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:

likescaves: (:D)

Merisia Thenel | Final Fantasy XIV (OC) 1/4

[personal profile] likescaves 2016-02-02 07:50 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Zee
Contact: [plurk.com profile] eiyoko
Age: 26
Current Characters: None!


⌈ CHARACTER SECTION ⌉

Character: Merisia Thenel
Age: 20
OC Type: MMO OC
Point Taken: A short time after fleeing from the Howling Eye.

World Building: Here's a handy dandy wiki link! Hope you're a fan of reading...
Edited 2016-02-02 07:51 (UTC)
likescaves: (legacy)

Merisia Thenel | Final Fantasy XIV (OC) 2/4

[personal profile] likescaves 2016-02-02 07:56 am (UTC)(link)
Backstory: Major spoilers for the main scenario quests of FFXIV follow!
Merisia grew up in a family of bandits in the many caverns of Thanalan, stealing to survive. However, over time Merisia became a bit of a treasure hunter while out scavenging and thieving with her siblings. This led to a few nasty mishaps, and Merisia ended up being essentially grounded on a frequent basis. During one of her solo outings, Merisia happened upon adventurer bound for Thanalan, returning from a trip to Limsa Lominsa with a hefty bounty in tow and chatting with his party about their recent successful excursion. Merisia found herself more than a little envious of such freedom and rich rewards. Soon, Merisia left home and took up thaumaturgy magic, opting to be an adventurer rather than a thief (though she was not opposed to picking a few pockets to make ends meet from time to time). She immediately made for Ul'dah, familiarizing herself with the city while picking several rich pockets and even carrying out a few small-scale robberies of her own.

Eventually, her hand was caught. Although Merisia feared her time was done and she would be imprisoned, the man instead gave her an offer. He introduced himself as Emereck, claimed to be a practiced gladiator and member of the Adventurer's Guild, much like Merisia. Although still wary of him, Merisia agreed to keep in touch, if anything as thanks for not turning her in. Over time, the two grew to be good acquaintances, and eventually close friends (though Merisia was reluctant to admit it, even when Emereck teased her about it).

Several months later, Emereck and Merisia ended up on a request to check the roads for a lost caravan. Upon arriving on the scene, the cart was wrecked, the cart's chocobos all but fled, the cargo either damaged or ablaze, and the survivors were trembling in fear. Just as Merisia began approaching one of them, a vision of the past flooded her vision, showing the caravan being attacked by imperial soldiers, several of the survivors setting off with precious little cargo on the chocobos that once drew the cart while the rest attempted to fight off the soldiers. As the vision ended, Merisia heard Emereck cry out that they needed to return to Ul'dah immediately.

Merisia spent the next few days silent, reluctant to speak to anyone other than Emereck about the incident. Emereck again and again extended offers for Merisia to accompany him somewhere as a "Path Companion", but she refused until eventually he dropped the offer, much to her relief. Merisia soon returned to her adventuring like before, albeit much more cautious this time. Soon, the whispers of Imperial activity became too great to ignore, and Merisia found herself joining the many adventurers fighting in the Eorzean Alliance against the Garlean Empire. Though this was mostly at Emereck's behest, Merisia reluctantly admitted that she was doing it on her own accord as well, especially after her vision at the ruined caravan and the rumors of the rapidly descending moon, Dalamud, being the work of the Empire. While at first her excursions involved smaller missions with Emereck against smaller groups of imperial soldiers, it was not long before a full-scale battle ensued in the desolate region of Mor Dhona.

The battle took an unexpected turn when the red moon Dalamud above them burst into pieces, out of which sprung Bahamut. Soldiers of both sides of the conflict fled while Bahamut laid waste to the battlefield. When Archmage Louisoix attempted to re-seal Bahamut, however, the ancient primal proved to be too powerful, shattering the spell and beginning to summon an enormous flare. Louisoix, in a last ditch effort to save the valiant adventurers - including Merisia - that fought for Eorzea, transported them forward through time. Thus was the Calamity, and the end of the Sixth Astral Era.

Merisia quite suddenly found herself alone on the shores of Limsa Lominsa five years in the future, dazed and confused. For some time, she retreated in solitude, relieved that the realm survived to see another day, but shocked at the sudden shift in scenery and mood. She also found that not only were some of the citizens of Limsa Lominsa that formerly knew her suddenly unaware of who she could possibly be, but she was no longer familiar with her own magic. To make things worse, Emereck was nowhere to be found.

After finally recovering, Merisia began seeking a new way of life in a new realm. Fortunately for her, the Arcanist's Guild was not only open, but accepting members. Deciding that it was a perfect opportunity for a fresh start, she joined the guild, and quickly rose through the ranks to become a formidable arcanist. Merisia began to search for Emereck, but to no avail. There were no signs of him on the battlefield, nor had any other adventurers heard of him. In hopes of finding some clues, Merisia resumed her previous travels as an adventurer and "treasure hunter", hoping that perhaps by returning to her previous lifestyle, she'd run into him again just as she had the first time.

Soon enough, her travels took her to Thanalan, where she searched for her family to see if they escaped the Calamity's destruction, only to find her home completely destroyed. When Merisia questioned the inhabitants of one of the nearby camps about this, she began hearing rumors of repeated kidnappings in the area by beastmen. Merisia, taking it upon herself to investigate these rumors, found herself on the receiving end of an Amalj'aa ambush. Though a skilled arcanist, Merisia was grossly outmatched, and wound up kidnapped herself. To her horror, the Amalj'aa planned to bring her to the primal Ifrit to be tempered with several other victims. As Ifrit doused them all with blue fire, however, everyone was shocked to find that while the flames had tempered the souls of the other victims, Merisia's remained untouched.

Ifrit, enraged, attacked Merisia. Knowing she was outmatched and not wishing to remain to fight a primal, Merisia managed a narrow escape and fled the Amalj'aa encampment, not eager to see how the lizardmen would react to the turn of events. Word of Merisia's exploits soon made their rounds, and soon she received an invitation to join the Scions of the Seventh Dawn. Hoping it would lead her to Emereck, she made her way to their headquarters with many questions on her mind. There, she learned of the Echo, the strange ability she (and many other adventurers) possessed that made her immune to tempering and able to see the past, among other things. She also discovered that her late companion was among their members before the Calamity, and his constant pestering to be his Path Companion was actually him trying to introduce her. Upon discovering that Emereck truly was nowhere to be found, the reality struck Merisia that Emereck was not simply missing; he hadn't survived. For a time, Merisia remained silent on the offer to join the Scions, overcome with heartbreak that her only friend was lost to her forever. Perhaps had she listened to him, joined him sooner, aided him more, he would still be alive. She wouldn't be suffering this pain and none of this would have ever happened. Merisia resolved to never let such a thing happen again, not only in being more careful of not letting others come to harm, but also in not letting them too close.

After a short time, Merisia finally agreed to join the Scions in their efforts to halt the primal threat to Eorzea, but only if she retained her independence as an adventurer. It was not long before Merisia met a few new companions within the Scions. An archer by the name of Seda'li befriended her first, although admittedly it was a very one-sided notion. Although at first a little too forward and eager, Seda'li proved to be reliable and skilled with the bow, and Merisia agreed to fight alongside him, "...but only because I have to. Don't get any ideas." Merisia still preferred to work on her own, and the sting of losing Emereck was far from gone.

Alongside many of Merisia's explorations in Eorzea, her investigations as Scion did not go neglected. Her next duty sent her to make peace with a beast race in the Black Shroud. Merisia, having no fondness of Gridania for many reasons, was immensely reluctant to go, and only ended up being dragged there at Seda'li's behest. Upon meeting and working with the Sylph, Merisia found that they were one of the few things she doesn't mind about Gridania, and eagerly worked with them, especially satisfied that she has no need to fight the tempered sylph and thus avoiding conflict with their primal. In aiding them, Merisia began to hear the voice of the mothercrystal, Hydaelyn, and encountered an Ascian by the name of Lahabrea, whom made it immediately clear that he had no intention of letting the scions continue their efforts and would quickly become a thorn in their side.

Merisia continued her investigations and adventuring, until the Scions rose a call to action against the next primal threat, Titan. After some trials involving gathering food for a feast, which left Merisia confused and frustrated ("How in seven hells does fetching a bottle of fine wine have anything to do with defeating Titan?!"), Merisia finally faced the kobolds' primal with a small party and soundly defeated it. Seda'li, whom fought alongside Merisia, complimented her on her skill and helpfulness, and promised her a special gift in celebration. Merisia, however, was exhausted and needed some time to recover from the battle, and Seda'li promised to meet her back at the Waking Sands.

Upon returning, however, Merisia found a horrifying scene waiting for her. The lanterns that weren't shattered were devoid of light, and the normally quiet chatter was absent. The Scions had been attacked, with many of them either gravely injured or dead. Among them, Merisia found no trace of Seda'li aside from his bow lying broken in half on the floor next to his equally damaged (and bloodstained) masked turban. Upon learning via the Echo that the Empire was behind the attack, Merisia swore vengeance. They had taken Emereck from her, they'd had a heavy hand in causing the Calamity, and apparently they wouldn't stop at murdering innocent people.

