I am currently out of the country but I hope you don't mind me staking my claims this early on. If I do end up getting the time soon to write her up, I wanted to make...
The Goddess of Flora, Fauna, motherhood and fertility. Would she be OP? I hope not...! :(
I've been bugging @Melo about it forever but I really wanted to make her. Let me know if anything is wrong!
Thanks!! I'll have to read everything all over again as soon as I'm able
EDIT: If anyone has the idea for thsi god/dess, please let me know! I'm still tentative here...! I've trouble keeping up with a lot. I don't want to let you guys down...
To be fair, Narcissa was by far the worst offender. If I remember correctly, she was romantically involved/crushed on with what felt like 1/4 of the cast AND was betrothed to the heir of another clan.
Good lord @Melo, I can only pray that you roll well enough to give us a love dodecahedron that is half as messy and amazing this time around.
Lmfao that again is very true. @Melo was also rolling like crazy, he got so many 'lovers' in a row it was hilarious.
What can I say, Nissa had a very... Active love life XD
Please, I beseech you, hold, travellers!
I am currently out of the country but I hope you don't mind me staking my claims this early on. If I do end up getting the time soon to write her up, I wanted to make...
The Goddess of Flora, Fauna, motherhood and fertility. Would she be OP? I hope not...! :(
I've been bugging @Melo about it forever but I really wanted to make her. Let me know if anything is wrong!
Thanks!! I'll have to read everything all over again as soon as I'm able
EDIT: If anyone has the idea for thsi god/dess, please let me know! I'm still tentative here...! I've trouble keeping up with a lot. I don't want to let you guys down...
As a concept that God(dess) sounds fine.
Also, don't worry, it's totally possible for two gods to have similar domains
â Mephisto â„„ The God of Tales, Traditions, and Memory â„„ Male â„„ Demiromantic-demisexual â
A legend is lionized lies from ludicrous lives Twining twenties with twittering and twit Drawing distress when drama delightfully dives A story is much better when Mephisto tells it
Birth a boy with bravery and backbone Nourish the newborn by needs and nipple Scrub shortcomings so shine is shown Humor his heart in home and hipple
Tell tales of terror to teach the tyke Cut courage from child with care and coddle Then parade the poltroon with pernach and pike Thick thong from threadbare swith deathly throttle
A story is much better when Mephisto tells it Molding a mousey murine into a mongrel The warrior wrangles with weapons and wit Erasing the earl executed by ensemble
âFĂŠla is a mere five feet two inches, standing shorter than most people her age, however she has a look about her that would stop most in their tracks. Her eyes are fierce and the lines around her face are like the lay lines of the very earth itself. It appears at a glance that she has seen too much or this world already at the brisk age of 21. In that way, her eyes do somewhat look tired. But not as though they are ready for a momentary sleep. More as though they are ready for a release. From this plane, from this life, from too many things to count. She has a dreariness about her that doesnât escape most encounters.
She has bright green eyes that would surprise most. As they stand out so glaringly amongst her olive complexion. She has a deep but thin scar running diagonally along her nose that is somewhat difficult to make out, mostly due to its thinness. She has sandy brown hair that reaches her chin, so as to keep out of her way should anything escalate. She was raised to be ready, though she doesnât have much experience with fisticuffs, she is a shaman. She has some been taught in the ways of some offensive magic, though most of it is incredibly weak and relying on a source of natural magick. Which would naturally bring one to her earrings. They are a bright emerald green, quite like her eyes. While they do look fairly similar to one another, it would take a Shaman to notice the difference. The left earring is a slightly different shade of green, closer in hue to a turquoise, but only slightly. The left itself contains a healing magick contained from a spring within a magical subsection of the forests. While the right contains a spell which will escalate the growth of foliage rapidly, a more defensive technique.
FĂŠla speaks in a low, rather flat tone most of the time. However she isnât a robot. She feels emotions like everyone else, most of the time she just chooses not to outwardly express it. As such she often comes across as disinterested and uncaring her rigid facial features only complement this opinion. Though she has been known to show a great deal of respect to those who have earned it, affording them a few smiles here and there. FĂŠla is uncertain often about how to go about interacting with others and often has a rather unfriendly posture and way about her during conversation, not making direct eye contact and speaking in short sentences.
Her mark is. In truth, her scar. Beginning on the bridge of her nose, more and more lacerations over her body before fully consuming her, looking as though she has suffered a complete body-wide devastation, suffering many of the deep but thin scars all across her body. These show up predominantly on her back, shoulders, calves and face.
[ â ] P E R S O N A L I T Y
" FĂŠla is a no-nonsense kind of woman. She rarely finds herself interacting with others because of a want, rather she interacts with them out of necessity. As such, she can come across as very informed, knowing very much about a topic before further questioning about it. However, on the off chance FĂŠla is uneducated about a topic and speaking to someone who knows what theyâre talking about she is respectful and attentive. If one were to strike up conversation with her it would fully depend on where she was and what was happening at the time to gauge her reactions. For example, at a tribe gathering, it is an expected consequence and she would entertain the conversation, remaining rather polite. However, if someone were to approach her during her studies of the arcane or another time of focus, she would not entertain the thought.
FĂŠla, unsurprisingly perhaps has a slightly more wicked side to her. Often choosing whether to help someone based on whether or not it is helpful to her or not. There is a slight compunction to this however, as if a situation is life or death, FĂŠla has a hard time resisting helping the victim. This is notable due to the fact that she doesnât like the feeling of compassion she gets. She doesnât understand why people perform noble deeds, and yet she has been the performer of quite a few over time. Above all else, however, FĂŠla will always fall back on the conviction that the cycle of this planet will reset any imbalance.
FĂŠla views the arcane as what should be the most dominant field of study for this worldâs people. Able to create incredible results with even a beginnerâs knowledge only proves this more. As such FĂŠla has devoted her life to uncovering everything she can about the magic that surrounds this world. Becoming something of a master in the field. However, to say that she is a master in the field of which many do not even know exists is not saying much. Of course, that isnât to say she is uneducated, but it has required a lot of risks gaining the knowledge and experience she has. "
[ â ] B I O G R A P H Y
FĂŠla, from a young age felt as though she was on the cusp of discovering something massive. While she has already made leaps and bounds into the fields of the arcane and magick in general, she has yet to truly discover what this means for the greater world at large. Especially considering she has little to no idea who she is.
See, FĂŠla feels as though she isnât supposed to be where she is, but she has no idea what spurs these feelings and paradoxically at her most relaxed and sensible she feels the strongest about this. Still, through all of her studies she is simply a girl, a girl who may know a lot about a world not many do. But one day she will die just like anyone else put on this earth and she isnât special in that regard.
This is something that FĂŠla has had a hard time coming to grips with and has kept her up plenty of nights. Thinking about how she can possibly make her life mean something. She isnât even sure what she wants it to mean, after all â what could one as small as her on a scale as magical and cosmic as the world she assuredly lives in truly do? Could it be true that the flapping wings of a butterfly could one day create a hurricane? Had she already done something so grand? Would she ever know if she did?
These were the questions eight year old FĂŠla struggled with since she saw the stars at night and the wisps dancing in the woods. She knew that there was something more to be found in this world. Which is why when she turned ten years old she devoted her life to shamanism. This would be the first time she would venture into the magical section of the woods. Being a young girl in the Abaneki tribe, this was strictly forbade. She was not to enter the forest under any circumstances, lest something terrible should happen to her. Her mother and father were the main source of this ideology, but most of the men in the Abaneki tribe echoed it. They were a prideful man, and as such, they were a protective man. This spurred only more temptation for FĂŠla. She wanted to know.
The first time FĂŠla attempted to wander into the forest her father had caught her, and punished her for not listening. He wasnât a very strict man, punishment was lessons on how to tan a hide and create artwork from that. FĂŠla was pretty good at creating dreamcatchers. But even that upset her father. She wished it to magically take the bad dreams from your mind, leaving only the good. He felt betrayed. He had done so well at raining her with compassion. And yet here was this rebellious girl, not like the others in the Abaneki tribe, even though it would be so satisfying for her to just conform.
This along with the fact that he had caught her training to fight with an oaken stick. He simply wasn't sure what to do about his daughter. He chastised her day in and day out for her sparring, her insistence on using magic and studying it.
One night, when FĂŠla was just ten years old she was sent to fetch some water for the evening soup. On her way to the well she met a perimeter guard. He recognized her as the crazy girl who wanted to go into the forest. Not much of a surprise really, the Abaneki were known to fit into their respective roles and FĂŠla stuck out terribly in that situation. He approached her and asked if she was alright. She didnât respond, simply walked past him.
âYou should follow your heart little one.â He said as FĂŠla stopped dead in her tracks. The forest was in front of her and the man was behind her. If he was telling the truthâŠ
The bucket hit the ground, while her feet pounded it. She sprinted as quickly as she could until she found herself unaware of where she was. The noises she heard were completely non-descript. Or perhaps they wouldâve been rather specific. But it was like entering into a new world once more, she had no idea where she was, what she was hearing, in this forest, everything was possible. She wandered for hours. She met a few spirits who seemed to regard the little girl with interest, though it quickly faded. It was magical.
But by the time she found the exit, there was a mighty light.
The sun.
She had spent all night in the forest, not sure whether or not it had really felt like an entire night. She wasnât sure.
By the time a search party found her she was the subject of hot debate. A child had wandered into a forbidden section of the forest and come out unscathed. Her father debated long and hard with the headâs of the tribe. A little girl had to be disciplined. She could not be wandering into the forest, what if something had happened? What if she came out scathed?
Why didnât anything happen?
The heads of the tribe became interested in FĂŠla climaxing in them allowing her to renter the forest with supervision once she was thirteen. She walked in with two very proud men from the Abaneki tribe. As soon as the noises and sensations came back, alerting her that she was in the forest, the men were gone. Instead, she was alone and she had found herself in a cave. A snake the size of a tree trunk was there with her and it hissed at her with the voice of a woman.
âWhat bringsss you here little one?â
âI am here because I love it here. Are you a spirit as well?â
âI amâŠ. What did you wish to take from this foressssst?â
âNothing but experience.â
âVery well, enjoy your ssstay.â
The snake began to slither away before doubling back faster than FĂŠla could react. âWhy shouldnât I consume you here? You and your lussst for knowledge?â
âThere is no reason. But would you rather I returned and learned, or a tribe return and destroy?â FĂŠla posed the question to the spirit. It hadnât answered any of her questions up until this point.
Silently it slithered away. Leaving a content FĂŠla to explore once more. By the time she had returned she felt as though she was on the precipice of learning something great. She had a general understanding of how magic worked in this world, but not how to translate that into using it. Upon exiting the forest, she saw the tribe had gathered at the edge of the forest. Once more she had a gleam in her eyes, but she was completely unscathed. That wasnât how it had worked out for the two guards. They lied dead at the edge of the forest. She wondered what they told the snake.
The nobles had to deliberate once more.
A girl who could enter the forest and return unharmed? That would be useful. But they had a reputation.
It stayed in this stasis for two more years.
When she was fifteen towards the falls, it was an area that she frequented for bathing purposes, sometimes simply for relaxation as well. When she reached the falls she found a water spirit, glancing into its own reflection. She sat there, still as can be, and she watched as it deliberated upon itself. It couldnât decide what it wanted from the reflection, or perhaps it couldnât decide what it was looking at. What its role was in this giant cosmic canvas, perhaps it was like her. In her careful examination of the spirit, she saw it draw something. It was as if the spirit had finger painted into the very water itself. A sigil had formed. FĂŠla didnât know how long the spirit would stay, but she needed to find out what that rune was. She waited for two hours before deciding perhaps her presence would scare the spirit off. So she cautiously exited the brush.
