[b]Name:[/b] Clotho [b]Physical Form:[/b] 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. [hider=A close approximation][img]https://lh3.googleusercontent.com/sEZvZPQQ8_0bVcrAjab9KuswXbMVChOWWTSK1J6-NWk=w400-h600-no[/img][/hider] [b]Abilities:[/b] 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 [url=http://orig02.deviantart.net/3a67/f/2007/295/a/e/ant_warrior_by_broughl.jpg]Myrmidons[/url], [url=http://pre04.deviantart.net/ba81/th/pre/f/2015/124/5/c/5c75edfd7116cc45300a1e88712f3928-d1hejbj.jpg]Lambent[/url], and [url=http://orig03.deviantart.net/6168/f/2012/177/4/8/the_antlion_by_koidrake-d54xvy7.jpg]Antlions[/url]. 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. [b]Personality:[/b] 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. [b]Wants/Needs:[/b] 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. [b]Relationships:[/b] None [b]Backstory:[/b] 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.