"It doesn't matter whether or not I knew them or even trusted them. What matters is that none of these people deserved being mindlessly slaughtered."

For a short time, Merisia retreated in a cathedral in a nearby encampment until a few surviving Scions coaxed her out. After learning of the next primal threat, Merisia's journey next took her to Coerthas to stop Garuda. However, Garuda's winds were impenetrable, and priority fell to finding Cid's airship first. It was not a journey she made willingly at first. Having grown up in the deserts of Thanalan, Merisia was not fond of the cold at all, and it took some convincing, but Merisia eventually went. She carried with her Seda'li's broken mask, her excuse being that it would be a shame for such a valuable piece of equipment to go to waste, and that she'd simply make a new hat for the mask to go with since the original one had been too damaged for her to repair adequately.

In Coerthas, Merisia soon ended up amidst a feud among several Ishgardian houses. She quickly grew frustrated with the stubbornness of the houses and their reluctance to aid her, and it took much of her willpower (and some warnings from the other Scions aiding the investigation) to keep from shouting insults at them for being narrow-minded and unhelpful. After unraveling a conspiracy and putting an end to the madness, Cid's airship was located and - many slain dragons later - liberated from Stone Vigil.

With Garuda finally approachable, Merisia faced the Ixali's primal. Although she prevailed against Garuda after a vicious battle - resisting Garuda's last-ditch effort to temper her in the process - the victory was a short-lived one. The Ixali's worship and stash of crystals bestowed Garuda with more power, revitalizing her. Imperial forces appeared from nearby, having hidden for some time. Their leader, Gaius van Baelsar, mocked Garuda's power, enraging her. The wind primal responded in kind by attacking the nearby Amalj'aa and Kobold prisoners, causing them to summon their primals, Ifrit and Titan.

Outmatched and overpowered, the scions fled aboard Cid's airship. From afar, Merisia watched in horror as the Imperial juggernauts delivered a powerful, beast-like magitech. Not only was the monstrosity easily able to overpower all three primals, it also absorbed their essences, becoming incredibly powerful. Lahabrea informed Gaius that the machine would only grow more powerful with every primal it absorbed, making it a formidable weapon against the beastman tribes.

With the only comfort being that the other beast tribes wouldn't dare summon their primals with such a threat looming, Merisia suddenly found herself with one of her two enemies being a far greater threat than ever before. With many of the more skilled and knowledgeable scions missing, kidnapped or dead, Merisia was once again alone, not with a disaster behind her, but looming not far in front.
Edited (clarification) 2016-02-04 02:51 (UTC)
likescaves: (I heard that!)

Merisia Thenel | Final Fantasy XIV (OC) 3/4

[personal profile] likescaves 2016-02-02 07:59 am (UTC)(link)
Personality:
Merisia is fiercely independent, to the point where she takes very poorly to being ordered around. Getting her to bow to the will of others in any degree or way, be it from simple favors or direct orders, is difficult unless there's some form of reward in it for her. In fact, she's so stubborn about this that not even her appetite gets in the way of her refusal to be told what to do, and might even scold the other party for even trying. She also has little respect for social hierarchy of any kind, foregoing titles and honorifics altogether unless absolutely necessary. Like many adventurers, she also possesses a natural curiosity (which easily lends itself to her adventuring hobby of exploration), and has a knack for eavesdropping, though luckily for others she's no interest in gossip and will only listen in on information she considers valuable.

Another of Merisia's notable traits is that she is very slow to trust or befriend others, partially from her past as a thief and partially from being wary that anyone could be two-faced and waiting to trick her or harm her. She is quick to assume the worst of others and quicker to make jabs and throw insults. She's also quick to make threats, although these aren't often genuine and are more tend to be meant more to keep others at bay. Her words are often blunt or harsh, and she has little fondness for beating around the bush. However, through all of this, she isn't foolish enough to burn bridges, saving her worst words for only those that are truly despicable in her eyes (especially the empire, primals, and ascians; all of which are the only things she harbors true hatred for).

While all this may make Merisia seem anti-social, this isn't true at all. When someone does gain her trust, she is immensely loyal to them. After having experienced heartbreak previously from losing not one but two close companions to the Calamity, however, Merisia is not keen on repeating such experiences, adding to her reluctance to bond with others. She also has a low tolerance for unneeded malice, and is unafraid to confront someone who she believes has done something wrong. (She isn't opposed to doing things purely out of spite for lighter offenses, though.)

She isn't very fond of Wildwood Elezen (whom she rudely refers to as "Greens") or even Gridanians in general, viewing them as egotistical, closed-minded, and far too obsessed with nature to care about the world around them. Merisia doesn't like the wealthy crowd, either, particularly after some negative experiences with their greed in Ul'dah. When discriminated against, Merisia's short temper often causes her to get defensive and hostile very quickly, typically leading to insults being thrown about with no care about repercussions. Despite her dislike of Gridania and many things pertaining to it, however, Merisia is somewhat fond of the Sylph that reside in the forest, if anything due to her shared love for pranks, humor, and general tomfoolery. She does occasionally take part in some more humorous pastimes (though she isn't public about it) and enjoys a good laugh, although this tends to come at light expense to others.

It may not be obvious, Merisia does have a kind heart. Even if it means foregoing personal rewards or desires to do so, she is unafraid to help those truly in need. However, she has little desire for others to see her caring side if it isn't necessary, and even less desire for others to think her someone they can use or take advantage of. Naturally, any sign of someone attempting this is often met with a stern (and often very rude) protest and - in some cases - a lighter coinpouch for good measure. When aiding someone, Merisia will often be subtle about it, or otherwise not make her efforts obviously known. If spoken to about it, she will typically be dismissive or otherwise act apathetic, eagerly changing the subject or finding some way to walk away from the conversation, be it by scolding or by actually walking.

Everyone feels sorrow and pain, and Merisia is no exception. However, she often opts to bottle it up around others by burying it in anger, denial, or biting remarks; though there are times where she may still have to fight back tears and force herself to focus on something else to avoid truly breaking down. Only when alone or around those she absolutely trusts does she ever feel safe letting her true emotions show when upset or hurt, be it from a quiet explanation or a flood of tears. Once recovered, of course, she slips back into her usual sarcasm and grumpiness and will refuse to speak on the subject further, getting dismissive and insisting that she's fine if someone shows concern. On the flip side, if she reconciles with someone after arguments or even a fight, she may offer a few more light-hearted jabs in place of her usual cold ones, possibly the only indicator that she's not quite as grumpy as she lets on.

Merisia is much smarter and more observant than she seems, and prides herself on her ability to not only formulate strategies but also to revise them on the fly. As such, Merisia is highly adaptable, and responsible enough to prioritize focusing on the situation at hand, sometimes completely foregoing her hardened, sarcastic facade in the process if things are serious enough. Her determination is nigh-unbeatable; once she sets her sights on something, she'll rarely stop until she gets it, no matter what mischeif she has to get into or whatever poor soul she has to drag along with her.

Carbuncle, Merisia's summoned familiar, has a limited personality of his own. Though he shares much of Merisia's curiosity and stubbornness, he is far more playful and mischievous, and much more willing to approach others and help them. He's quite obedient and generally friendly to just about anyone who treats him well, although his primary loyalty will always lie with Merisia. Carbuncle is also very intelligent, although he can't communicate outside of various squeaks, hisses and yaps. His skills in observation are more than just a tool in battle; he will often pick up on the emotional cues of others and act accordingly if he's certain he won't get in too much trouble.
Edited (clarification) 2016-02-04 21:27 (UTC)
likescaves: (Carbuncle; Emerald)

Merisia Thenel | Final Fantasy XIV (OC) 4/4

[personal profile] likescaves 2016-02-02 08:20 am (UTC)(link)
Abilities:
As a Duskwight Elezen, Merisia possesses very keen hearing. However, her vision is relatively weak. She is by no means blind without a pair of glasses, though she does have a hard time seeing details or reading without them. She is also light on her feet and has a relatively fast reaction time, yet her physical strength is lacking. She makes up for this by being quick-thinking, and able to improvise on the fly, an important talent for a strategist. She's also very dexterous, and a capable pickpocket. However, having grown up in the desert, she has a noticeably low tolerance for colder weather.

One of Merisia's most peculiar abilities is the Echo, a strange ability bestowed upon many adventurers. This ability allows her to see the memories of others via visions. When doing so, she is often caught in a brief, momentary trance. Merisia does not have full control over when these visions occur, although fortunately they do not occur often, and they only occur when standing near the one whose memories she ends up seeing. These visions often cause Merisia a bit of dizziness or vertigo, although in rare cases - usually particularly powerful memories - it can knock her out entirely. The Echo also has a few passive effects, one of which allows Merisia to understand (but not speak) virtually any language. It also acts as a layer of protection, preventing her from being brainwashed or controlled by external forces or powerful entities. The Echo also gives Merisia a link to the mothercrystal, Hydaelyn, allowing her to hear Her voice when She speaks. (I doubt this will have any particular effect on her in the game since Hydaelyn is not here, but I figured it's still worth noting due to plot significance.)