The spirit saw her and immediately retreated, but not far enough to be out of sight. FĂŠla kept a watchful eye on the spirit as she approached the run, dragging her now soaking pants through the water of the falls. She reached the sigil and for a brief second she felt as though her mind had expanded, physically. It was a searing pain, she knew, in that moment what the sigil was. But it was too late, the water reached up and grabbed her by the shoulders, pulling her in. She struggled against it, but it was as if someone had been holding her down forcefully. She had been gifted with beautiful knowledge of what could be, or what she could learn further. But she felt her body forcing her to breathe. She would die in these falls, the men of the Abaneki would be proven right. She shouldnât have wandered out further.
A hand.
She grabbed it, digging her nails into the flesh and letting it pull her up out of the water. By the time she had caught her breath she recognized the man. It was the same one who had told her that night to follow her dreams, the first time she had gone into the forest when she was a child. He smiled at her, she choked and hit the ground, gasping to refill her blood with oxygen. She knew.
She immediately scrawled a design into the mud as some other tribe guards ran up. The mud shot up, in a small almost ball like form and landed back on the ground. Many things happened in that instant. Silence fell over everyone in the falls. FĂŠla felt as though she had just exercised a muscle that was dormant her entire life, and a new Shaman was elected for the Abaneki tribe.
Word quickly spread about the sixteen year old Shaman of the Abaneki tribe. Now she is headed to the gathering. Technically speaking she must also take part in a coming of age ceremony now that she has reached 16 years old.
âThat Justice is a blind goddess Is a thing to which we are wise Her bandages hides two festering sores That once perhaps were eyes.â
[ â ] GO D L Y A P P E A R A N C E
Aeterna is a confusing goddess to look upon. At a first glance one would immediately note her very human appearance. Standing only at five foot eight inches. Of course, she does sport a rather interesting set of armour. Seemingly battle-worn and steel in nature, itâs scrapes and cuts look absolutely radiant in the light, as if each bump and indention was a glorious medal from a fight gone by. Her shimmering lilac eyes are all too piercing, seeing you for as less than a metric, as an amalgamation of beliefs and choices you have made. She carries with her a tall spear, taller even than herself. She has a heavy blonde braid that is pushed down her right shoulder and ends past her hip, seemingly made of sunlight it too shines with any amount of light that graces it.
She is flanked by two knights. One of whom is kind, he has a shield and sword with him, he wishes to protect the innocent. The other knight holds with him a broadsword. Heavy, and rusted, it has seen the insides of too many a man to be truly called a weapon of self-defense. Those who wonder long enough who the third knight is and where he stands are either very lucky or have that as there final thoughts.
[ â ] K N O W N F O R
- A goddess that many are confused about. How can a malevolent goddess like Aeterna rule the domain of law, let alone order? She has many supporters despite her mythological status as a dark goddess due to this confusion. - Many who fear death fear facing her for their actions in life. She is known, somewhat, as a gatekeeper of sorts. Though many consider the fact that if you see her, she wanted to see you. Which is very bad. - The symbolism of a woman flanked by two knights, one apathetic and the other vitriolic is common iconography for law and order.
[ â ] F O R M A T I V E M O M E N T S I N H I S T O R Y
Aeterna is a dark god whose domain is held in high regards to the common-folk. This has created a dangerous strength in her number of worshippers and general knowledge of her. Her status as a dark goddess unknown to humans, however some of the older generations may remember a tale of Aeterna that serves as a reminder of her morality.
A man wandered into Aeternaâs court, he was sullen, surprised, yet quiet and sad. She asked him what he had done and he took a few moments to answer. He had left his mother to die. Surely an easy crime, but Aeterna was nothing if not thorough.
âWhere did you leave your mother for dead?â Her voice quietly boomed.
âIn the desert.â The man said not lifting his head to meet the goddesses gaze. He knew not that this was a commonality amongst the guiltiest of guests in her court. Not something that surprised Aeterna one bit.
âThen tell me your tale.â Aeterna decreed, and so he began.
âI was a soldier, I fought to keep my family safe, to keep my land safe. I fought to protect never to kill. Yet it is not the bravest and most noble that win at the end of the eve. It was those who were willing to take demons upon their hearts, to beg for a dark victory, as surely it was better than a loss. It was them that forced my people into the desert. We were seven hundred with food for two hundred. Many of the soldiers decided to turn back, either bargaining for their lives or attempting to fight back into the city. Pray tell what came of them, for I have no idea.â
âThey were slaughtered, all of them.â Aeterna said with not a trickle of emotion disturbing the calm waters of her voice.
âI thought that mayâve been the case.â The soldier said.
âContinue.â
âWe few who stayed with the women in children were given enough food and water to be healtyh, but before long the weak of heart grew weak of body and their hearts became corrupt with the thirst. Attempting to steal the water⊠They too had to be purged, like the ones who had come upon our town, the ones who let demons into their hearts. Tâwas not long before we found ourselves nearly empty on supplies, my mother told me to leave her, to save more children for they had brighter tomorrows and many more of them at that.â
âSo I did.â
âI thank you for your honesty, dear solider. I will not leave you guilty for abandoning your mother, an elderly woman should get to choose the method of her own death and if deprivation was her answer, so be it.â
âThank you, my goddess.â
âI am not yours to behold solider. I find you guilty of waging war, practicing wrath, and slaughtering the youth of another nation. You will join the other soldiers who fought to save your city. Now begone.â
A solemn tale to be sure. It reminds us that while justice may be necessary, in hands too pure or too obsessed it can be a necessary evil, when it need not be at all.
đy đifts đđŠđ±đ„đŠđ«
[ â ] S K I L L S E T Three General skills to start and up to two combat abilities. Due to the setting you may also have 1 Survival ability.
Magical Awareness - Survival FĂŠla is incredibly aware of magical beings and the tracks they may leave. Easily able to track the arcane like a hunter may track a wild animal. She, of course cannot hunt wild animals as she is no-hunter. But she will easily recognize signs of arcane or magical creatures.
Walking Stick - Combat FĂŠla uses a walking stick, which most would consider rather odd for a 21 year old girl. She typically uses a walking stick as a canvas for runes, but past that she uses it for combat similar to fighting with a staff. The walking stick has a certain heft to that easily allows her to deliver a strong concussive force to limbs or the head, easily incapacitating someone. It has a certain amount of surprise, however clashing with an edged weapon is obviously a horrible idea. But a normal steel that isnât edged wouldnât completely destroy the walking stick. The one she currently has is oaken.
Shaman - General FĂŠla may not know much about magic in the way that someone could learn history. But she knows it like she knows how to breathe. She has garnered an innate understanding that X will lead to Y as far as magic is concerned and her intuition when based on Magic is often times incredibly accurate, even if she can't adequately explain her thinking. This is primarily due to her interaction with magic first hand and prolonged exposure to it.
Awe-Inspiring â General While FĂŠla doesnât show it off much, she is actually an incredible public speaker. She can speak to groups rather well due to the systematic and calculating way in which she observers conversation and human emotion.
Arcanist â General/Combat
When a rune is created, it is bound to your character's magic. The basic jist of this is that, once placed, the effectiveness is taken from your character's state and dedication to the magic - e.g. how long she spent forming the rune, any rare reagents she gathered to imbue it with, what her concerntration is like at key points in time, her lifeforce)
What this means: A rune you've flung together in one post isn't going to last as long or be as powerful as one you carefully created over weeks, travelled to the four corners of the realm to gather rare reagents for, and then got five people for 24 hours to cast together after fasting for a week and doing purification rituals. So, this means you can, as a player, invest the amount of time, effort and danger into a rune based on your situation. Helping a farmer's ewe give birth safely? probably not going to need more then a paragraph. Preparing for the final end RP battle? you can start preparing for it in advance, and decide what amount of danger you're willing to put your character in to do it. Anyway, next point.
Just as someone would get tired from battling, climbing, running, swimming, ect. and become worse at something, so are runes tied to a character's mental fatigue. While it is possible for a rune to decay (e.g. if you leave it alone for a month and come back, it has a high chance to be less potent then before) what I am more interested in is mental fatigue while actively using the rune. e.g. if you placed a warding rune around your camp at night, it would be considered active while it is working. Whereas if you placed a warding rune and then dismantled your camp and decided to camp elsewhere, that rune is dormant if you're not using it, therefore not taking energy to sustain. Kind of like an off/on switch - if the rune is "on", then it's taking some energy to maintain.
Fatigue depends on a few things - a hastily thrown together rune is less resource-efficient then one carefully thought about. Similarly, a powerful rune takes more to maintain then a simple one.
So here are a few example situations - if you're using a combat rune in the heat of battle, and your opponent nearly slits your throat, breaking your concentration for the moment, your runes are less effective for the time it takes for you to get your head back in the game.
Another example - say you were nearly dying in a cave somewhere after being ravaged by wolves, and had a ward rune up. Normally in this situation, the rune would soon fail and you would be set upon by the wolves. However, if you character was dedicating the last of all their mental effort sustaining the rune while they awaited rescue, that's a very different take on the situation.
As for their effect, you can imbue a rune with a property (e.g. defensive, offensive, nature fertility, luck, ect) with some properties being more difficult then others (e.g. luck being harder). They work over an area of effect (larger areas taking more mental resources) and last a period of time, their effectiveness decreasing over time unless Faela does regular maintenance on them (which is easier/cheaper then making a rune from scratch, but still requires some effort and sometimes resources depending on the nature of the rune) Since every rune will basically be unique they'll each have their own roll tables based on how they were setup, Faela's situation ect. and because of this they are in some ways a chaotic form of magic, their use never always being exactly what you expect. But their reliability increases with effort used to create them.
[ â ] A B I L I T I E S These will unlock as we continue.
Life Force: 20/20
Innocence: Weakest Ability I hereby judge you innocent, free to pursue your earthly desires and create memories once again.
Swift Hand: Decreases the amount of time it takes to create a rune, allows their creation to be more specific.
Arraignment: FĂŠla is able to draw magick from the world, boosting all of her physical aspects and creating a feeling similar to being at peak physicality. However, it should be noted that this does not create combat experience where FĂŠla notably possesses none. Decree: FĂŠla can order a creature of lesser intelligence, like an animal, to take a simple action that they must complete if physically possible. Technically speaking, if it is something that someone would typically do, it could work on them. Small children may also be susceptible. If the command can no longer be completed or there is substantial risk to the creature/child, the hold on the creature or child is broken. The decree will wear off naturally after a period of time.
Guilty: Moderate Ability I have found you guilty, I am sorry for whatever possessed you to make the decisions you have â but truly, this world is better off. Begone.
Hearsay: Shielding herself and potentially others, FĂŠla absorbs a magical attack dispersing it as magick back into the world. This of course has drastic, direct, and immediate effects on the environment as flora and fauna alike will experience a boom like no other, rapidly triggering growth and potentially even evolution. It should be noted that while this can block magical attacks, there are two exceptions. If the attack contains any physical component that will not be absorbed, and secondly, she cannot block attacks that consume more life force than this ability. Only the same and lesser life force abilities can be blocked effectively.
Grand Jury: FĂŠla can create a permanent telepathic link between a group of up to six people. It works similarly to speaking, one must choose to communicate through this method, but you cannot choose not to hear someone speaking through this method.
Cross Examination: FĂŠla is able to activate this ability, which will summon her two knights to her side. She must ask three questions. Two answers will be true and one will be a lie. These questions can be anything and the knights, if telling the truth will give an in depth answer.
Contempt: Strongest Ability I will hold you in contempt. Please prepare to meet the third knight and your ultimate end. This is everything you will experience for the rest of time. Goodbye.
The Third Knight: FĂŠla taking the place of the third knight summons her holy lance, able to pierce even steel, trees and most things. FĂŠla must announce the names of those she wishes to kill or injure with this weapon, else the weapon will not strike them but go right through the targetâs body.
