@Mattie_ Hmmm, I dunno. There's just something... gratifying about tearing apart people who can still scream. Or does soul removal not detract from mental function?
Yeah I expected that'd be an issue. Hmm the soul could be collected after the body is torn apart.
Yeah soulless bodies are basically comatose. Eventually Narza will be able to take souls out, fiddle with them, then put them back in though. Brainwash people into servants like that. Or trap overly powerful souls that can't be eaten yet.
@Cyclone Okay, I gotchu. Unrelated, but could Narza inherit the dark Mage's belongings? I'm not sure what the Dungeon Keepers policy would be on reclaiming property of deceased employees.
Sure. I assume you're just talking about some robes, a few magical items, alchemical ingredients maybe? The Dungeon Keeper mostly lets his minions do what they want; he only intercedes in extreme scenarios where they're actively fighting inside the dungeon and blowing stuff up, and things along those lines.
He wouldn't particularly care if you take somebody else's stuff, whether they were dead or not, unless that person just so happened to be one of his favorites or you were creating a massive disruption doing so.
Yeah soulless bodies are basically comatose. Eventually Narza will be able to take souls out, fiddle with them, then put them back in though. Brainwash people into servants like that. Or trap overly powerful souls that can't be eaten yet.
Whip them out, extract all the juicy bits and then put back just enough to be able to experience the pain of having their body slowly digested over the course of millennia.
I'm not sure what the Dungeon Keepers policy would be on reclaiming property of deceased employees.
Most of it goes to the auction house to help fund the war effort. Or the office Christmas party, one or the other.
Anything embarrassing or deeply personal, such as private journals, love letters from old flames and that bright pink thong of Octi's Tink's been sworn never to tell anyone about (Oopsie!) gets sorted separately, and then gets put on display in the staff lounge.
Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood.
Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'.
Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability.
The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction.
Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures.
Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master.
Relationships: None
Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization.
It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be.
From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
Hopefully Tink will be able to gather her harem after the first battle and get herself a good power base in the alliance. After all what warrior would refuse a beautiful, talented priestess whose spirit and will had been utterly shattered leaving her willing to perform whatever heinous deeds they may request of her in her Mistress's name?
Goddamn I really want this to start because I'm wanting to see everyone's interactions with Tinkerhel. That's pretty much it at this point. Also to see Emily use the Fire King's Crown on Shukra, but that one's optional.
OK, took me long enough but I've finally made it to the end of this thread. Belatedly, I reply to this.
"Whoever dares claim to be the hottest is in for a rude awakening. None are hotter than I! - Shukra, once again displaying his ignorance of certain phrases.
*Torrens, air wavering around him, glowing a dull red and standing in a puddle of molten rock, stretches out his arms and points to himself* "Ahem, did you forget about me?"
Goddamn I really want this to start because I'm wanting to see everyone's interactions with Tinkerhel. That's pretty much it at this point. Also to see Emily use the Fire King's Crown on Shukra, but that one's optional.
Technically, the Empyrean that Emily uses is just a replica. Rather good replica, but still not close to the real thing. Only Spitfire can use the actual Fire King's Crown, because it is his, and he doesn't share.
Sure. I assume you're just talking about some robes, a few magical items, alchemical ingredients maybe? The Dungeon Keeper mostly lets his minions do what they want; he only intercedes in extreme scenarios where they're actively fighting inside the dungeon and blowing stuff up, and things along those lines.
He wouldn't particularly care if you take somebody else's stuff, whether they were dead or not, unless that person just so happened to be one of his favorites or you were creating a massive disruption doing so.
Yeah pretty much. How about Narza inheriting:
Basic clothing: Musty dark mage robes, all black and nefarious-looking. And smelling. Narza wouldn't wear them even if she could. (Not that she floats around naked, mind you. She wears what she wore when she died (but will be able to change that later.))
Basic alchemy set
Alchemy ingredient shelf, poorly stocked (previous owner wasn't big on alchemy)
Ritual circle, high-class but defective (Since Narza was able to break free)
Enchanted storage ring, low level, holding dust, empty alchemy flasks, and dirty clothing (has a capacity space of two square meters)
Basic elemental spell tomes: A beginner's guide to Fire Magic, A beginner's guide to Water Magic, A beginner's guide to Wind Magic, A beginner's guide to Earth Magic, A beginner's guide to Dark Magic (laying in a disorderly pile on the floor.)
Arlog's Thesis on soul-binding - Abridged version (another tome
Binding and Sealing - All you need to take a Familiar (Well leafed magic tome, and frozen solid)
Enchanted dagger, for rituals and self-defense. (Never dulls, and is sharper and tougher than normal. Holds a sinister miasma since it has been immersed in dark magic and taken the lives of many innocents in cold blood. Nothing special though.)
Scrying orb of low quality (See distant locations, but only from far away, or a specific location, but must have been there before.)
Staff of Darkness (An enchanted length of wood that make using dark magic slightly easier. Even a level One mage would start with better gear than this.
Mana-recovery trinkets (Barely worth wearing, and also too gaudy.)
Various spell books (all shelved, that Narza can't get to yet since she isn't corporeal. )
Enchanted treasure chest (enchanted to resist weather effects and only open to the owner, holding a mix of souls from different races)
This would be the stuff laying around the dark mage's room. I'll probably use it to describe her room once IC begins, and add it to her CS. Everything alright?
(I should really name the dark mage, since he's still a part of Narza and will influence her to a large degree.)
Technically, the Empyrean that Emily uses is just a replica. Rather good replica, but still not close to the real thing. Only Spitfire can use the actual Fire King's Crown, because it is his, and he doesn't share.