To cast spells, Merisia utilizes arcanimae, a method of magic which requires the use of the aether-manipulating geometric patterns within her grimoire. Although she is capable of sending out smaller bursts of (sometimes temporarily blinding) energy as a basic offensive spell, most of her spells focus on slowly sapping away the target's energy, be it a single target or anyone within several feet of her, with most of them also capable of weighing down a target and reducing their ability to recover. She can also conjure a virus to temporarily weaken strength or mindpower. If that weren't enough, she can envelope a circular area of the ground in arcane shadow, slowly damaging any enemies that enter in the same way her health-sapping spells do.

Among this arsenal of arcane magic, Merisia also has a single healing spell. It's not immensely powerful, but it's respectable enough and gets the job done all the same. She can also wake those that are unconscious, though it takes time to complete the spell and those wakened will remain weak for a short time. Using an ability called Aetherflow, Merisia can also summon three bursts of aether to replenish her magical energy, and then expend them to spread her energy-sapping spells to nearby targets or to drain an enemy's health to restore her own. She also possesses the ability to place a protective barrier around an ally that may weaken any foe that strikes it. Oddly, she cannot place this barrier on herself.

One of Merisia's most important spells allows her to summon a familiar known as Carbuncle, whom is essentially her arcane magic given life and form. Carbuncle has a very good nose, and can pick out (and possibly even track) scents much like a canine. Although Carbuncle is more or less an extension of Merisia, he does have some limited sentience and can act entirely on his own, though Merisia is completely capable of manually controlling him if she needs to at any time, from what abilities he uses to where he's standing. Merisia's combat effectiveness heavily relies on Carbuncle aiding her; without him, she is only half as effective in battle. She is capable of temporarily bolstering his power using archanimae, giving him resistance to detrimental effects in the process, and can slowly regenerate his health when needed with a spell made specifically for him. If Merisia moves too far away from Carbuncle, loses consciousness, or if Carbuncle takes enough of a beating, he will dissipate. He can be easily re-summoned, but the spell takes time and considerable magic energy to cast, so Merisia often opts to simply keep him in top shape instead.

Carbuncle comes in two forms, which cannot be changed at will (Carbuncle must be dismissed for the other form to be summoned, as Merisia can only summon one of him). Emerald Carbuncle focuses primarily on slinging out both single-target and wide-area wind-elemental attacks, though he also possesses a strong shockwave that knocks back the target a considerable distance (roughly fifteen to twenty feet, although larger/heavier targets may not budge) as well as an ability that aids Merisia's spells by lengthening their duration. Topaz Carbuncle focuses on melee attacks rather than spells and bolstering his own defense. Topaz is also deceptively hardy, possessing far more defense and endurance than Emerald. One specific attack of his is a rather swift headbutt that's strong enough to momentarily stun whomever is unfortunate enough to be hit by it.

Magical and physical abilities aside, Merisia is also a skilled weaver. Though making entirely new garments from scratch isn't something she does frequently (or as well as the particularly famous weavers), she is learned enough to perform maintenance or even replace entire parts of various pieces of clothing with little to no issue. Merisia also has a basic knowledge of cooking, although this tends to boil down to cooking meat over a fire while in a makeshift camp more than doing anything fancy in a kitchen.


Alignment: Piphron. Many of Merisia's actions and reactions when interacting with others stem from her slowness to trust them, not necessarily from malice but to protect herself (and her emotional state, being unwilling to care about someone she may later lose). Once earned, however, she puts much investment in those she does trust, though this has caused her great emotional pain in the past several times.

Other: Nothing for now!


⌈ SAMPLE SECTION ⌉

Sample: TDM Threads!

Questions: As listed before, Merisia does have a familiar of sorts - he has two forms but it's essentially the same creature - summoned from her own aether. Will he be allowed in as well or will she be unable to conjure him?
Edited (clarification) 2016-02-04 02:27 (UTC)
likescaves: (Arcanimae)

Re: Clarification

[personal profile] likescaves 2016-02-04 10:59 pm (UTC)(link)
The former! Merisia's story follows the main Warrior of Light storyline.

(I wrote the backstory section with this game in mind. However, if there are any problems, I am willing to make changes as necessary. Alternately, I can use a different backstory in which she is a more independent adventurer if thay works better. My apologies for any confusion.)
Edited 2016-02-04 23:45 (UTC)
invigorates: .............with my dick. (your mom's a combat specialist)

[personal profile] invigorates 2016-02-05 02:18 am (UTC)(link)
AHHHHHHHH this is the journal thank u
likescaves: (Default)

Revised Backstory

[personal profile] likescaves 2016-02-05 02:59 am (UTC)(link)
Alright, understood! My apologies for the confusion. I'll go ahead and put her independent backstory here. It runs tangent to the MS, but there should be no conflicts and it does not include anything WoL-specific. (It's also a lot shorter.)

Backstory:
Merisia grew up in a family of bandits in the many caverns of Thanalan, stealing to survive. However, over time Merisia became a bit of a treasure hunter while out scavenging and thieving with her siblings. This led to a few nasty mishaps, and Merisia ended up being essentially grounded on a frequent basis. During one of her solo outings, Merisia happened upon adventurer bound for Thanalan, returning from a trip to Limsa Lominsa with a hefty bounty in tow and chatting with his party about their recent successful excursion. Merisia found herself more than a little envious of such freedom and rich rewards. Soon, Merisia left home and took up thaumaturgy magic, opting to be an adventurer rather than a thief (though she was not opposed to picking a few pockets to make ends meet from time to time). She immediately made for Ul'dah, familiarizing herself with the city while picking several rich pockets and even carrying out a few small-scale robberies of her own.

Eventually, her hand was caught. Although Merisia feared her time was done and she would be imprisoned, the man instead gave her an offer. He introduced himself as Emereck, claimed to be a practiced gladiator and member of the Adventurer's Guild, much like Merisia. Although still wary of him, Merisia agreed to keep in touch, if anything as thanks for not turning her in. Over time, the two grew to be good acquaintances, and eventually close friends (though Merisia was reluctant to admit it, even when Emereck teased her about it).

Several months later, Emereck and Merisia ended up on a request to check the roads for a lost caravan. Upon arriving on the scene, the cart was wrecked, the cart's chocobos all but fled, the cargo either damaged or ablaze, and the survivors were trembling in fear. Just as Merisia began approaching one of them, a vision of the past flooded her vision, showing the caravan being attacked by imperial soldiers, several of the survivors setting off with precious little cargo on the chocobos that once drew the cart while the rest attempted to fight off the soldiers. As the vision ended, Merisia heard Emereck cry out that they needed to return to Ul'dah immediately.

Merisia spent the next few days silent, reluctant to speak to anyone other than Emereck about the incident. Emereck explained that the phenomenon she had experienced was something known as the Echo, an ability that allowed her to see into the past. Emerek continued to explain that he'd heard that several adventurers seemed to be picking up this ability, advised that Merisia join the Path of Twelve with him to learn more about the Echo. Merisia, however, refused Emereck's offer, claiming that she wanted to be left alone and had no desire to join any organization. Emereck reluctantly (but respectfully) agreed, but advised that she keep this ability a secret to avoid trouble. Merisia had no qualms with this.

Before long, Merisia returned to her adventuring, albeit much more cautious this time. Soon, the whispers of Imperial activity became too great to ignore, and word of an imminent war began to break out. Emereck suggested that he and Merisia assist the Grand Companies in the battle. However, Merisia refused once again, confident in her strength as a mage but not interested in fighting in a war that was out of her league. "I hate the Empire just as much as anyone else, Emereck, but I'm not an idiot."

Days came and passed, and one day Merisia found that she was unable to contact Emereck over her linkpearl. Worried, she made her way to his home, only to find it vacant and his usual battle gear missing along with him. Merisia made haste for Mor Dhona, where the war was said to take place, swearing under her breath that she would scold Emereck for running off into battle so recklessly. She soon joined the fight alongside other adventurers, but was unable to find Emereck amidst the chaos.

The battle took an unexpected turn when the red moon Dalamud above them burst into pieces, out of which sprung Bahamut. Soldiers of both sides of the conflict fled while Bahamut laid waste to the battlefield. Knowing better than to risk her life in vain and putting her faith in Emereck that he'd escape safely, Merisia made a run for it, praying to the Twelve that Emereck would make it out alive. The escape was narrowly made. Once the devastation was finally over, however, Merisia was still unable to contact Emereck.

For some time, Merisia retreated in solitude, relieved that the realm survived to see another day, but shocked at the turn of events in Mor Dhona and Emereck's constant radio silence. After finally recovering a few years later, Merisia began seeking a new way of life in a new realm. Fortunately for her, the Arcanist's Guild was not only open, but accepting members. Deciding that it was a perfect opportunity for a fresh start, she joined the guild, and quickly rose through the ranks to become a formidable arcanist. In hopes of finding some clues to Emereck's disappearance (thus burying her denial that he'd possibly died in the battle), Merisia resumed her previous travels as an adventurer and "treasure hunter", hoping that perhaps by returning to her previous lifestyle, she'd run into him again just as she had the first time.