Deposition: By calling upon the arcane lay lines of the world, requiring a specific incantation depending on the element being required. FĂŠla gains some elemental manipulation for a short amount of time. This should be noted to be manipulation. She can only manipulate that which is already there. This could be as strong as controlling the tide, possibly creating an undertow to pull someone underneath, throw flame from a torch at someone, force rain to storm down upon one person . This ability however cannot affect plants as they are not elements, they are living organisms. This limits FĂŠla to water, fire, and sand/dirt/stone. This ability can last for a day.
Verdict: FĂŠla channeling her entire life force, ending her own life can instill an absolute truth on one person. The only thing she cannot do is bend the laws of physics. She can cause someone to fall in love with another, give someone a deadly disease, create the best fighter someone has ever seen, make someone the luckiest person possible and so on/so forth.
[ â ] I N V E N T O R Y Her walking stick with a defensive rune carved into the bottom, nearly impossible to see without actually looking at the bottom of the walking stick. A Shamanâs kit â basically think healing herbs, and the like for treating magical illness and what have you.
[ â ] O T H E R Colour Code: Color=#6495ed.
[ â ] R E L A T I O N S H I P S
Will you participate in the Relationship Assignment?: Sure thing! This section will be replaced with a Relation Sheet.
I'd like to bring this character over. I will then be creating one to two new characters if that suits the GM's alright.
"At first glance, one may use the term delicate to describe AĂŒrelia, thanks to her diminutive stature and somewhat plump body. Paired with girlish features, and a cloud of shoulder-length, white-blond curls, from afar, many have underestimated her in the past. Until they got a better look at her, that is.
Upon closer inspection, her ample figure lends itself more to lean muscle than fat; although her limbs still retain a pleasant softness about them, it is clear that she is no stranger to exerting â or protecting â herself. Her 4â11â frame often appears taller than it is, due to her tendency to hold herself up in a relatively superior manner amongst others. Not in a purposefully condescending way, but it is simply the way she is.
Any more softness is lost when looking upon AĂŒreliaâs face, which usually holds an apathetic â or haughty â expression. Her amber eyes are akin to stones, beautiful to look upon, but also cold and hard; this unfriendliness is only built upon by her angled facial features and sharp gaze. While it would be both unfair and untrue to state that she lacks any form of physical attractiveness, her shrewd stares give her a sense of distance; of icy inhospitality, and a false sense of safety despite how calm she may truly look. This has caused more than a few to steer away from her presence.
Despite all this, it is not impossible to see her smile; it is often a feeble one, if it should appear at all, but it is evidence enough that she is not without humour or happiness. During these instances, her coldness seems to disappear, and one can truly see the young woman beneath.
In terms of clothing, AĂŒrelia tends to wear light, flowing outfits. The coast generally has decent weather and a warm climate, so thick or protective clothing isn't really necessary. More often than not she'll have either a dress or skirt of varying lengths, made of a a graceful, semi-sheer material. Pastel colours make up her entire wardrobe, but her favourites remain teal or blue. When in her home, she usually goes barefoot, or wears light-weight sandals. In less favourable climates, AĂŒrelia also has sturdier clothing, with moccasin boots, and various furs (which she doesn't like wearing). As the daughter of the Chieftain of the tribe, she wears a delicate circlet, crafted from silver and adorned with a pearl.
AĂŒreliaâs skin and complexion is best described as sandy; a natural tan colour that doesnât seem to change throughout the seasons, sunlight only bringing forth golden freckles across her nose, back and shoulders. Pale, silvery scars stand out here and there, but nothing overly serious. No, the largest âblemishâ to her skin would be that of her birthmark. Placed on her midriff, just in the middle of her breastbone, is a small, non-descript line. Upon using her powers, this line grows longer, becoming more crooked and asymmetrical. Eventually cracks issue from this line, and like waves constantly battering away at a cliff, the cracks will become fissures, and she will crumble away, becoming nothing more than sand on the shore. Prior to this, these cracks will shine with an ethereal light as she uses her powers, as will her eyes â the light is shimmering and distorted, like sunrays beneath the surf.â
[ â ] P E R S O N A L I T Y
"As mentioned, AĂŒrelia is a very apathetic person. She doesnât concern herself with petty troubles or pointless arguing, because itâs a futile thing, in her eyes. As such, she isnât one to complain herself, regardless of the situation she finds herself in. Sympathy will rarely be given to others, but at the same time, she demands none for herself. However, if there is one thing AĂŒrelia does consider important, it is respect. There are many things in this world that should be respected, regardless of oneâs opinion of them. The same applies to people; while respect should certainly be earned, to some degree, AĂŒrelia retains a respectful and polite manner around most, particularly acquaintances. First impressions matter, after all â and while she isnât one to worry over accidentally offending someone, she does like others to respect her as well. The best way to do that is to treat them as she would like to be treated.
Amongst friends, AĂŒreliaâs cold exterior seems to relax somewhat. Her frostiness isnât a façade of any kind, but it warms up considerably while around those she cares for. A dry wit and sarcastic sense of humour can come forth in the way of deadpan remarks and quips â usually said with a straight face, but definitely with the intention of getting some laughter out of others. Caring remarks are often said bluntly and without tact, and she will be particularly vocal if a friend of hers is planning on doing something foolish. AĂŒrelia never promises to be there for her foolish friends, and will often scoff at whatever silly thing they are doing⊠but she will tend to be there to help them when things go wrong.
Amongst enemies, respect still remains. One can dislike another but still act civil with each other. However, if somebody steps over a line, AĂŒrelia will be there immediately to correct it. Seeing her temper arise is a rare occasion, as she prefers to deal with things in a calm and collected manner⊠due to this, an explosion of her anger is no small thing. It can be over in seconds after much damage has been caused (Be it metaphorical or physical damage), or it can steam away for days, as she waits for the right moment to release her rage."
[ â ] B I O G R A P H Y
"AĂŒrelia was born as the second child and first daughter of the Vatten Tribe, along the southern coastline. Her family had been Chieftain's of the tribe for as long as anyone could remember, and so, they were treated with great respect. Being in this situation, AĂŒrelia never wanted for anything - the food was farmed for them, the fish already caught to eat, and she didn't have to start working at a young age to provide for her family like some other girls in the village would - but that did not mean she intended to live a lazy life. Her parents encouraged work and independence, and so she often had the same lessons as her brother. They both learnt their letters, both learned how to swim, fish, boat, and even fight, to some small degree. With plenty of dangerous creatures in the sea, it was important that anyone treading in the water knew how to defend themselves.
Thanks to her upbringing, AĂŒrelia had a very uneventful childhood. She learnt things, her parents had more children, and suddenly she was a teenager... and, of marrying age. AĂŒrelia knows that an arranged marriage to someone outside of her tribe means she'll likely have to leave the coast, and that is the one thing she dreads the most. Secretly, of course - she's learnt not to complain in her life, especially with many of her childhood friends being lowly farmers or fishermen. The troubles of the rich and powerful were nothing to people who worked the land to live. The only thing that has prevented an arranged marriage so far was the untimely death of her father, and the subsequent troubles of a new Chieftian; her older brother, Fanari. Although things have settled down now, he seems quite interested in changing things around the village... and not for the better. AĂŒrelia would prefer to stay and keep an eye on what he is planning on doing, but she can tell he wants rid of her. And with the gathering of Clans approaching, she silently fears of what he may do."
â Lorena â„„ Goddess of the Oceans & Seas, Wrath, and Mercy â„„ Female â„„ Bisexual â
<âDonât forget to hoist the sails! Make sure you learn how to swim! Donât forget to check your hull, Or the sea will fill to brim!
Donât forget to row your oars! Make sure you pay respects! Or the ocean will make sure Lorena will know, And then youâll all be wrecked!
And into the briny sea youâll sink! Seeing monsters as you go Youâve earned your fate, in Lorenaâs eyes In your watery grave down below.â>
[ â ] GO D L Y A P P E A R A N C E
"Being a Goddess, Lorena had the ability to take multiple forms, but the most common of these was when she was seen in the water. More often that not, she looked vaguely fish like, with scales upon her skin in beautiful, iridescent colours; fins that shimmered with the water and looked almost transparent; flowing black hair with hints of blues and greens, and pitch black eyes flecked with teal. When coming on shore, she adopted a more land-friendly form, with two human-like legs, less scales, and eyes better suited to dealing with the bright sunlight. Typically, she was far more carefree and joyous when in the water, but unfortunately, such free emotion brought with it negativity, leading to terrible storms and natural disasters."
[ â ] K N O W N F O R
The Ocean and Seas
Water
Mercy
Mariners, Sailing, etc.
Wrath
Neutrality
Swimming
Fishing
Victims of Drowning
Simple marine life, such as fish, dolphins and sharks.
Magic marine life, such as Merpeople, Hippocampi and sea monsters.
[ â ] F O R M A T I V E M O M E N T S I N H I S T O R Y
"There are several versions of the story surrounding Lorena and the Ocean; much like the chicken and the egg question, the people can't seem to decide whether Lorena created the water of their planet, or if she herself was born from it. Even Lorena couldn't tell you the answer; one day, she simply was, as was her domain. Since then, her time as a Goddess has been fairly unremarkable. The petty squabbles of the other Gods did not concern her, as long as they didn't drag her - or her ocean - into it. As such, Lorena didn't have much in the way of mortal enemies... but at the same, she did not have any best friends, or anyone to call family.
Until her Starkissed, that is. A surprising event, finding a soulmate and falling in love; and it seemed to have an effect on her. Emotion came more freely, and her mercy was being noticed more and more. A child falling from a cliff washing up on the shore, untouched; a fishing expedition gone wrong as a storm riled the water - but the fishermen's boat did not overturn; those who worshipped Lorena rejoiced in her actions, glad to be able to trust the ocean's wildness at last. But stories began to spread of those who took advantage of this.
A medium-sized village to the south had noticed the absence of Lorena's usual wrath when it came to the treatment of her waters. The people grew greedy and lazy; over-fishing the local marine life, and polluting the waters with their litter and human waste. When Lorena finally discovered the bay the village sat upon, it was empty of life, and the water looked and smelled akin to a stagnant pond. With her emotions already running high, her temper exploded - the villagers watched on as a tidal wave rushed towards them, standing 50 feet high, and at it's head, their incandescent Goddess. The water washed away everything of the village, with no life being spared.
Unbeknown to her, the Dark Ones were watching. They were aware of her stance of neutrality between the Gods, but could not trust that she would stay out of their affairs permanently. Witnessing her great fury, they chose to use this against her; sending a message one day that they had taken her Starkissed, Lorena's temper snapped once again. With a tempest like no other accompanying her, she stormed the beach where the Dark Ones had said her beloved lay... but they were not there. Instead, her enemies, blocking her from the ocean and finalising their plan. The curse struck her in the chest like a spear of lightning, and she began to fade, cried out her soulmate's name, having no idea if they had been taken too.
After moments of darkness, she was reborn as AĂŒrelia."
đy đifts đđŠđ±đ„đŠđ«
[ â ] S K I L L S E TThree General skills to start and up to two combat abilities. Due to the setting you may also have 1 Survival ability.
Reading & Writing: Thanks to her family's importance, AĂŒrelia learnt to read and write as a young girl.
Sailing: A staple skill for those in her Tribe; she can steer even the most complicated boats her Tribe creates.
Swimming: If one can't swim, they shouldn't sail. That's what her father thought, anyway. AĂŒrelia can swim quite fast, and is capable of holding her breath for a good long time while doing so.
Fishing: While more of an amusing past-time for herself and her siblings as a child, it is still an invaluable skill to learn. Even inland, there are lakes and rivers filled with fish to be eaten.
Spears: Spear-fishing was the most favoured technique in her village, beyond using nets. One has to be quick, and be able to gauge where your prey is going. Thankfully, this skill with a spear can be used on land animals... and other, more dangerous foes.
Speed: Blessed with a natural agility, AĂŒrelia's speed has only helped her in terms of fishing and swimming. It is not just a physical speed either; her mind is sharp, and has often come in handy when making split-second decisions.
[ â ] A B I L I T I E SThese will unlock as we continue.
