Combat: Lior wields a magically enhanced bow as her primary weapon, and is obviously a long range fighter. The bow itself is unbreakable. It does not use normal arrows, as they are usually made on the spot via magic. Generally Lior's arrows are made of ice or, at times, pure energy.

Her hand to hand combat skills are fair, but not great. As noted before she does not actively enjoy the act of fighting and avoids it as much as possible. With long range weaponry and magic she can generally distract her opponents or at least leave them momentarily incapacitated so she can escape.

❈ Auto-heal: Should Lior suffer any internal or external injuries, the magic in her body will go into overdrive and begin immediately repairing the damage. Because she is higher ranked now she heal herself faster than she could previously and only wastes a little magic.

❈ Lior's specialties lie in healing magic. She can repair broken bones and mend wounds, but the worse the injury, the more it takes out of her. She also cannot revive people once they are already dead, though if they are still breathing she can give a great deal of her energy to them. This usually doesn't end well for her.

as for physical weaknesses, her greatest strength is also one of her biggest weaknesses. The vein like lines on her skin are actually very sensitive and if cut, will bleed out much like a humans would. Despite her rapid healing, bleeding too much would still drain her and thus make it harder for her to heal herself. She also isn't very good in close combat situations, as mentioned before, preferring long ranged attacks and defence for obvious reasons.

Alignment: Peromei
A hopeful youth slightly jaded by the time she reaches adulthood, lioriley fits nicely in the middle of her alignment. while she still strives to be a symbol of hope for her people, and even for those that she barely knows and meets along her journey, she is still a big ball of grief that continuously suffers the guilt of losing nearly all of her allies.

⌈ SAMPLE SECTION ⌉

Sample: test drive!

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