Soon enough, her travels took her to Thanalan, where she searched for her family to see if they escaped the Calamity's destruction, only to find her home completely destroyed. When Merisia questioned the inhabitants of one of the nearby camps about this, she began hearing rumors of repeated kidnappings in the area by beastmen. Merisia, taking it upon herself to investigate these rumors, found herself on the receiving end of an Amalj'aa ambush. Though a skilled arcanist, Merisia was outmatched, and wound up kidnapped herself. While in the holding cave, she found herself with a few other victims, one of whom claimed to attempt escaping previously but to no avail. In questioning the other prisoner about his escape attempt, Merisia received a vision of the past once again, this time showing the victim's attempting to flee the holding cavern leading to a river, only to be caught not long after he made it outside. Before Merisia could rally any of the victims to follow her, the Amalj'aa began rounding up prisoners to bring to Ifrit. Realizing that there was no time left, Merisia managed a narrow escape and fled the Amalj'aa encampment though the river flowing into the cavern.

While running a few errands in Ul'dah several weeks later, Merisia found herself being followed by a Miqo'te archer named Seda'li, whom had observed her escaping from the Amalj'aa encampment some time ago and wished for an explanation. Merisia expressed reluctance and attempted to brush him off, but Seda'li's persistence eventually wore Merisia down, and she quietly informed him of her escape from the Amalj'aa and her vision with one of the other victims. Seda'li informed her that this was possibly due to the Echo, and he offered to bring her with him to the headquarters of the Scions of the Seventh Dawn to learn more, as there were other members gifted with this ability.

Believing Seda'li's claims to be absurd, and bothered by the repeated mention of the Echo, Merisia refused, but did ask Seda'li if he knew anything about the Path of Twelve, another organization that had studied the Echo. Seda'li replied that it was roughly the same organization, albeit under a new name and in a new location. A glimmer of hope in sight, Merisia asked if Seda'li knew anyone named Emereck, and was relieved to know that he indeed was familiar with him...only to learn that Emereck was among the adventurers that had died in the Calamity.

For a time, Merisia remained silent on the offer to join the Scions, overcome with heartbreak that her only friend was lost to her forever. Perhaps had she listened to him, joined him sooner, aided him more, he would still be alive. She wouldn't be suffering this pain and none of this would have ever happened. Merisia resolved to never let such a thing happen again, not only in being more careful of not letting others come to harm, but also in not letting them too close.

Eventually, Merisia gave Seda'li a formal reply, in the form of several harsh words stating she refused to join, as she saw it infringing on her independence as an adventurer. Seda'li decided not to push the issue further, but offered to aid Merisia should she ever need his aid. Merisia reluctantly agreed, though she silently hoped she would not need it.

Seda'li ended up accompanying Merisia through various treasure hunting excursions through ruins and strongholds, and proved to be a formidable ally and slowly warmed up to Merisia as a friend (though she loathed to admit it). Though Merisia still did not wish to join the Scions, he told her what he knew of the Echo anyway. Merisia never directly thanked him for his aid until a successful hunt in Cutter's Cry. It was then that Merisia finally decided that perhaps she should join the Scions. Seda'li promised to meet her back at the Waking Sands once she was recovered from the excursion.

Upon arriving, however, Merisia learned that the Waking Sands had been attacked by imperial soldiers, with many Scions kidnapped and the rest inside killed. For those dead, a burial had recently taken place at the cathedral near Camp Horizon. Merisia hurried to the graveyard, and to her horror found one of the graves marked by Seda'li's broken bow. Angered and heartbroken again, Merisia swore vengeance against the empire. They had taken Emereck from her, they'd had a heavy hand in causing the Calamity, and apparently they wouldn't stop at murdering innocent people.
Edited 2016-02-05 03:11 (UTC)
likescaves: (Hahaha!)

Accepted!

[personal profile] likescaves 2016-02-05 05:53 am (UTC)(link)
Will do! o7
irabelas: you make a durgon account (Default)

Inquisitor Lavellan | Dragon Age: Inquisition | Reserved

[personal profile] irabelas 2016-03-03 07:16 pm (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Ash
Contact: [plurk.com profile] nipponpon
Age: 24
Current Characters: n/a
irabelas: (sad thoughts probably)

[personal profile] irabelas 2016-03-03 07:16 pm (UTC)(link)
⌈ CHARACTER SECTION ⌉

Character: Dhaveiras Lavellan (The Inquisitor)
Age: 28
OC Type: Blank Protagonist. Dragon Age: Inquisition.
Point Taken: After both Wicked Eyes and Wicked Hearts and Here Lies the Abyss.

World Building: Wiki link!

Backstory:
    Storyline wiki.

    Main storyline choices:

    • Default World State from past two games.
    • Inquisitor Dhaveiras Lavellan, previous hunter of clan Lavellan, double dagger rogue, now specialized as an assassin.
    • Recruited all party members.
    • Romanced no one.
    • Did not accept that he was chosen by Andraste
    • Allied with the Templars. Ser Barris survived.
    • Rescued Clan Lavellan.
    • Left Stroud behind. Gave the Grey Wardens a second chance by recruiting them.
    • Kept Celene as Empress and helped her reconcile with Briala. Gaspard was executed and Florianne was kept as a jester.
irabelas: (ew)

[personal profile] irabelas 2016-03-03 07:16 pm (UTC)(link)
Personality:
    As a blank protagonist of his series, the Inquisitor's personality is built from each and every dialogue choice in the game, as well as the actions taken in main quests and side quests. Backstory plays a part in this as well, so I will largely be referencing decisions made in the storyline according to Dhaveiras' character in order to back up who he is.

    Dhaveiras is a very hesitant person who is forced into a large role that he is constantly uncertain about. After stepping out of the fade, he's immediately thrown into a scenario that leads to him in a higher position than he's used to. With such an important role in the fate of the world, Dhaveiras is often left feeling like he shouldn't be the one in the position and is constantly searches for reasoning as to why. The entire first two sections of the game deal with this search, and we can see his hesitance in various ways.

    The Inquisitor is very insecure about where he is in terms of importance. As a Dalish elf, he's already aware that his people are seen as lesser in the public eye and often questions if he should really be involved in and/or allowed to make decisions. This includes taking the role of Inquisitor. As a Dalish elf, many would expect him to step into this place of power with a certain determination to help his people and lash out at the ones who have done him wrong. The Inquisitor, however, does not have such a harsh outlook. We often see the Inquisitor questioning his place despite his roots as a Dalish elf. Rather than the pride that most Dalish seem to carry, Dhaveiras acts in a way that shows more hesitance and doubt. He is a man that wants to avoid conflict, and will often step back or down to avoid it. Though he does care for his people and often speaks up for Dalish beliefs or methods, he's not an elf that believes he knows everything, as we see in his large amount of questions about any topic he can. This includes the topic of elves. Ultimately, though he aims for a world of peace and equality, he still feels subservient due to his race.

    That brings up another trait clear in the Inquisitor's actions: his obedience. As the hunter of a Dalish clan, he's used to following orders rather than giving them, and this shows in every choice he's forced into along the way. Not only is he urged into the role of both Herald and Inquisitor, but each sidequest along the way ends with him agreeing to help someone out because they expect it of him. He is so subservient that he will do missions he would not normally agree with out of obligation, and is often forced into leadership roles he doesn't know how to take on. We see clear signs of his exhaustion and turmoil throughout the game) and dialogue options where he reveals his feelings. One of the main decisions in Dragon Age: Inquisition is whether the Inquisitor sides with the templars or the mages, but the set up of this decision is a very forced one. His advisors will voice their opinions, arguing between one another with their points and leaving the Inquisitor to decide between one or the other. It's clear even at that point that reaching out to one group may shun the other. In Dhaveiras' case, he chose the templars even when his personal feelings would have him join the mages. It was the pressure of the templars' importance and the arguments of his advisors that led him in this direction, far more than his own thought process. It shows perfectly that as the Inquisitor is forced into these leadership roles, he is easily swayed past his own beliefs.

    A final example of his obedience is evident in the religious role of the Inquisitor. Dhaverias is not Andrastian, and denies that Andraste has chosen him. This is more than just religious belief. In Here Lies the Abyss, when he is shown that this is merely an accident rather than any divine purpose, it spawns plenty of dialogue options that expresses his sadness and surprise at this. He feels that he's letting people down or hiding the truth by staying in the position of Inquisitor and Herald, but under the suggestions of his advisors, he continues to publicly say what the people want to hear.

    It's clear to everyone in the inquisition that Dhaveiras is a kind man devoted to their well being. He goes out of his way to help his friends and better the world, dealing with red lyrium, fighting wyverns and dragons, even nearly sacrificing himself to save them all from Haven. He has an insatiable curiosity that stems from his upbringing being so excluded from the world as a whole, and this causes him to constantly be open to new cultures and religions alike, and if he's not questioning someone about their upbringing and opinions then he's researching a topic of knowledge. He's certainly capable, despite his lack of experience, showing a keen knowledge in areas of both combat and politics, partly due to training and partly due to all the reading he's done. He's a skilled rogue now trained as an assassin, he can pick locks, he makes use of the knowledge he's learned in his decisions, and his morals are incredibly firm. These morals, in fact, are a large part of all his decision making as Inquisitor. While he's very open-minded and will freely listen to discussion of the Tevinter Imperium or the Qun, trying to speak respectfully despite his own feelings on matters like slavery, he is much more firm when it comes to deciding who is a good person.