Life Force: 0/0 (ignore for now)
Ability 1: Lorena's Mercy The Ocean is not completely without it's gifts, and AĂŒrelia reflects this in her powers - they aid both herself, and those she believes deserve it.
Ocean's Breath: AĂŒrelia uses her ability to control the water to breathe beneath it; this power can also be used on others to save from drowning. Purify: AĂŒrelia is able to purify water of salt, poisons and general waste, making most sources (stagnant or otherwise) drinkable. Ocean's Kiss: The water around you suddenly eases your aches and pains, with minor injuries and exhaustion being washed away, leaving you rejuvenated.
Ability 2: Beasts of the Deep Many creatures dwell below the waves, and they are not without respect for their Goddess; when called, all manners of monsters will beckon to AĂŒrelia's call.
Fish are Friends: There are a lot of fish in the sea, and many of them have teeth. AĂŒrelia can use her marine friends for many different tasks, including eating those who dare to face her. However, the larger and more intelligent the mind, the more free will it has against her demands; nothing larger than a tiger shark will heed to this ability. Call for Help: AĂŒrelia can mimic the cry of a Merperson in pain, and if close enough to water, Merpeople will rush to the aid of their supposed fallen friend. However, she cannot ensure they will help fight her foes, while leaving both her friends and herself alone. Freshwater Fellows: While the ocean is her overall domain, sources of fresh (And salt) water inland can be used to her advantage too... and the creatures that dwell within. Amphibians such as poisonous frogs or alligators can be tempted away from their dwellings to cause troubles for her enemies; this ability also extends to more magical creatures such as Kelpies or Grindylows.
Ability 3: Wrath of the Oceans The Ocean is not something to be taken lightly, and neither is AĂŒrelia - these powers will cause even the most fearless of men to beg for her mercy.
Waterfall: AĂŒrelia can blast others with potent streams of water. The stream can be high pressured enough to knock someone down or subdue them. This ability can also be used to put out fires. Release the Kraken: The further down the monster dwells, the bigger it will be. AĂŒrelia can summon forth a leviathan of terrifying size to give her a greater advantage in a fight. Cataclysm: With her rage running untamed, AĂŒrelia brings forth the true power of the ocean; a tidal wave, capable of wiping out entire towns in one fell swoop. The wave will reach up to at most ten miles inland, and when it draws back to the ocean, everything it has touched is gone.
[ â ] I N V E N T O R Y
6-foot wooden spear
Sea-Salt
Cheesecloth, for keeping fish good on the road
Filleting knife
Twine
Small coil of hemp rope
[ â ] O T H E RColour Code: (Will add later) The Vatten Tribe: Known for it's skill in boat-making and fishing, it resides on the Coast to the south. With the recent death of their previous Chieftain, Florian, his son Fanari now rules with an iron fist. He has commissioned larger and more powerful boats to be built by their carpenters, but nobody knows why. Some fear war, while others hopes for new trade deals with the other Clans.
[ â ] R E L A T I O N S H I P S
Will you participate in the Relationship Assignment?: Yes This section will be replaced with a Relation Sheet.
Okay, I've fixed up her powers, and I've tweaked the wording of Cataclysm so it's less end-of-the-worldy. Hope that's okay! If not, I'll just swap it out for her Boil and Toil power. :)
Thinking of making a God of Pacts, Deals and Avarice. The ideas I'm snowballing in my head are really making it to sound like a fun concept. Will probably put something up on that front in a few days.
Thinking of making a God of Pacts, Deals and Avarice. The ideas I'm snowballing in my head are really making it to sound like a fun concept. Will probably put something up on that front in a few days.
there seems to already be a goddess named avaris based on greed and thievery
â Avaris â„„ Goddess of Thievery and Anonymity â„„ Female â„„ Polyamorous Pansexual â DARK GOD
Hear these words, fellow fleet-footed and sticky-fingered robbers, and remember. Though you may pick as many pockets at the market as your heart desires, or rob someone blind without remorse, those ill-gotten goods are yours only by the mercy of our great patron. We leave a tithe of silver by our treasures to please Her, but we are subject to Her whims. Avaris takes, and takes, and takes.
@ApokalipseIt says god of thievery and anonymity, whilst related to greed in someways it doesn't actually state that they are the god of greed, so I should be fine. Anyway, the main aspect of this God is to do with pacts and deals rather than greed, that's an aspect he plays upon when making an offer to another person.
@Mae as promised, here's Valerie. I've made a few minor changes to Darya, but only when it comes to her appearance. I'm also curious to see what everyone's doing when it comes to the reroll?
â Valerie; the strong and the blessed â„„ 20 â„„ female â„„ heterosexual â
A small girl, standing at a mere 5'4", with angelic features and doe-like eyes. Despite her harmless appearance, Valerie holds an air of challenge to her that has the brash cockiness that normally only a man could pull off in this day and age. Her azure eyes are fiery and intelligent - always moving, analysing and judging. Her porcelain skin would be unblemished if it were not for the scar running down her right cheek, obtained after being too cocky with a knife, which narrowly missed her eye by an inch or two. A slender, toned physique that is no stranger to exertion - it is surprising to find a good amount of muscle underneath the soft flesh of her arms and legs. A shock of white-blonde hair tends to be held back out of her face, as it is too thick and long to be let loose in battle.
The Mark of her curse is noticeable when not covered. A series of black symbols travelling down the nape of her neck in a neat line, a few degrees cooler that of the rest of her skin. They are slightly raised, almost like scars, and are usually concealed by her hair or her hood. When Valerie tests her abiltiies, further marks will appear on her skin in neat rows almost like some sort of text. As they first show up, they will appear to be smiliar to that of frostbite scars before slowly and painfully healing to form the ink-link patterns. As the Mark consumes her, she will most likely die of hypothermia as her vital organs will be too cold to properly function underneath the cooling sensation of the Curse.
[ â ] P E R S O N A L I T Y
A spirited soul, to say the least. Valerie loves to surprise people with her strength and skill. Forgetting the fact that she's 5'4" and faerie-like in her beauty, she also happens to be female - which is the source of much judgement towards her in the first place. Her fiery nature is apparent upon first encounter, as she is a firm believer in the significance of first impressions, and, most of the time, what you see is what you get. She rarely shows fear, or any kind of weakness, really (which will most likely be the death of her) and brash attitude can seem almost bloodthirsty at times, so much so that you could almost think she was looking for a fight.
Valerie has an unexpectedly tender side to her; underneath all of the sharp quips and arrogant remarks. Truth be told, she happens to be a hopeless romantic. Although she may seem pessimistic a lot of the time, there is a part of Valerie that trusts in fate and karma and whatnot. Another softer aspect of Valerie is her sense of humour. She takes pride in making others laugh, often resorting to jokes or blunt statements to lighten the mood. This also brings to light her laugh - which is possibly the most unpredictable thing about her. It is a sound of true colour, and tends to shock people that hear it. It is so pure and genuine in comparison to her character, that it certainly has the power to change one's perception of Valerie completely.
That being said, while Valerie is a relatively sociable soul - she is foremost an independent girl. She finds it far more peaceful and efficient to work alone, so may show distaste towards having to share a task with someone else. She likes to do things in her own messy way, and, although it may seem like chaos, most of the time it turns out to be a work of art.
[ â ] B I O G R A P H Y
With a mother of the Longear Tribe and a father of the Wolfrahg clan, Valerie was born with both beauty and ferocity. Her parents stuck to a life of travel, and they would often sleep under the stars rather than the usual tribe tents. Valerie herself grew to be a somewhat lonely child, much to her mother's dismay, and she would often sneak into nearby clan territory just to catch a glimpse of the other children. The majority of her childhood was spent in the shadows - watching from a distance. She did not dislike her parents for it, as they told her many times the story of how they had left behind their old ways to start a new life together, but she would still yearn to be a part of a tribe - to have a proper family.
Her parents' death was like a blow to the heart; swift and painful. Her mother had been forraging for food when a masked fiend struck her down with an arrow to the throat, resulting in her choking to death. Valerie's father, overcome by grief, led his daughter to the outskirts of the Wolfrahg territory and told her to stay there. He never came back.
Valerie, at first, was looked at with suspicion and distaste. The mysterious little girl at the edge of the woods. The Wolfrhag clan had recently noticed a spike in the number of creatures in the area, so, being the supersticious lot they were, were perhaps being a little too cautious of the fourteen year old. It wasn't until a curious youngster approached her and began stroking her wolfskin hood without a care in the world that the tribe recognised her as being one of them. After a lot of discussion, and one or two heated debates about whether she was a demon or not, Valerie was welcomed into the tribe with fierce affection that reminded her of her father. Her brash, outspoken side started to peek through as she trained and hunted and trained some more. A good chunk of her time was spent around men rather than women, and, although she received some grief for being a woman herself, she handled things on her own perfectly well. She is now one of the lead scouts of the Wolfrahg clan, and her being a newcomer is now no longer even a shadow at the back of her mind. She still remembers and mourns her mother and father, yes, but there was a reason as to why she was sent here - she's sure of it.
â Darya, the illusion â„„ Goddess of Chaos, Laughter and Confusion â„„ Female â„„ Pansexual â
<EXCERPT FROM GOD LEGEND>
[ â ] GO D L Y A P P E A R A N C E
It is surprising to most, at first glance, that Darya is not a Dark Goddess. Her hair is a deep violet colour, typically bundled into a messy updo and decorated with an assortment of feathers, tribal jewellery, and an abundance of apparently permanent glitter.
Her irises are a fathomless ink black - ever shifting and unreadable. She has an array of tattoos across her body, most of which reflect a significant circumstance in her life. Her height is never the same for long, as is the way her voice sounds. One minute its soft as silk, the next it is as violent as the clashing of thunder. Her figure is lithe and graceful, shrouded in a deep midnight cloak that twinkles softly with bells of laughter every time she moves.
[ â ] K N O W N F O R
- A beautiful laugh - Tricks and pranks - Speaking in riddles - Weaving false tales - Is represented by a single bat.
[ â ] F O R M A T I V E M O M E N T S I N H I S T O R Y
Darya came into existence upon the first peak of laughter uttered by mankind. From then on, she has been in the essence of every giggle, chuckle or snicker. Her job, at first, was a simple one: to be the lightening of a mood, the ease of tension, the humour in a dark story. Of course, as the mortal population grew, so too did their conflicts. Soon, there was no laughter - no joy. Just war and grief.
It was then that Darya discovered the art of veiling. He was able to detach mortals from reality with a mist in a sort of daze, where instead of anger and bloodlust and hurt, they felt...lost. She named this confusion. Her job became far more difficult after that - sprinkling the most of chaos and confusion to protect her beloved mortals from each other and to allow them to keep on laughing.
Before the first encounter with her Starkissed, Darya was forgetful, single-minded and...well, a little eccentric. Most of the other Gods would avoid her for this reason, seeing her only as an insignificant child God of some minor skill. If only they knew of how she kept the world in order. It did not make her bitter, but she was saddened by the loneliness. Many a time would be try to befriend some poor mortal, but with a single touch from her, their minds would crumble into incomprehensible thoughts. Later, this would be named Dementia. Darya had heard of the other Gods finding a partner, a soulmate that they protected as if they were more valuable than themselves, but she had never once believed that she would find one herself. When she did, though, mortals all over their world found themselves laughing more and enjoying their chaotic ways of living far more than they did before.
Her curse was thrust upon her one night as she was waiting to meet her Starkissed as she usually did. It came disguised as a small silver bag - not unlike her own, which contained her veil powder. When she opened the bag, however, the last thing she saw was dark trendles of smoke snaking around her immortal body before everything went black. An immeasurable time of darkness passed until she woke up as Valerie, with no recollection of her former glory.
đy đifts đđŠđ±đ„đŠđ«
[ â ] S K I L L S E T Three General skills to start and up to two combat abilities. Due to the setting you may also have 1 Survival ability.
Intimidating Valerie, although being a woman, can seem a tad overbearing to begin with. This tends to unnerve others, as her brash unpredictability can be seen as both alluring and dangerous.
Intelligent Depsite the fact that it may seem as if Valerie has a warrior's mindset of 'kill this, eat that', she is actually surprisingly articulate. No, she certainly isn't one of the brightest stars in the sky - bury she is far more clever than others tend to give her credit for.
Judge of character it may be the fact that Valerie was the Goddess of Confusion, so can see past lies and deception, or it may just be her ability to see the good in almost everyone, but Valerie finds herself particularly skilled at seeing the true intentions of those she meets.
Hiding Valerie just so happens to be pretty good at staying undetected. After a childhood spent lurking in the shadows, she knows more about blending into the background that your average person.
Axe-wielding not your most lady-like choice of weapon, for sure but it definitely can do a lot of damage in Valerie's hands. Her axe becomes an extension of her arm when she fights, which is not something to underestimate.
Dodging due to her lacking in height, Valerie finds moving around her opponent far easier than if she was a huge mass of muscle. She likes to make her moves in one fluid dance, always being one step ahaead.
[ â ] A B I L I T I E S These will unlock as we continue.
Life Force: 0/0 (ignore for now)
Clear-mindedness: Weakest Ability The Goddess of Confusion, confused? That just doesn't make sense.
Revealing tricks and lies: Darya has the ability to know when she is being deceived. Purposeful lies call out to her, and she can spot them as if they were obvious in the first place. This power does have loopholes, however, and certain ways of saying things can get past her.
True intent: A development from discovering falsehood, Darya can see one's true intentions of their actions. She must watch firsthand these actions before discovering their purpose, though.
Lucidity control: Darya can sense and manipulate the coherence/lucidity of herself, people, animals and other creatures by channeling lucidity, meaning she can alter the clarity in which others think. This links into the fact that when she is her immortal self, Darya cannot touch a mortal without jumbling their brain a little.
Fun: Moderate Ability A day without laughter is a day wasted, don't you think?
Laughter inducement: Darya can induce laughter into others with a snap of her fingers. This power can also distract enemies long enough for her to kill them, recruit them in being an ally of comedy, or just escape. This power can reach the point where the enemy ends up on the ground helpless with uncontrollable laughter - however, strong pain either self-inflicted or otherwise can snap a person out of the effect.
Enjoyment: Darya can manipulate the concept of fun itself and thus affect the enjoyment people are having in particular situations, although these people must be those that she has at least a familiarity with.
Amusement Inhibition: Pretty much the opposite of her enjoyment power, Darya can extinguish any amusement one feels towards a specific action. She cannot stop them from doing it, however she can detach any joy they feel towards the activity.
Confusion: Strongest Ability Confusion, confuddlement, discombobulation. It's everywhere. In love, in loss, in sadness, and in joy. I'm just the one that controls it.
Misdirection: Darya has the ability to cause people to get lost, lose their way, or forget where they were going in the first place. She must know where they are headed first, however.
Illusion of the Past: Similiar to that of Pan's Delusion of Grandeur, Darya can summon a facade that will fall upon someone and most likely bewilder them. Each facade is different for each person, normally being someone they have lost or care about greatly.
Viel of Confusion: Her signature power as a Goddess, Darya can materialise a fine silver powder that induces extreme confusion and chaos. Upon contact with this powder, ones senses are numbed and their minds are lost to hallucinations, lucid dreams and panic. Darya's lifeforce is primarily drained from the materialisation of the powder, but she still needs one last burst of energy for the distribution of the powder. She can grant immunity to those she does not wish to harm for a short period of time to get out of the powder's range (up to 2km). These effects can last up to a lifetime (depending on the severity, even passed down a generation or two), if the victim is lucky and the effects are temporary, they will be left disoriented and foremost mentally scarred.
[ â ] I N V E N T O R Y
a plain axe with leather binding and a 'V' carved into the handle, as shown in the picture.
a collection of rare bird feathers, sometimes used for trading.
leather headband and gloves, both brown in colour.
[â ] O T H E RColour Code: EE82EE
[ â ] R E L A T I O N S H I P S
Will you participate in the Relationship Assignment?: Yes This section will be replaced with a Relation Sheet.
@Mae as promised, here's Valerie. I've made a few minor changes to Darya, but only when it comes to her appearance. I'm also curious to see what everyone's doing when it comes to the reroll?
â Valerie; the strong and the blessed â„„ 20 â„„ female â„„ heterosexual â
A small girl, standing at a mere 5'4", with angelic features and doe-like eyes. Despite her harmless appearance, Valerie holds an air of challenge to her that has the brash cockiness that normally only a man could pull off in this day and age. Her azure eyes are fiery and intelligent - always moving, analysing and judging. Her porcelain skin would be unblemished if it were not for the scar running down her right cheek, obtained after being too cocky with a knife, which narrowly missed her eye by an inch or two. A slender, toned physique that is no stranger to exertion - it is surprising to find a good amount of muscle underneath the soft flesh of her arms and legs. A shock of white-blonde hair tends to be held back out of her face, as it is too thick and long to be let loose in battle.
The Mark of her curse is noticeable when not covered. A series of black symbols travelling down the nape of her neck in a neat line, a few degrees cooler that of the rest of her skin. They are slightly raised, almost like scars, and are usually concealed by her hair or her hood. When Valerie tests her abiltiies, further marks will appear on her skin in neat rows almost like some sort of text. As they first show up, they will appear to be smiliar to that of frostbite scars before slowly and painfully healing to form the ink-link patterns. As the Mark consumes her, she will most likely die of hypothermia as her vital organs will be too cold to properly function underneath the cooling sensation of the Curse.
[ â ] P E R S O N A L I T Y
A spirited soul, to say the least. Valerie loves to surprise people with her strength and skill. Forgetting the fact that she's 5'4" and faerie-like in her beauty, she also happens to be female - which is the source of much judgement towards her in the first place. Her fiery nature is apparent upon first encounter, as she is a firm believer in the significance of first impressions, and, most of the time, what you see is what you get. She rarely shows fear, or any kind of weakness, really (which will most likely be the death of her) and brash attitude can seem almost bloodthirsty at times, so much so that you could almost think she was looking for a fight.
Valerie has an unexpectedly tender side to her; underneath all of the sharp quips and arrogant remarks. Truth be told, she happens to be a hopeless romantic. Although she may seem pessimistic a lot of the time, there is a part of Valerie that trusts in fate and karma and whatnot. Another softer aspect of Valerie is her sense of humour. She takes pride in making others laugh, often resorting to jokes or blunt statements to lighten the mood. This also brings to light her laugh - which is possibly the most unpredictable thing about her. It is a sound of true colour, and tends to shock people that hear it. It is so pure and genuine in comparison to her character, that it certainly has the power to change one's perception of Valerie completely.
That being said, while Valerie is a relatively sociable soul - she is foremost an independent girl. She finds it far more peaceful and efficient to work alone, so may show distaste towards having to share a task with someone else. She likes to do things in her own messy way, and, although it may seem like chaos, most of the time it turns out to be a work of art.
[ â ] B I O G R A P H Y
With a mother of the Longear Tribe and a father of the Wolfrahg clan, Valerie was born with both beauty and ferocity. Her parents stuck to a life of travel, and they would often sleep under the stars rather than the usual tribe tents. Valerie herself grew to be a somewhat lonely child, much to her mother's dismay, and she would often sneak into nearby clan territory just to catch a glimpse of the other children. The majority of her childhood was spent in the shadows - watching from a distance. She did not dislike her parents for it, as they told her many times the story of how they had left behind their old ways to start a new life together, but she would still yearn to be a part of a tribe - to have a proper family.
Her parents' death was like a blow to the heart; swift and painful. Her mother had been forraging for food when a masked fiend struck her down with an arrow to the throat, resulting in her choking to death. Valerie's father, overcome by grief, led his daughter to the outskirts of the Wolfrahg territory and told her to stay there. He never came back.
Valerie, at first, was looked at with suspicion and distaste. The mysterious little girl at the edge of the woods. The Wolfrhag clan had recently noticed a spike in the number of creatures in the area, so, being the supersticious lot they were, were perhaps being a little too cautious of the fourteen year old. It wasn't until a curious youngster approached her and began stroking her wolfskin hood without a care in the world that the tribe recognised her as being one of them. After a lot of discussion, and one or two heated debates about whether she was a demon or not, Valerie was welcomed into the tribe with fierce affection that reminded her of her father. Her brash, outspoken side started to peek through as she trained and hunted and trained some more. A good chunk of her time was spent around men rather than women, and, although she received some grief for being a woman herself, she handled things on her own perfectly well. She is now one of the lead scouts of the Wolfrahg clan, and her being a newcomer is now no longer even a shadow at the back of her mind. She still remembers and mourns her mother and father, yes, but there was a reason as to why she was sent here - she's sure of it.
â Darya, the illusion â„„ Goddess of Chaos, Laughter and Confusion â„„ Female â„„ Pansexual â
<Snipped quote by Unknown>
[ â ] GO D L Y A P P E A R A N C E
It is surprising to most, at first glance, that Darya is not a Dark Goddess. Her hair is a deep violet colour, typically bundled into a messy updo and decorated with an assortment of feathers, tribal jewellery, and an abundance of apparently permanent glitter.
Her irises are a fathomless ink black - ever shifting and unreadable. She has an array of tattoos across her body, most of which reflect a significant circumstance in her life. Her height is never the same for long, as is the way her voice sounds. One minute its soft as silk, the next it is as violent as the clashing of thunder. Her figure is lithe and graceful, shrouded in a deep midnight cloak that twinkles softly with bells of laughter every time she moves.
[ â ] K N O W N F O R
- A beautiful laugh - Tricks and pranks - Speaking in riddles - Weaving false tales - Is represented by a single bat.
[ â ] F O R M A T I V E M O M E N T S I N H I S T O R Y
Darya came into existence upon the first peak of laughter uttered by mankind. From then on, she has been in the essence of every giggle, chuckle or snicker. Her job, at first, was a simple one: to be the lightening of a mood, the ease of tension, the humour in a dark story. Of course, as the mortal population grew, so too did their conflicts. Soon, there was no laughter - no joy. Just war and grief.
It was then that Darya discovered the art of veiling. He was able to detach mortals from reality with a mist in a sort of daze, where instead of anger and bloodlust and hurt, they felt...lost. She named this confusion. Her job became far more difficult after that - sprinkling the most of chaos and confusion to protect her beloved mortals from each other and to allow them to keep on laughing.
Before the first encounter with her Starkissed, Darya was forgetful, single-minded and...well, a little eccentric. Most of the other Gods would avoid her for this reason, seeing her only as an insignificant child God of some minor skill. If only they knew of how she kept the world in order. It did not make her bitter, but she was saddened by the loneliness. Many a time would be try to befriend some poor mortal, but with a single touch from her, their minds would crumble into incomprehensible thoughts. Later, this would be named Dementia. Darya had heard of the other Gods finding a partner, a soulmate that they protected as if they were more valuable than themselves, but she had never once believed that she would find one herself. When she did, though, mortals all over their world found themselves laughing more and enjoying their chaotic ways of living far more than they did before.
Her curse was thrust upon her one night as she was waiting to meet her Starkissed as she usually did. It came disguised as a small silver bag - not unlike her own, which contained her veil powder. When she opened the bag, however, the last thing she saw was dark trendles of smoke snaking around her immortal body before everything went black. An immeasurable time of darkness passed until she woke up as Valerie, with no recollection of her former glory.
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[ â ] S K I L L S E T Three General skills to start and up to two combat abilities. Due to the setting you may also have 1 Survival ability.
Intimidating Valerie, although being a woman, can seem a tad overbearing to begin with. This tends to unnerve others, as her brash unpredictability can be seen as both alluring and dangerous.