    Throughout the course of the game, the Inquisitor runs into a large handful of despicable people, and it is up to him to judge them and their actions. This helps reveal his moral compass, which is largely affected by the intention involved. If someone acted outside of their own will, or under the influence of another, he is far more forgiving. If a force or group, such as the Grey Wardens, is still needed by the world at large, he will grant them a second chance despite the backlash from both comrades and followers. However, hand him a man like Livius Erimond, who tricked the Gray Wardens into enslaving themselves to Corypheus via blood magic, and Dhaveiras is not forgiving. He chooses to execute him personally. The Inquisitor's morals are a breaking point for his earlier mentioned obedience. While he prefers to avoid violence and conflict as much as possible, this is where he is far more stubborn and unforgiving. His firmness in his decisions on these matters has made him clash occasionally with both Sera and Solas, but it's Vivienne who ends up having the largest problem with him. Though he still ends up as friends with all three, it's issues of freedom surrounding elves, spirits and mages that keep him stubbornly in place. He believes people shouldn't have their choice taken away from them.

    These things combined make him very much a bleeding heart. His decisions are made in kindness to others, hoping to achieve peace and what is right for Thedas, but he's consistently overwhelmed by his responsibilities. He's often confused, looking to others for advice and receiving information that ultimately leaves it all on him, and any consequences that come from his actions are felt heavily by him. For example, he achieves the grand feat of helping Celene stay Empress and reconcile with Briala. This does a great good for Orlais as well as the elves, but Gaspard still must be executed. The Inquisitor feels responsible for this and expresses it, showing clear sadness that he couldn't save every life, even knowing that Gaspard was no good man. Should he have lived, there would have been conflict and violence, and blood would have been shed. Still, he wishes he could have saved him.

    It's thoughts along this line that are the most dangerous with the Inquisitor. As such a bleeding heart, he ends up with more sympathy and understanding for those closer to him. This causes a heavy amount of hypocrisy that a leader should not have. We can see this multiple times, such as when he takes Blackwall out of prison with his connections so he can judge him himself, or when he allows an angry Solas to kill a group of mages who had made a mistake in their summoning. He allows Sera to kill a noble and joins with her and the friends of Red Jenny, offering his aid to any situation that Sera deems necessary. All of these choices honestly go against his usual morals, but he makes exceptions for his friends because they're "good people." Even decisions like who to leave behind in the fade to possibly die are made based on knowledge of his friends and their judgement. He knows Varric and Cassandra both value Hawke, and because of this, he refuses to leave him behind even when he knows the wardens may be worse off for it.

    Despite all of this, Dhaveiras is very determined. He perseveres through the worst of times, moving forward with his idea of a peaceful Thedas. The amount of troubles he's dealt with has finally given him some footing as a leader, and he's becoming less hesitant in his decisions even with the insecurity he still feels. Determination is enough to push him forward and his friends encourage him along the way. There is much to learn about things, and though he never imagined himself being able to learn in this way, he intends to take advantage of every minute of it as the inquisition grows.

    All of these things show the Inquisitor in his role, but we need to dig a little deeper to see Dhaveiras as a person. The dialogue options chosen for him were largely the middle option, secondly the top option, with only a few third options sprinkled in. This means that Dhaveiras is very much a charming personality. The second options give him dialogue that can often be very humorous, sometimes snarky, and generally allows him to be more of a people person. The first options are more outright diplomatic, granting him a kindness and fairness in his speech. The third options are far more aggressive, and in his case come up largely when his morals come into question. In order to better grasp the blank slate protagonist as a character, I'm going to go into why dialogue choices like these show his personality.

    Dhaveiras wants peace, first and foremost. As a Dalish elf, he essentially lives on the run. His clan specifically travels in the Free Marches in order to avoid the conflict of nearby cities, as they're too worried of creating a conflict with other cities nearby to risk it. From this, we can gather that his clan has been much better off in avoiding attacks than most. Though not all attacks are prevented, it gives Dhaveiras more of a chance to grow as a person without the constant threat of attacks. That's not to say that he hasn't experienced the hatred of other races, of course. He's very familiar with the term "knife-ear", and can grow very upset if his race or upbringing is questioned. Still, he believes that if people can just try to understand one another with more open-mindedness, that more can be learned. This is how he, personally, searches for the culture of his people and attempts to discover the truths of the world.

    We see this in how he carries himself. He speaks with an air of confidence he doesn't always have, joking off serious topics and downplaying his own feelings in most cases. He's charming and understands people, showing that he's done much to try and connect with both elves and other races alike. He can be a complete pushover when it comes to the whims of others, but he carries it like it's nothing. There's no issue of others owing him, or him needing repayment for his services. Dhaveiras is tired of the violence that comes from certain Dalish clans, believing that aggression should be used as a last resort. Despite everything that has happened to them, he doesn't believe they're there yet.

    In fact, he receives a confirmation in this with the friends he makes in the Inquisition. A wide variety of races, cultures and beliefs come into the mix, and Dhaveiras grows very fond of each of the party members and advisors, including the ones he gets along with the least. He befriends each of them in his quest to learn more. These friendships help him grow as a person, and his hesitance about being an elf in his position slowly decreases over time due to them. They help grant him confidence as well as encourage him that the world is a good place like he believes. His goal for the inquisition is to spread this. Though he knows his main purpose is to fix the hole in the sky, stop the demons, save the world, he often speaks uncertainly about the future of the inquisition. What he really holds is a hope that this position can help grant him the power to bring people together, and we see him start to do that in various side quests already. If someone can be helped, he will do his best to help them.

    Overall, Dhaveiras is very determined. He perseveres through the worst of times, moving forward with his idea of a peaceful Thedas. The amount of troubles he's dealt with has finally given him some footing as a leader, and he's becoming less hesitant in his decisions even with the insecurity he still feels. Determination is enough to push him forward and his friends encourage him along the way. There is much to learn about things, and though he never imagined himself being able to learn in this way, he intends to take advantage of every minute of it as the inquisition grows.


Abilities:
    His current abilities are as follows, but due to how the combat works he is capable of learning anything from the following trees in time. (I'd be glad to verify when he learns new ones with a mod first if necessary! They won't do him much help here anyway.)

    Double daggers: Full tree.
    Subterfuge: Stealth, Evasion, Easy to Miss, Evade
    Assassin: Hidden Blades, Throatcutter, I Was Never Here

    He also has the anchor, a mark on his left palm that can disrupt or seal fade rifts, as well as the breach. With it he has an ability called Mark of the Rift. If possible, I'd like for him to keep the anchor during his stay in the game, even though it will be largely useless. The fade will not be able to be accessed by him, and so basically it will just act as a large attack that he can only use once a month and will drain him more than usual. The anchor would probably act up now and again due to its distance from the fade, but that would mean nothing more than some hand cramps for the poor Inquisitor.


Alignment: Thras. After first coming out of the fade, the Inquisitor is pretty much forced into having to be brave through what he has to deal with.

Other: Nope!


⌈ SAMPLE SECTION ⌉

Sample: Test drive! I came in pretty late, so let me know if I need to submit more!


Questions: I would like to keep all the limits on the anchor that I mentioned earlier, but I was wondering if it would ever be possible down the line for a fade event of sorts! Is that something I could bring to a suggestions page as a gamewide event down the line? Just so I know. c:
irabelas: (oh really)

[personal profile] irabelas 2016-03-06 03:26 am (UTC)(link)
This will be the journal!
sweetnessandfight: (curious)

Sarangerel Dalamiq | FFXIV (OC)

[personal profile] sweetnessandfight 2016-06-04 03:38 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Elly
Contact: AIM: luvinanellyvator, [plurk.com profile] tigerphoenix
Age: 41
Current Characters: n/a
sweetnessandfight: (Default)

Sarangerel Dalamiq | FFXIV (OC) (2)

[personal profile] sweetnessandfight 2016-06-04 03:40 am (UTC)(link)
⌈ CHARACTER SECTION ⌉

Character: Sarangerel Dalamiq
Age: 27
OC Type: MMO Protagonist
Point Taken: After Alexander rises in the Dravanian Hinterlands

World Building:
An Eorzean Timeline Reborn (player created)
The Echo
A Realm Reborn: The Lore Train Part 1
A Realm Reborn: The Lore Train Part 2
Heavensward: The Lore Train Part 1
sweetnessandfight: (honked off)

Sarangerel Dalamiq | FFXIV (OC) (3)

[personal profile] sweetnessandfight 2016-06-04 03:41 am (UTC)(link)
Backstory: Sarangerel was born in Othard, the oldest child in her family. Her father was a simple fisherman, and he and her mother lived on the Dalamiq clan lands in the middle of one of the great rivers. Her mother helped defend the clan and its territory, often assisting the elders when other nomadic Xaela clans came to trade. There were occasional rumbling from their Garlean overlords, but for the most part, life in the Azim Steppes was peaceful.