Intelligent Depsite the fact that it may seem as if Valerie has a warrior's mindset of 'kill this, eat that', she is actually surprisingly articulate. No, she certainly isn't one of the brightest stars in the sky - bury she is far more clever than others tend to give her credit for.
Judge of character it may be the fact that Valerie was the Goddess of Confusion, so can see past lies and deception, or it may just be her ability to see the good in almost everyone, but Valerie finds herself particularly skilled at seeing the true intentions of those she meets.
Hiding Valerie just so happens to be pretty good at staying undetected. After a childhood spent lurking in the shadows, she knows more about blending into the background that your average person.
Axe-wielding not your most lady-like choice of weapon, for sure but it definitely can do a lot of damage in Valerie's hands. Her axe becomes an extension of her arm when she fights, which is not something to underestimate.
Dodging due to her lacking in height, Valerie finds moving around her opponent far easier than if she was a huge mass of muscle. She likes to make her moves in one fluid dance, always being one step ahaead.
[ â ] A B I L I T I E S These will unlock as we continue.
Life Force: 0/0 (ignore for now)
Clear-mindedness: Weakest Ability The Goddess of Confusion, confused? That just doesn't make sense.
Revealing tricks and lies: Darya has the ability to know when she is being deceived. Purposeful lies call out to her, and she can spot them as if they were obvious in the first place. This power does have loopholes, however, and certain ways of saying things can get past her.
True intent: A development from discovering falsehood, Darya can see one's true intentions of their actions. She must watch firsthand these actions before discovering their purpose, though.
Lucidity control: Darya can sense and manipulate the coherence/lucidity of herself, people, animals and other creatures by channeling lucidity, meaning she can alter the clarity in which others think. This links into the fact that when she is her immortal self, Darya cannot touch a mortal without jumbling their brain a little.
Fun: Moderate Ability A day without laughter is a day wasted, don't you think?
Laughter inducement: Darya can induce laughter into others with a snap of her fingers. This power can also distract enemies long enough for her to kill them, recruit them in being an ally of comedy, or just escape. This power can reach the point where the enemy ends up on the ground helpless with uncontrollable laughter - sometimes it results in death by choking, but that tends to use up a lot of power.
Enjoyment: Darya can manipulate the concept of fun itself and thus affect the enjoyment people are having in particular situations, although these people must be those that she has at least a familiarity with.
Amusement Inhibition: Pretty much the opposite of her enjoyment power, Darya can extinguish any amusement one feels towards a specific action. She cannot stop them from doing it, however she can detach any joy they feel towards the activity.
Confusion: Strongest Ability Confusion, confuddlement, discombobulation. It's everywhere. In love, in loss, in sadness, and in joy. I'm just the one that controls it.
Misdirection: Darya has the ability to cause people to get lost, lose their way, or forget where they were going in the first place. She must know where they are headed first, however.
Illusion of the Past: Similiar to that of Pan's Delusion of Grandeur, Darya can summon a facade that will fall upon someone and most likely bewilder them. Each facade is different for each person, normally being someone they have lost or care about greatly.
Viel of Confusion: Her signature power as a Goddess, Darya can materialise a fine silver powder that induces extreme confusion and chaos. Upon contact with this powder, ones senses are numbed and their minds are lost to hallucinations, lucid dreams and panic. Darya's lifeforce is primarily drained from the materialisation of the powder, but she still needs one last burst of energy for the distribution of the powder. She can grant immunity to those she does not wish to harm for a short period of time to get out of the powder's range (up to 2km). These effects can last up to a lifetime (depending on the severity, even passed down a generation or two), if the victim is lucky and the effects are temporary, they will be left disoriented and foremost mentally scarred.
[ â ] I N V E N T O R Y
a plain axe with leather binding and a 'V' carved into the handle, as shown in the picture.
a collection of rare bird feathers, sometimes used for trading.
leather headband and gloves, both brown in colour.
[â ] O T H E RColour Code: EE82EE
[ â ] R E L A T I O N S H I P S
Will you participate in the Relationship Assignment?: Yes This section will be replaced with a Relation Sheet.
I'm personally going to be completely reorolling Feir. We have a lot of new faces, so it just seems right to me.
Well... I went for it... I'm not sure if I'll have to play her or if she could be an NPC... Either way... I wanted to make her
Still a WIP though. The God section is finished save for the skills and the abilities, which as we know give me the most trouble But I wanted to post what I've got so far. I'll see if I can get her finished by the end of the weekend. Also, I took it upon myself to make her human self a clan, hope you like it
@ihinkaInteresting idea that, I honestly thought you would have went for a Japanese sort of direction for this one, given how ingrained it is in their culture, deities and history, very nice concept, I hope you actually use her as a God, rather than a NPc, looks like it would be very fun to play.
@Leos KlienThe initial concept was to go for an Asian style deity... But then I got to thinking about honor, sacrifice and suicide... And I thought about the mesoamerican cultures famous for their human sacrifices and decided I wanted to tell that story at a different angle. So I'll probably end up playing her as well... I mean... I'm sure by the time I finish her human section I'll be totally invested
EDIT: Since I don't want to double post, I'll just repost her complete self here
Tlalli is not very tall. None of the Atunka are. At 5'5 she is fit and strong after years of combat and hunter training. She has the Atunka olive complexion, complemented by dark straight hair and deep dark brown eyes that are almost black, accentuated by beautiful eyebrows. Her somewhat square jaw line is offset by a straight, narrow nose and full, red lips.
Both her ears are pierced and she has two other piercings only she knows about. As any warrior and hunter of the Atunka clan, she has a number of battle scars on her body. Scars are not important to the Atunka. To them it is almost natural. They would sacrifice their life in an instant for clan and kin, so a measly scar is not worth mentioning.
Tlalli will usually wear her Priestess white robes when she is performing her duties. For all other occasions she dresses with leather pants and tunic.
The High Priestess' entire back is usually tattooed over the years of training little by little. But when Tlalli began her training it was discovered her back already bore an image that resembled a tattoo, but an almost completely faded one. Not knowing what this mysterious mark was, Tlalli's back was left as is, since no one dared disturb this strange image.This image was, in fact, Tlalli's curse mark and with each use of her abilities the colors would become clearer and clearer as if a new tattoo layer is being added in. Each time the pain would be stronger and stronger. Vicious, debilitating, sickening.
[ â ] P E R S O N A L I T Y
Tlalli is a gentle and caring person. Her natural predisposition towards sympathy and empathy make her the ideal candidate for the heir to the High Priestess. She is most often quiet, subdued and demure. And will get extremely shy around someone she finds attractive. She would get incredibly flustered and tongue-tied. So much so that Totzi will often make sisterly fun of her and encourage her to be more bold and assertive. And Tlalli would pale and color at the same time and state that she isn't capable of that, not for the first step at least.
For in almost anything else she has no problem being direct, assertive and bold. Not when she is performing her Priestess duties. Not when she is out patrolling the woods. Not when she is part of a hunting party. Like all Atunka she is a fierce warrior and a ruthless hunter. Like all Atunka she is a survivor. And like all Atunka, she is prepared to sacrifice all of herself for her clan and her kin. Even if her parents don't want to speak with her. She lavishes all her love on her sister Totzi to compensate and often gives her council and offers solace when the burdens of future chieftainhood weigh heavy on her.
Tlalli is a very good listener and will often understand a person's troubles better than they themselves ever could. But ultimately, even with her sisters' love and devotion, she is a very lonely person. She often feels like a stranger, even surrounded by her clan. She wonders endlessly why was she born this way. She could never produce offspring the way she is. And children were a gift and a clan's greatest treasure. Or was this the reason for her to be born as the second daughter? She had no answer. Just this gnawing emptiness within her and the pain of useless longing.
[ â ] B I O G R A P H Y
Tlalli was born the second daughter to the chieftain of the Atunka clan. Some might think 'poor her' and envy her bigger sister, who would ultimately inherit the chieftain position from her parents. But to Tlalli what came with being the second daughter was far, far more exciting and desirable. For to the second daughter of the chieftain couple went the position of Head Priestess.
It was a path that Tlalli knew suited her far better. The High Priestess carried her own weight and the respect within the clan. The Atunka were a deeply spiritual clan. Ever since the in-fighting had stopped and the clan became united, they understood that their survival was of their own doing as much as that of the higher spirits and guardians. And so the High Priestess would convey the voice of the Atunka, their prayers and thanks, to the spirits and guardians, to the gods and goddesses, and in return she would offer the clan with council, solace and support. For no mortal could interpret the will and voice of the gods. All the High Priestess could do was to encourage her people to move forwards through hardships. And convince the people that if the gods weren't willing to help, they had to help themselves.
This, to Tlalli's mind, was way more desirable than occupying herself with politics, diplomacy, and everything her sister was required to learn as the next in line for chieftain. There was of course the other huge plus. As the High Priestess, she would have the liberty to select her own mate. Something, for which she truly did not envy her sister - Totzi.
But why would that be important, one might wonder. Well, it was to Tlalli. For since she was old enough to know her own heart... and body, she knew she wasn't like the other girls of her clan. She wouldn't swoon over the young warrior or hunter trainees. She never even once tried to imagine what it would be to be kissed by one of them. On the contrary, the one time she did imagine it, she was not pleased at all by the imagery. Instead she would catch herself staring her sparing partners after combat training, when the girls would clean up and redress after practice. She never did it openly though. She was never that bold. Unlike Totzi, who had no problem getting boys to do her bidding. Tlalli was shy when it came to matters of the heart.
But she didn't have to worry about that, for she was far too busy with her Priestess training. If the Chieftain was the mind of the clan, the Priestess was its soul. And Tlalli had to learn how to take care of that soul. As the Priestess she was required to learn the ancient writings, to read the skies, to know the forest and all beasts within. She had to learn how to heal the body as well as the mind. But that was not all. She was still required to train at par with all other youngsters in combat. For all Atunka had to be fierce warriors and hunters to be able to survive in the rain forests.
When Tlalli was twenty her parents finally found out about her predilections. They were less than happy, but her sister Totzi had stepped up and defended her. For as it turned out, she'd known all along about Tlalli. She didn't manage to make their parents understand and Tlalli never managed to repair her relationship with them. So she moved out and went to live on her own. She was grateful to Totzi and the two sisters became even closer after that fateful incident. Of course her parents couldn't say anything to her. As the hair to the High Priestess they had no say in who her future mate would be. Tlalli's only hope was that they wouldn't take it out on Totzi in choosing her's.
â HUITZILIPOCHTLI â„„ GODDESS OF SACRIFICE, HONOR AND SIUCIDE â„„ FEMALE â„„ PANSEXUAL â
< Inhale, exhale Forward, back Living, dying: Arrows, let flown each to each Meet midway and slice The void in aimless flight Thus I return to the source.>
[ â ] GO D L Y A P P E A R A N C E
Her original form has been long since forgotten. The once beautiful, colorful, mesmerizing hummingbird is no more. In her sorrow Huitzilipochtli took on a far more darker looking form to better suit the image thrust upon her and her domain. She will take on the form of a beautiful woman, but her face painter morbidly to resemble a decaying corps. With the cheeks gaunt, the eyes sunken, the teeth as if showing beneath the rotting flesh of her skull. It is a truly macabre visage, which she embraces for it does not impede her from performing her true purpose and presiding over her true domain.
[ â ] K N O W N F O R
[Û] Known as Huitzilipochtli, the Hummingbird, the giver of solace [Û] She is the patron of those truly brave to give their most precious gift of life for honor and in sacrifice [Û] Known for her gentle care of the ones left behind, the family, the friends, the lovers [Û] Later became known, and feared as the Goddess of suicide, the one of the rope [Û] Became linked to decaying flesh and rotting corpses [Û] Before she met her starkissed she was a solitary god, shunned and ridiculed by the others [Û] Her sorrowful singing voice [Û] It is debated if she was the inspiration for the Mexican holiday the Day of the Dead, for even if death itself was not her domain she did preside over the dead in suicide and would guide them on their new journey
[ â ] F O R M A T I V E M O M E N T S I N H I S T O R Y
Life was fragile. And so it was precious. The young human species clung to life with tooth and nail. Even when they began fighting over land, possessions and even mating companions they did so with the fierce intensity to survive and be the one to live on. To keep their existence for a little bit longer.