That ended when Garlemald, not content with its conquest of Ala Mhigo, set its sights on the continent of Eorzea. The clan watched as the Garlean flagship Agrias set off and never returned. (It flew over their little fishing village.) Sara was but twelve; her sister Irves younger still, and neither of them understood precisely why that lost airship disturbed their mother so much. When a tribe of Borlaaq warrior-women came through their village later that year, their mother left with them. Their father despaired of ever teaching the adventurous duo anything; luckily, the village shaman took them under his wing as well, laying down the basics of magic for both Sarangerel and her sister.

When Dalamud fell, Sarangerel and Irves were chosen to go to the lands of the city dwellers (in this case, Eorzea), in the hopes that they would be able to provide the tribe with answers as to what had happened. Neither girl was much of a homebody, and really, both were sort of troublemakers. Sarangerel, at least, promised her father that she would send letters back--if he could not read them himself, at least the shaman could tell him of any exploits. The sisters traveled to Ul'dah, where Irves immediately applied herself to thaumaturgy, while Sarangerel worked to support them both. She enrolled in the pugilist's guild in Ul'dah and for a time, worked the bloodsands to keep them in food and clothing. Adventuring soon proved a better prospect, however, and Sarangerel applied to the guild in Ul'dah often for whatever odd jobs they had. (Most times, this involved investigating dungeons or other abandoned ruins/assorted holes in the ground. Hey, it was a living...) It also drew the attention of one of the Scions of the Seventh Dawn, Thancred by name. Since he often had a line on better, more lucrative jobs, Sara agreed to work for them and further their ends.

Upon first journeying to Limsa Lominsa, Sara fell in love with the city. (Irves likes to tease her that she just missed the smell of fish.) She quickly fell in with the rogues' guild, liking their philosophy--especially that of policing the pirates when the Yellowjackets, Limsa Lominsa's police, couldn't handle the job. She progressed through their ranks rapidly--and eventually was instructed to head to the jungles of the Lominsan rainforest, to learn new techniques.

It turned out these 'new techniques' were taught by a clan of Hyur. Sarangerel didn't mind that; she had quickly adapted to the mix of races in Eorzea, but the ninjas' claim to be Doman refugees troubled her deeply. When more refugees landed in Vesper Bay, led by another Au Ra, Sarangerel put away her daggers and turned her back on being a ninja despite all her success. The horror she felt at the Empire's razing of Doma prevented her from carrying on with that tradition. And the question of what had happened to her village rose in her mind. She had sent letters back, and even got a few back in the shaman's scrawl, and the village was not terribly near Doma, but...

She fell back on old habits--magic still stirred within her, and she threw herself into study at the Arcanist's Guild. The same focus that served her well in the tasks her father and the tribe's shaman had set her to again served her well there. She quickly learned all she could there, and was directed to a scholar of ancient Allag named Y'mhitra. For the first time, under the Miqo'te's studies, she learned what Dalamud had been, truly.

The moon her clan had so revered was nothing short of a prison for the primal dragon Bahamut. This greatly disturbed her; more so because since that point, nothing had been heard of him. More personally, it disturbed Sarangerel because her sister Irves was practically obsessed with dragons as it was. She chose to send this information back to her clan--and not breathe a word of it to her younger sibling. There was, of course, a good chance of Irves catching wind of it anyway--but it would not be due to Sarangerel's actions.

Working for the Scions, Sarangerel had cause to come into contact with--and defeat--the beastmen gods called Primals. Ifrit, Titan, and Garuda were all being summoned with alacrity by their respective tribes, and the Antecedent often had her adventurers on the front lines. This furthered both Sarangerel's studies of Allag, and Y'mhitra's ends, as it seemed that the ancient Allag had magical techniques that allowed them to summon aspects of the primals called egi--and to do so required the prospective summoner to both put aside their Carbuncle, and defeat the Primals to channel their essence into these new summons.

Her studies and and Y'mhitra's guidance had her traveling to Mor Dhona, the site of the Crystal Tower, a storehouse of ancient Allagan technology--the former seat of its power. It took a team of individuals working together, Sara amongst them, to work up a set of elemental fangs to work through the ancient magical protections that had been set in place centuries before. Among them were a pair of clones created from the last Allagan princess, as well as a Miqo'te named G'raha Tia, a rakish scholar and bard with a fascination for Allag that rivaled Sara's own.

Upon unsealing the first part of the tower, the scholars in attendance found a labrynthine den of monsters--and a single individual augmented by the technomagical power characteristic of Allag at its height. During her investigations, she learned that Dalamud had been used to actually power the seat of the last Allagan Emperor, Xande, as a sort of solar collector. It was more than simply that, however, encapsulating Bahamut as it did. It had been intended to keep the Allag Empire's power at its height by opening a portal to a world that was a dark reflection of their own--but with the help of a number of other adventurers like herself, Sarangerel dissipated that plot.

To Sara's sorrow, G'raha chose, as the last bearer of Allag royal blood, to seal himself in the tower--the Princess Salina, whose blood he carried, had intended the Crystal Tower to be sealed until it could be a beacon of hope for all peoples; since it was still a danger, it fell to him to be its silent, slumbering caretaker until it could fulfill its intended purpose.

Returning to the Rising Stones, news arrived that the Warrior of Light had been framed for the murder of the Ul'dahn sultana, Nanamo ul Namo, and that the Scions were being rounded up as accomplices. Along with a number of others still loyal to what the Scions stood for, Sarangerel fled. Scattering to keep themselves safe, she went north to Ishgard, in the hopes that she could catch up to her friends. Luckily, she met one Haurchefant Greystone, bastard of House Fortemps, who promised to help them hide out until their names could be cleared, somehow.

Perhaps foolishly, Sarangerel journeyed again to Limsa Lominsa in the hopes of gathering more information on what had happened to the other Scions. With her penchant for changing her hairstyle, it altered her appearance just enough to stay ahead of any mercenaries who might have been on her trail. She had no luck there, but she happened to meet a young Roegadyn arcanist by the name of Dread Thunderstorm, beginning a flirtation with him. She thought it was going to be a passing thing--she hardly wanted to endanger anyone with the trouble that would inevitably follow her--but both the Hellsguard himself and her heart had other ideas, one of which culminated with their marriage in Gridania's Sanctum of the Twelve.

Ishgard had been keeping itself back from the Eorzean Alliance (of the city-states of Gridania, Ul'dah, and Limsa Lominsa) due to troubles of their own. Due to the hidden treachery of the Elezen, the Ishgardian people and the dragons had been embroiled in a war for a thousand years. Called the Dragonsong War, its major proponent was a dragon named Nidhogg, bent on revenge for the death of his brood-sister Ratatoskr. While investigating the history of the war in an attempt to help Alphinaud and the Warrior of Light defuse the tensions, she met another old 'friend'--a woman named Ysayle, who also possessed the Echo as Sara did herself. Unlike Sara, however, Ysayle had the ability to summon a Primal herself--Shiva, goddess of ice and lover of one of the dragons, Hraesvelgr. Despite their uneasy friendship, Sara refused to come to blows, and left the heretic to her dreams of peace.

As the reason for the Dragonsong War became known, tensions in the Holy See of Ishgard ran high. Archbishop Thordan VII, having tried to keep the truth hidden, imprisoned his bastard son Aymeric, commander of the Temple Knights, to keep Aymeric from spreading the truth. Sarangerel was tasked to accompany the Warrior of Light once again, using her scholarly healing magic (instead of her destructive summoner abilities) to free Aymeric.

It was not enough, however, to save Haurchefant. One of Thordan's knights attempted to assassinate the Warrior of Light as Thordan fled; Haurchefant saw the aetheric spear, and pushed the hero aside, taking the blow for them. He died in the hero's arms, as Sarangerel looked on, helpless. In her grief, she swore that she would do anything to crush Thordan's heart in her fist.

"Anything" meant trailing the fleeing Archbishop through the Sea of Clouds, to the last remaining Allagan city--something that normally would fascinate Sara anyway, but the chance to get even with Thordan was an even richer draw than the city's technomagick. While the adventurer worked to find a way to break the city's shield, Sarangerel helped prepare for the journey. She rode with the hero to Azys Lla, and watched in horror as Ysayle sacrificed herself, hamstringing the Garlean empire's massive airship so that the Warrior of Light could reach the city first.

Accompanying the hero within, Sara helped them to bring down Thordan and his knights--while not quite crushing his heart within her fist, she saw him slain, and in the end, that was enough.
sweetnessandfight: (amused)

Re: Sarangerel Dalamiq | FFXIV (OC) (4)

[personal profile] sweetnessandfight 2016-06-04 03:41 am (UTC)(link)
Personality: Sarangerel has a big heart--she is the type who cannot walk past someone down on their luck without giving them a few gil to help them get by. When an unscrupulous merchant attempted to get a woman arrested in Ul'dah, Sara was the only person to get in his face and drive him off, when others just tried to ignore it. She doesn't do things like that for personal gain, self-affirmation, or fame, she does it because it's right. That's what good people do. And despite being odd-looking, and on occasion being mistaken for Voidsent, Sarangerel desperately wants to be seen as a good person.

She is quirky, with a tendency to get bogged down in details on occasion. It's easy for her to get lost in her own head, to analyze (and overanalyze) in her search for goodness and for truth. Sarangerel admits that she needs friends, she needs other people. Not just for its own sake (although she values her friends and friendship very highly), but to get her out of her thoughts and analyses and into the world. Her younger sister Irves often serves this purpose for her, but there have been others. Most notably, Thordan VII--who, like few others ever did, motivated Sarangerel into a lust for revenge. He took someone who was a beloved friend, almost a brother, away from her, and she wanted to make him pay.

Which only proves that despite the transience of her tribe, the Xaela, Sara feels things deeply, and yearns for stability. People coming and going, disappearing from her life? Such things bother her, and she has a tendency to get clingy. And yet, when they return (like some have; Thancred, her mentor in the Scions of the Seventh Dawn, as an example), she's overjoyed and likely to pick up as if time has passed little in their separation. This, of course, means that she takes betrayal harshly.

Despite being a member of the Dalamiq clan, Sarangerel is not as obsessed with reverence, for either the moon or the dragon that came from it. After all, if Bahamut was trapped by the Allag, he couldn't be that powerful, could he? Her curiosity, however, has often sent Sara poking into places where wiser men might fear to tread--the Aurum Vale, a dungeon full of magical and alchemical residue, and the Crystal Tower, a relic of ancient Allag. She could not wait to get to Azys Lla and explore there, simply because it was a remnant of the ancient civilization that fascinates her so. Magical relics and oddities of older civilizations tend to hold her attention.

Sarangerel can be very focused; this is simple truth. Though that makes it seem as if she never finds the time to laugh and have fun, there is nothing further from the truth. Sara happily frequented the festivals that Eorzea celebrated. Her curiosity also makes her unafraid to try new things, be it a new dance or a new type of food offered in a place she has never visited before. She is not too beholden to her dignity to play the fool in an attempt to cheer up a sad friend; nor is she stuffy and unwilling to actually enjoy life. She enjoys a good joke or a shared laugh, and cheering people up and bringing joy is something she finds as worthwhile as any magic or skills she ever mustered in the defense of Eorzea, her chosen homeland.


Abilities: In Eorzea, you can literally pick up every job and class if you want it--however, for game purposes, only three are important for Sara. She began studying magic as an arcanist; able to summon two cute, cuddly combat pets called Carbuncle at its pinnacle. Emerald Carbuncle is an offensive spellcasting pet, while Topaz is more tanky, taking damage and protecting its summoner. She also has a range of damage-over-time spells, and one or two that do low levels of single burst damage. That class also has a single spell that offers a small amount of healing, called Physick.

As a summoner, Sara gains the ability to cast more powerful spells (she can cast three of the damage-over-time spells at once, courtesy of Tri-Disaster, as an example), and can summon stronger creatures to fight for her. They are essences of three of the Primals from her world, Ifrit, the primal of fire, Titan, the primal of earth, and Garuda, the primal of wind. Usually, she chooses to use Garuda, as she prefers to cast spells from safety, and Garuda enhances spellcasting.

Finally, as the scholar class, Sara gains a number of powerful healing spells (as well as Physick), and her summons change to a pair of fairies, though only one can be summoned at a time. Eos is the healing fairy, augmenting her healing spells, while Selene can cast beneficial spells on Sara or others, and silence other spellcasters, though only for a second or two.


Alignment: Daimonia. Sarangerel is usually a joyful and enthusiastic type of person. Still, she's no stranger to grief, having lost her mother and a number of dear friends in the past. So far, she's learned that she can deal with the grief--not swallow it, but still feel it, and yet manage to press on to do what she needs to do.

Other: While in-game the extra horns and claws are a fashion statement, they're the result of a mishap in Aurum Vale for the Dalamiq sisters in canon! Learn not to stand in the poo, guys...


⌈ SAMPLE SECTION ⌉

Sample: Where Sara is a roost for bats; and gets mentored by a pony princess.
soulsrob: (Picked him for her own)

Winnifred "Winnie" Prismall | original

[personal profile] soulsrob 2016-06-05 12:27 am (UTC)(link)
⌈ PLAYER SECTION ⌉

Player: Kalyn
Contact: Plurk: Lordlings, AIM: Lordception
Age: 25
Current Characters: n/a


⌈ CHARACTER SECTION ⌉

Character: Winnifred "Winnie" Prismall
Age: 24
OC Type: Pure
Point Taken: Shortly before going to finalize revolution plans and make these dreams reality. So to speak.
soulsrob: (Waiting to see the perfect flower)

[personal profile] soulsrob 2016-06-05 12:28 am (UTC)(link)
World Building: Winnie's world was the same as the real world, up until 1860. Around 1860, souls, it was found, could be extracted from people and placed into someone else; that someone could then absorb the soul. The absorbed soul enabled a person to live longer and cured many of the diseases scientists were struggling to find cures for. What followed was two things:

1. Scientists, now mostly freed from the constant pursuit for cures, took to discovering and advancing technology through steam power.

2. Souls were growing in demand.

Everyone wanted to live longer and be healthier. It started out innocently enough, with taking the souls of convicts and those already doomed to die. Soon, however, it wasn’t enough for the highest in society, who began to realize this and suffer the consequences -- they had to have a steady “diet” of souls, consuming/absorbing them at least once or twice a month. The older you grew the more souls you had to absorb to stay alive.

As demand grew, people found new ways to get the souls, namely by preying on the poor. Schools were set up to house, teach, and most importantly find Extractors, those rare individuals who could remove and implant the souls. The Extractors would then be taken out with handlers to seek out those who were poor and unaware to steal their souls, storing the souls within their own bodies. Extractors had no souls of their own and could not absorb them, thus posing no threats to taking any for their own. Each Extractor had a handler, and everything was provided to them by the governments of each country. Though everyone handled it differently, England kept a tight hold over their Extractors, letting them have little contact with the outside world and essentially making their lives revolve around what the government said and did.

Some other important rules to note are that souls begin going crazy after 24 hours away from their body, and one soul can last a person 20-25 days. The act of removing and implanting a soul are painless, and is done so orally-- the Extractor taps the other person’s mouth and pulls the soul out from there, then swallows the soul. Prolonged contact is not needed, just the quick touch and drawing the soul out will happen unless, obviously, the Extractor doesn’t wish to do that.

More on how souls work here!


Backstory: Winnie was born in 1864 to very wealthy parents and is one of these Extractors, though she was one of the lucky ones to not be sent away to the schools. The death of her mother is to thank for that, for her father, unwilling to part with the girl who looked so much like her mother and unwilling to be left alone, refused to give her up and kept the fact she was an Extractor a secret from everyone. She grew up fairly normal and her life wasn’t a very exciting one. It was mostly filled with lessons--how to play piano and violin (though she has no talent in either), manners, how to have a polite conversation, how to read, write, and do basic maths, and everything else she’d need to know to be the best pick when it came to courting and marriage.However, she’s had no interest in it and considers herself a spinster and “too old” to marry now. Her father used the excuse that she was sickly to keep her confined in her home, where she would read fairy tales and imagine herself as a sort of "modern" Rapunzel, waiting for a perfect happy ending.

When she was young her father took in another young girl named Agnes, and the two quickly grew close. Agnes knew more about the ‘real world’ than Winnie did and spent her time telling Winnie of the outside world and all the things she never had a chance to see for herself. And the more Winnie learned, the more horrified she became at what her friends and neighbors were doing. So, she and Agnes devised a plan to become like ‘modern’ Robin Hoods. They would attend the numerous parties and sleepovers that Winnie’s status granted them access to. The parties of the rich were usually characterized by an after-dinner “treat” in the form of each guest being gifted with a collected soul by the host or hostess. Winnie would simply take the soul, though not absorb it, and the next day she and Agnes would search for the original body, assuming it hadn’t been moved or destroyed already since souls are almost always transported and absorbed within a day of their capture. Souls have a short shelf life like that. In the event of the body being unable to be found, the soul was released. If lucky, the soul would become a ghost, but if not then the soul would be forced to wither away and ‘die’.

This was until the pair met a ghost who haunted the lighthouse in the port town only a few hours away from the city. It was a complete accident-- they'd heard the talk of the townspeople and Winnie had decided it sounded interesting, and so had dragged Agnes to it. The first meeting had been a disaster as Winnie's over enthusiasm didn't mesh well with Mortimer's grumpy personality, but Winnie was not deterred. She made a point to visit every day they were in town and eventually he grudgingly accepted her and Agnes's presence. After some consideration they realized that Mortimer, being a ghost, would possibly know what to do with the souls whose bodies they couldn't find. Although he pretends that it's a bother every time, he enjoys helping the souls either move on, or become and adjust to being a ghost; through him Winnie was able to find both another confidant and a way around what she had seen to be a failure to help the souls.