When the first life was given in self-sacrifice, in honor, Huitzilipochtli became. She sprang into being to govern those moments, to encourage those acts, to assuage the loss and pain of those left behind afterwards. Self-sacrifice and honor became her domain as well as the taking of one's own life to serve an honorable cause or as a sacrifice to one. As life was precious it was among the most altruistic of acts that gave Huitzilipochtli cause to separate from spirit and govern over those valiant ones who gladly paid the ultimate price with honor and grace.
She was also there to watch over those left behind. For a life was not a solitary occurrence. It was connected with many others. And more often than not those closest would not understand the sacrifice or the need for it. Huitzilipochtli would give those inconsolable ones reprieve from their pain and sorrow. She would give them the strength to move forward in life in the knowledge that their loved one would continue on in a new existence and would be rewarded for giving the most precious gift of their own life.
That was the beauty of Huitzilipochtli's domain.
But humans and other gods sought to tarnish its simplicity. Humans and gods alike would pressure, toy and torture others for pleasure until they brought them to the brink of sanity, when the only escape from their hellish existence was the bosom of death. It was an end to the suffering. The humans did it out of cruelty and wickedness. The gods to toy with Huitzilipochtli's domain.
As the goddess of suicide she would have to preside over those deaths. And that would soon tarnish the purity of the gift of live freely given back for honor and in self-sacrifice. With the passing of the time she was forgotten as Huitzilipochtli, the Hummingbird, the one who presides over sacrifice, honor and suicide. And became feared as the Goddess of suicide, and linked to decaying bodies and rotting flesh.
But she persevered, for even without worship, she still would find joy in serving those brave ones who would give back their own gift of life in the service of honor and sacrifice. And the ones who they left behind. She was alone, misunderstood, hated and feared, until she found her starkissed. And the purest of love knew her for who she really was and the beauty she presided over.
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[ â ] S K I L L S E T Three General skills to start and up to two combat abilities. Due to the setting you may also have 1 Survival ability.
Councilor While performing her Priestess duties Tlalli has become excellent in giving sound council and offering support.
Tattooing and piercing All tattoos and piercings of the clan members are performed by the priestesses.
Astronomy Each priestess is required to be able to read the skies to perfection.
Ruthlessness The Atunka are a clan of everyday survivors. That survival is due to their ruthlessness in the face of obstacles.
Combat staff As good as Tlalli is with the short sward, she is unmatched with the staff.
Atunka fearlessness The Atunka fight without fear of dying. But that is not to say they are reckless. Far from it. Knowing that they are prepared to lay down their life gladly allows them the inner calm to fight smart and with cunning.
[ â ] A B I L I T I E S These will unlock as we continue.
Life Force: 0/0 (ignore for now)
Honor Is Its Own Reward: Weakest Ability Those who bring honor upon themselves through deeds without thought of reward I shall watch over.
Strength In Honor Huitzilipochtli can reward an honorable deed she's witnessed with an increase in physical strength for a short amount of time. Honor Guides Me In a clash between adversaries Huitzilipochtli will stand by the side of the honorable one and will extend her guidance to her charge in the moment of most dire need. My Honor Is My Shield With this ability Huitzilipochtli can negate a single non life threatening physical attack, or a negative effect of tier 1 /slots 1-2/ god abilities /If you think that's two OP, I don't mind removing it as an effect/.
The Gift Of Sacrifice: Moderate Ability To give is to receive. If you offer freely and happily your most precious, I shall be there to guide you and support you.
The Gift Of Blood This ability allows Huitzilipochtli to stop wounds from bleeding out. That does not apply to major wounds like limb amputations. The more the number of wound increases, the less effective the ability. Your Burden Shall Be Mine When someone sacrifices themselves for others Huitzilipochtli can take their pain away for a medium amount of time. Allowing for a cleared mind to forge on. Know The Joy Of Sacrifice Huitzilipochtli can reward an act of sacrifice with the purest of joy that will increase a person's awareness tenfold for a very limited amount of time /can't decide the amount of time/ .
The Gift Of Life: Strongest Ability The ultimate sacrifice. To give your life in honor.
The Gift Of Sense This affects two people. One would offer one of their senses to increase twofold the other person's respective sense, giving them a heightened perception. The Healing Gift For the price of 15 years of one's life Huitzilipochtli will heal their ally for 45% of their total health up to a maximum of 75% total health. My Life For Yours Straight swap. A life for a life. Huitzilipochtli must have at least half of her life-force to use this. It cannot be used on her and her starkissed.
[ â ] I N V E N T O R Y
A short sword
A combat wooden staff that doubles as a walking stick
A satchel for her Priestess items
[ â ] O T H E R Colour Code: other information.
[ â ] R E L A T I O N S H I P S
Will you participate in the Relationship Assignment?: Yes This section will be replaced with a Relation Sheet.
Little is known about the Atunka tribe. And what little is known is probably misunderstood. The Atunka live deep, deep, deep within the rain forests. So deep that one could never find them unless led to their territories by an Atunka clansman.
Many seasons ago the Atunka almost became extinct thanks to infighting and struggles to grab the chieftain position. It was by chance that they didn't die out. Chance and the righteous wrath of one determined woman. The warrior queen consort of the current chieftain of the Atunka. Time and time again she counseled peace when men would have war. Diplomacy, when men would have slaughter. But you would be wrong to think her a peacemaker. She was just as ruthless as any of the Atunka men. What she lacked was their brashness, their impatiens. She was cool and calculating. But above all, she wanted her people first and foremost alive to rule over. She found no point in ruling over corpses.
And thus it became, that no man could rule over the Atunka unless he had a competent queen by his side. And slowly, but surely the Atunka clan began to change. Women who were always revered as givers of life and wisdom, became even more respected and elevated to the same status as men. Women could become warriors and hunters, just like the men could. They could even be chieftains. But the most important Atunka law was never again broken. No man was to rule alone. If he did not have a consort, his mother would serve as his counsel. Or a sister.
Deep, deep, deep within the rain forests the Atunka prospered and lived happy lives. For if they hadn't changed, the forest would have taken them all. The rain forests were a place full of life. Beautiful, marvelous, dangerous life. Each and every species within the rain forest had to be the best, the strongest, the most cunning, if it wanted to survive. Had the Atunka not changed and became united against the forest, its children would have devoured them whole.
Having to survive and live in this harsh environment the Atunka have to be unyielding and ruthless often to the point of cruelty. Their laws were harsh, but just. Their rituals and practices as well. And infighting would threaten the Atunka again, the most brutal among games was invented. Two teams would meat and play to settle the dispute without needless bloodshed. And the loosing team would offer their life in ritualistic suicide in honor of their deal and as a payment for being unable to defend their cause. The Atunka rarely concern themselves with the meetings of the Clans. Living so deep within the rain forests they often forget that there are other Clans. And the other clans don't dare brave the forest to try and claim the Atunka territories. Still, at times they would send envoys to those meetings, just to remind the other clans that the Atunka are strong and would persevere always.
"Gaia is a hunter. She often wears furs and can be picked out of a crowd by her pale blonde hair and her tribal markings that cover her face. She is a member of the Longear tribe and as such sports some of the features notable to the tribe. An example of this is her formidable jawline. She stands at around six feet and three inches making her incredibly tall for a woman her age and has a toned body. She has to, as she is the champion of the Longear tribe.
Among her notable traits, Gaiaâs voice may stand even above her prowess in combat. She is noted by many in the tribe to be an absolutely lovely singer, even those from other tribes mayâve heard of her voice. It is prolific. Often times it is a simple beautiful tone that resonates like a ripple of water across a silent pond. However, as far as notable traits go her combat prowess has left her with an absolutely fit body. She is easily able to topple an Elk should she tackle it and it shows as she looks almost Amazonian.
Gaia has small features. A freckled face a small nose and small beady eyes. The freckles on her face cover the top half more prominently, her forehead is almost entirely dominated by the pigmentation. Her pale blonde hair is also unruly, much like the Longear tribe in general. It is pushed back over her head and descends past both of her shoulders with ease. When she is preparing for single combat or a tournament perhaps, she ties her hair into a single braid that nearly descends her entire spine.
Gaiaâs posture could be better, she often sits with her feet resting on the table and has little consideration of formality. However, when she respects someone enough to behave, she will. During a fight Gaia is at her perfect center. She is perfectly calm, prepared and calculating. Which can be intimidating when she is facing someone in single combat. Her eyes grow heavy with analysis and her breath slows almost to a halt. She is truly a force to be reckoned with and it is clear to see from a simple glance.
Gaiaâs mark is by all means, beautiful. But it is very pronounced. It starts at her spine in a beautiful swirling, winding tree trunk. But soon after the roots begin to take place. It is a brown mark, somewhat faded and muted in colour. Once the roots begin to take place they appear over all of her veins. Twisting and turning over her legs, arms, stomach, neck and even face. By the time the mark has fully consumed Gaia she has less of her typically pale skin colour than she does the roots on her skin. Her eyes seem to glow a faint white light and her skin cracks like tree bark."
[ â ] P E R S O N A L I T Y
"Gaia is quiet, but incredibly inquisitive. She has always been curious. From when she first saw two men drunkenly fighting when she was five and they were drunk. She began to mirror their movements before a Longear tribe warrior got a hold of her and showed her true form. Ever since she has been obsessed with combat, as she often times has trouble connecting with others. She has never had problems connecting with those she fights however. She seems to gain a deeper understanding of others when she clashes with them.
Outside of combat Gaia wishes to be useful among other things. She has always sought acceptance from others and often times can be found keeping busy when the tribe has made camp, even on the longest journey. She can go from protecting the vanguard during a long walk to hunting all night to feed the young children and elderly in the morning. This is actually one of Gaiaâs chief faults. She runs her body dry of energy and sleep deprivation often and tends to fall asleep for obscene amounts of time when she returns from things like a three day hunt. It has been especially noted by the Longear tribe chieftain and his sons. As their champion Gaia feels a sense of duty that she would never allow to come second in anything. She is their sword and more importantly their sword arm. She fights for them.
Gaia has an issue when it comes to not burning bridges, as well. As she is often times unaware of when she completely offends someone. As such, she does not apologize often. Not out of a sense of pride or something along those lines, rather she simply does not understand when an apology would be appreciated.
Gaiaâs morals are fast and loose. She understands the way in which the world works and does not have a problem with it. She is aware of slavery, death, children disappearing and understands that this is part of a cycle. She simply does not view herself with autonomy enough to care about these things. Should her chieftain tell her to kill a man for his crimes against the Longear tribe she would. She however, does wish for most men and women to have a fair trial. Whether that be with a group of judges or simply a trial by combat. All should have the opportunity to have it. She, however, does not believe in any kind of belief system. She just simply never had an affinity for thanking anyone but the hunter for the meal on her table. It was how she was raised and will be how she thinks when she dies.
While Gaia has never had a lover in the sense of the word, she is not the type to play it cool. When approached with an emotional attachment to someone it cracks her demeanor and thought structure like nothing else. Her greatest weakness as person is her heart as she cannot conquer it. It may be the only thing she has no chance of besting.â
[ â ] B I O G R A P H Y
âGaia was raised by a single mother in the Longear Tribe. Shortly after impregnating her mother, her father was felled by a boar tusk to the side of his throat while hunting elk. She never knew him, but she would learn of him in the coming years. She was told of his valor by her mother, but primarily she was told of his foolhardy nature. She was told to never repeat that type of behavior.