As Winnie interacted more with the outside world and the people in it, the more she felt moved to help them. Inspired by the heroic tales of her books, Winnie became more involved with the people of the slums, forging her own networks and connections to prepare for a revolution--a coup against the corrupt government and a chance to change the country for the better. Or, maybe, even the world...
soulsrob: (Brought on by dew and sun and shower)

[personal profile] soulsrob 2016-06-05 12:28 am (UTC)(link)
Personality: Eccentric, dotty, and oblivious are the three words that could best described Winnie. Being an Extractor means being able to mentally hear and speak with the souls ‘housed’ in her, and talking to voices in ones’ head never bodes well for one’s mental health--it’s one of the drawbacks of being a Extractor, though the well-trained are able to put up mental walls to block the voices. Still, Winnie is not well-trained and quite prone to talking aloud to thin air, getting to absorbed in the soul speaking to her. This causes her to run into things or miss entire chunks of conversation.

She is, however, the type of person who is very poor at multi-tasking. Sometimes she will be so interested in a conversation, or a book, or any little old thing, that she’ll end up dunking her keys into her tea or something.

Winnie is also characterized by an unflappably calm and cheery disposition. When dropped into a new situation, she greets it with an excited smile and a declaration that it will be a “terribly interesting adventure.” Even when her dress caught fire the first day she met Mortimer, she simply laughed it off and kept speaking amiably; when Agnes asked how she could be so calm, she simply looked at the spreading fire and stated, “Well, it hasn’t gotten close enough to my skin to hurt me, and it’s only a dress! Though some water would be quite lovely, as I don’t wish it to get too far..."

As stated before, Winnie be can very forgetful. For example, she often forgets that Mortimer is a ghost and will go to hug him or pat his arm, only to go right through him; she is always surprised by it every time. She's a bit childlike in that way, as she finds everything very exciting and regards everything with a wide-eyed state of wonder, curiosity, and amazement. Her curiosity can sometimes get her in trouble, as she doesn't often think everything through and tries to rush ahead to explore something further. Thankfully that's where Agnes steps in to make sure Winnie doesn't get herself into hotter waters.

Loyal and kind, Winnifred loathes to lie, even though it’s a deemed necessity with what she and Agnes do. To make up for that, she tries to tell the truth and be honest with just about everything else. Her father, being a very doting and loving father, is often the unwitting pawn in Agnes and Winnie’s adventures, in case they need money to silence someone or need to use his influence. For the most part he remains oblivious to what the two are doing with the souls, but Winnie feels awful having to lie and use him, often unable to look at him when they need something.

The concept of fear is also largely lost on Winnie. It’s not that she doesn’t experience feeling scared or worried or anything like that, it’s more that it doesn’t apply to situations most people would be more wary of. For example, she’s very quick to trust someone and think them a nice person for any minor details, and is the kind of person who would walk down a dark alley without a second thought, because the idea that something bad might happen to her doesn’t even register. This is largely due to not having a soul, and therefore her emotional reactions to things are muted or otherwise nonexistent. If she had been raised in the dormitories with the other Extractors, it would be easy for her to have been changed like them-- Emotionless machines driven only by their one goal to collect as many souls as possible. Because Winnie was raised more-or-less normally, however, she's been able to grasp more emotions. The positive ones just come easier, but it's this soullessness that allows her to shrug off things that might emotionally cripple a 'normal' person and allows her to bounce back so easily.

Winnie is someone who lived a very sheltered existence. For the longest time she didn't have an idea of the suffering others went through, or gave much thought to the lower class-- they were simply outside her realm of understanding. It wasn't until Agnes that Winnie began to glimpse under the rose-tinted glasses that she'd previously adopted. When Winnie made statements about, "and then we went to our summer home it was dreadfully stuffy-- Oh, but you'd understand all about that, wouldn't you?" It was a shock when Agnes eventually revealed that no, she had no understanding of that because she was raised differently.

After much poking and prodding, Winnie was able to pry the truth of Agnes's life from her and for the first time the ugly reality was colliding with her fantasy of the world. It troubled her quite a bit, both the shock of her own ignorance and the fact that this wasn't a big secret-- all the adults in her life and most of the people her own age too were perfectly aware of what was going on, and most seemed content to let it stay that way (this isn't to say Winnie was the first to have radical ideas of reform or to put a cease to the soul trafficking, only that she wasn't privy to these other ideas and the people she interacted with personally were content with it).

However, Agnes views Winnie as fragile and needing protection from the further harsh truths of reality, and so has a tendency to pull Winnie out of situations before she has to deal with the consequences of her actions. As such, she holds a firm belief that if she just tries hard enough, things will change. If she pushes and, eventually, talks freely about it and advocates openly, she fully believes that things will change from her enthusiasm alone-- "If they see how much I believe it, why, of course they'll fall in line as well!" This is, of course, not the reality of the situation, but Agnes and those close to Winnie don't want to see her disillusioned, finding her blind optimism a breath of fresh air and something to protect. While this is damaging in the long run, as they can't protect her forever, Winnie is a bit stronger than they believe. When the dam finally breaks and she has to confront the consequences for the first time it'll be devastating for her, of course, but she's been going at it for so long that she doesn't know how to do anything else except to think "but if I try hard enough, it'll get better and it'll work."

She sees herself as a savior to others and will keep on trying to help them; if they adamantly refuse her help it'll take quite a few tries of being told off for her to understand. Winnie has, in her adult life, grown aware of other people who fight for a similar cause to her, but she's grown so used to relying on Agnes and Mortimer--and still has a wariness to admitting she's an Extractor not for her own life, but because she doesn't want to see her father in trouble-- that she prefers to stick with them and do what she can from her side. Essentially, Winnie wants to be like the heroes from the books she reads, the hero of her own story, and firmly drives towards that goal.

It should be noted, however, that Winnie is anything but stupid. She has a keen awareness she keeps hidden,largely because she's self-aware enough to know it's better that way. She plays up her sillier side, pretending to be airheaded and dotty far more than she actually is in order to get people to let their guards down around her. If people underestimate her, it's better for her in the long run if and when she can catch them by surprise.

Abilities: Winnie has the ability to remove a soul from a person’s body and ‘eat’ it to store it within her own body. She can control this, so it's not like touching someone's mouth is going to automatically pull their soul from their body, but this is also a way for her to exorcise spirits or possessed people. Speaking of spirits, she CAN see and communicate with them.

She has no soul of her own and is essentially an empty shell for storage. This also makes her more susceptible to illness, and her lifespan is much shorter than other humans.

Being soulless means most animals either actively hate her/are scared of her, or run away/freak out on sight. The exceptions are animals that are "evil" in some way, feral, and/or carnivorous/dangerous predator types. At worst they ignore her entirely like she doesn't exist, and at best they're attracted to her and will follow her or stay by her side.

Aside from that she has a rudimentary knowledge in self-defense with a blade and a pistol that she’s learned from Agnes.

Alignment: Daimonia. Winnie is all about joy, namely in that she tries her best to make others happy and gets happiness from doing so. While negative emotions tend to roll off her shoulders, Winnie clings to the positive ones she's been able to learn and nurture, and joy/happiness is her favorite. She's always smiling and being cheerful and upbeat.

Other:


⌈ SAMPLE SECTION ⌉

Sample: (Sample taken from the Intro Log for April!)

Some people might have looked on the unflattering bee costume as unfortunate or weird at best; Winnie was not one of these people. Oh it was unflattering, sure, but Winnie had been so utterly enamored by just how ugly it was that it circled all the way around to being charmed by it. "It's so ugly!" She laughed and turned, trying to get a good look at herself--was the a stinger, too?--and laughed again.

"How ridiculous! I love it. I just go right up to the bees then?" She wanted to make sure and smiled brightly, approaching the swarms with a practically radiating aura of cheer. Think happy thoughts? She could do that.

"Come now, little bees! I wonder if this is what a queen bee feels like? It's like having my own little entourage! It's only too bad this couldn't be a nice dress, I think I'd look quite nice in yellow. Perhaps not yellow and black, but a nice cream colour, perhaps?" Winnie babbled on to the bees, watching them buzz around with delight. "How charming! Is it possible to keep bees as pets? if all that's required is to keep a few happy thoughts in your head, I could do this!"

It was a little strange that they seemed to accept her so readily in the first place--most animals didn't, but it probably had something to do with them responding more to emotions and the pheromones emitted from the costume. At least, that's what she suspected, it was the only logical explanation. She led the first group of bees to the keepers, then immediately went back to collecting more. "I don't know why everyone's so frightened of you, you're all so precious! I suppose the thing about bad thoughts and you turning on everyone might be true, but I can't imagine you actually-- Oh dear."

Someone else seemed to be having trouble though and Winnie watched the person who'd caught her eye be chased off by the bees, shrieking all the while. "Well. That's certainly not helping them any." The buzzing around her started to get a little angrier as Winnie ignored them, her own emotions shifting to pity and disapproval at the other persons' clear lack of preparedness. The noise got her attention at least and she instantly beamed a smile at the bees. "Of course, none of you would do that! Of course not, perish the thought, lovelies! I wonder if I could train some of you to sit on my bonnet with thoughts alone?"

Bolstered by this cheerful thought, her mind quickly dismissing the distressed person to focus on making bees the height of fashion, the bees settled again and followed her to the keepers once more.

Questions:

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