The first time Gaiaâs upbringing was brought into question was when she was found by the Chieftain alone in the woods surrounded by a pack of wolves and a bear. She was only five at the time but the animals stood calmly as she massaged their mouths and pet them as a five year old would. They allowed the chieftain to take her from them and a jury was called to determine whether or not her mother could be deemed well enough to raise the girl alone. The deliberation took many days.
On the eve of the first night two of the jurors got into a fight. It was a fight that Gaia, the inquisitive little five year old witnessed. And ever since, she had become obsessed with combat. She began her training in basic self-defense the next year. Her mother had lost custody of her child and instead Gaia was raised by a warrior of the Longear Tribe and his wife, who was an incredibly talented weaver. Together they taught Gaia many things, and much to her adoptive motherâs chagrin fighting was the chief profession she found herself fascinated by.
She was only nine years old when she first bested an opponent. She sparred against the other boysâ who were sons of the warriors in the tribe and she often lost. But she always learned something from a loss. And soon, she begun rarely losing.
By the time Gaia had turned fifteen she was easily the most competent young fighter, committing her every waking moment to it. She would complete any chores set up by her mother and immediately begin fighting anyone she could. It was by the brisk age of sixteen she could regularly defeat the other warriors and she became one herself.
Her mother and father had never looked more sullen and proud during the ceremony.
Only three years later and she got to fight to become the tribeâs champion. It was inevitable at that point. As such, she became the sword arm of the tribe and the Chieftainâs family. She hunted, gathered, and killed for them.
âLike a mother bending over her baby, Kneeled down in the dust Toiling over a lump of clay Till she shaped it in her own image;
Then into it she blew the breath of the wild, will and life And man became a living soul.â
[ â ] GO D L Y A P P E A R A N C E
Akua (Pronounced Ahkwa) is a diminutive woman with fingers made black from the second knuckle down from dirt. She has windblown brown hair and pale grey skin. She also has sharp eyes. She is constantly surrounded by a plethora of animals including elk, bears, foxes, wolves, eagles, blue jays, and others. She has a beautiful and ornate dress that is black and gold in appearance with small amber crystals along the back. She is small in stature standing only at five feet tall. Her voice when heard is fifteen voices at once all in perfect harmony with one another. Her eye colour is dependent on the season on Earth.
[ â ] K N O W N F O R
- The Goddess of creation, life, and the origin point of living things. - The creator of the goddessâ of seasons, who are now a single entity known as Erilene - The mother of all living things. When killing an animal it is a common superstition that one must use as much of it as possible to avoid wasting anything. - Her nature as the goddess of betrayal is due to humanity. As they began killing one another it was a title she shouldered as it was her burden to bear the sins of humanity as their creator. - A goddess who is known to be constantly sad at the state of her creation. Who knew life was such a violent thing to create? - By those who pray to her specifically, she is sometimes offered a prayer when one is about to eat an animal, as a thanks for providing food. .
[ â ] F O R M A T I V E M O M E N T S I N H I S T O R Y
Something was missing. The world existed as it should. However, it felt⊠So empty. I did not want to create more gods or goddesses, they would have nothing to govern over. But I knew I could create. So I did. At first beings that were microscopic in nature, only the smallest speck of life. But then I saw before me infinite possibilities. I created creatures of all shapes and sizes. Some as large as an island and some as small as my pupil. I did this, until I filled the entire world. These creatures roamed the beautiful world, some in the ocean, some in the wind, some in the wilds.
But something was missing.
So I made one more creation. In my own image I sculpted man. Once again, I started small but soon there were thousands of them.
I loved them so much.
I was the goddess of nature, and life.
Until my creation turned against one another.
I made sure that there was no intrinsic value in consuming man for another man. They would go mad if they tasted human flesh for too long and as such I felt safe. I found comfort where perhaps there shouldnât have been any. Because there were two sisters. Ekahi and Elua. They found themselves possessed by the unholy desire to kill one another. And while Ekahi was sleeping Elua took a rock in her fist and caved her sisterâs skull in. One life snuffed out. Elua was the first murderer suddenly I had one less mother.
I was brought before other gods to explain what I had created and what I had done. It was not liked nor accepted. I had made a creation with too much power and autonomy. They killed each other for no reason other than killing. It wasnât hunting, nor was it nourishment, it was simply violence. I was forced to take the mantle of the goddess of betrayal. A story I carved into stone so that Elua and her descendants would know why I governed over their fallacy.
But I knew that I had to remedy the problem. So my hands dug once more into the soil. I created four daughters of mine, not in blood or birth, nor marriage. Simply put I created four goddesses to govern over man. To govern over nature and the seasons. I had created and created until I had created too much.
They were Suelia, goddess of the wilds. Born of springâs blooming flowers. Tasked with rousing both flora and fauna from their winterâs sleep.
Nerine, goddess of birth. Born from summerâs warm rays. Tasked with bringing new young to life and nurture their growth.
Erilene, goddess of good harvests. Born from autumnâs colourful leaves. Tasked with nurturing the growth of plants and crops, so these can continue to nurture others.
Rauri, goddess of respite. Born from winterâs dew. Tasked with watching over natureâs sleep during winter.
But, then too, my tainted hands could not create anything perfect. Soon Suelia, Nerine, and Rauri all perished only their sister Erilene survived the dark godâs awakening. Before Akua could truly discover what happened to her daughters the dark gods approached her too.
Left with a hole in her heart when the dark gods came to cast Akua down from the heavens, she all but accepted it. She knew, at the very least, that should she become mortal she could die and rest in peace.â
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[ â ] S K I L L S E T Three General skills to start and up to two combat abilities. Due to the setting you may also have 1 Survival ability.
Rooted - General Gaia is incredibly aware of the weather around her, she reads the wind and is able to predict the weather pattern for the next twenty-four hours. She is incredibly perceptive of other signs as well such as animal migration, disturbance in Fauna or other natural indicators of destruction or imbalance.
Champion - Combat Being the youngest champion of the Longear tribe since Artemis herself, Gaia is no push over. Her archery skills are some of the best of the entire clan and she is an incredible combatant that shows no signs of slowing down in growing.
Animal Handling - General (2 Skills combined into 1) Gaia ever since she was a child is incredibly in tuned with the Fauna of the world. When she was just five she was nearly adopted by a pack of wolves and a brown bear. She can soothe an animal into allowing her to get close and hunts in this fashion typically. Singing and drawing animals closer and killing them swiftly and painlessly. She is incredibly talented in handling animals and reading them and has even begun to train a small wolf pup named Hoa.
Hunting - Survival See above
Charismatic - General While Gaia does have difficult reading situations, she is very charismatic. This is primarily because of her fairly stunning appearance and talented nature. She is well known by most and her singing voice is particularly alluring she just seems to be âout of this worldâ in a way. She also has a large amount of pull within the tribe itself. Greatly respected by its members as she has lived her life for the tribe.
Amazonian - Combat Gaia is in peak condition for a woman her age and size. She looks downright intimidating and she punches as strong and well as a full grown man, if not stronger. Due to the fact that she has grown to control her muscles with a fine tune that many cannot accomplish. She is often stronger than she is given credit for.
[ â ] A B I L I T I E S These will unlock as we continue.
Life Force: 15/15
Yggdrasil : Weakest Abilities Everything, in perfect harmony, that is my dream.
Nature's Minne: Gaia's singing voice sooths everyone who hears it. Passively, a simple whistled tune can even help someone drift off to sleep, at most if she were to actively sing during combat she could cause an opponent to overlook something, being lulled into a sense of security
:Life's Kiss Gaia rooting herself into life itself, can kiss someone and cure and light wound that may be present on them. The kiss must be sustained for five seconds to take effect, however.
Blessing of the Earth: Gaia can give herself or another a much higher roll as far as animal handling and soothing animals by utilising this ability. It is a blessing that must be cast before the aforementioned roll however.
The Stream of Life: Moderate Ability Even a mountain in the way of a stream will be worn down and filled with holes, all the small stream needs is time.
Breath of the Wild: Gaia is able to withstand any and all exposure. She still needs oxygen, water, and food to survive but no temperature can affect her in this state save for immediately adverse effects like fire on the skin and plunging herself well below sub-zero temperatures, this can last from sunrise to sunrise.
Refulgent Creation: Gaia can summon to her side up to three animals that are native to the area she is in. She does this by imbuing her life force into the area she in and the beings are created. These animals are loyal to Gaia and can follow basic commands.
Cain: Remembering the moment she felt betrayal for the first time, Gaia whispers a phrase into the ear of a target. That person will then distrust whosoever was named. A full name is required and while they will deeply distrust that person, what happens afterwards is left completely up to whoever is affected by this ability. They cannot immediately shake off their distrust, however.
Genesis: Strongest Ability Life is not beautiful, or pure, because it lasts. It is beautiful because you get to experience it.
Burden of the Daughter: Gaia gains limitless strength. However, this only applies to burdens. She can carry any weight, lift any weight, receive any weight, but she can't simply punch with infinite strength - even though she could lift a tree from the Earth and carry any amount of weight. She can also not swing something that is massively heavy as if it were a simple baseball bat. However, she can move it fairly effortlessly while this ability is active. If something is thrown with this ability it will drop immediately.
Tears of the Mother: Using this ability Gaia's tears can bring forth entire lake's worth of water. As soon as the tear hits the ground it expands rapidly creating an entire lakebed. Anyone caught within this radius is under immense threat of being dragged beneath the surface by the ensuing rapid filling of the lake and thrown about by the current.
Soul of the Creator: Placing a single fingertip into the earth Gaia creates gigantic fauna and flora sprouting forth creating a forest unlike any other. Pure unbridled creation, even mythical creatures can be born from this forest.
However, upon its creation the earth is riddled with these gigiantic roots and anyone in the surrounding area will be pulled into the earth by these gigantic roots, killing them. This ability will leave a forest that could survive thousands of years. Covering a massive area. The lethal range of this ability is, however, only in a two hundred foot radius around Gaia, including, of course Gaia herself. It should be mentioned that while the lethal range of this ability is two hundred metres, the forest itself will grow to nearly 100 acres over time. Constantly expanding.
[ â ] I N V E N T O R Y A skinning knife Bow and Arrows A Tomahawk Hoa a one year old Wolf Small amount of currency A sigil denoting Giaa as the champion of the Longear Tribe
"Persephone, or Phe (pronounced Fee) as she likes to be called stands around five feet and nine inches which is accented by her typically excellent posture. She has snow white hair and sharply green eyes that tend to really pop out due to her pale complexion, choice outfits, and stark hair. She has an athletic physique often complimented by her outfits which often leave parts of her midriff exposed along with her shoulders, waist and arms. She has very visible muscle definition on her arms, calves and abdomen. Phe has a very narrow facial structure that has left her with a rough case of R.B.I., but her typically warm body language. Many people who meet her immediately notice the fact that he white hair is almost mane-like reaching all the way to her lower back and over falling over onto her shoulders.
While Phe does have an athletic build, she has very small hands and fingers. Delicate even. She is known to be quite adept with them, easily able to roll a coin over her fingers, spin an arrow around her wrist and in her hands and other various forms of fidgeting that are common to her. Most of Pheâs outfits are well put together. She is often seen wearing form fitting pants or shorts with a loose shirt in order to keep comfortable. She typically finds herself doing something of an updo with her hair because when you have as much as Phe does, it can be nice to not have to worry about it hitting you in the face at the slightest breeze.
Persephoneâs curse is in the form of a tattoo, or rather birthmark, it is something that changes with the era she finds herself in. In every era it is below her skin and permanently unreachable. Currently it looks like tribal pain on her ankle in the shape of a Lion. Once literacy is more common and so forth it begins with the word Superbia, which is found on her ankle. This is permanently there, however it starts very small. As the curse consumes her life force, it grows to fit her entire calf, with more tattoos appearing along with it. Flowers, waves, tears, stars. Many things begin to consume her, but the most notable are the following seven words, or symbols once more depending on the era: âLuxuria, Gula, Avartia, Acedia, Ira, Invidia, and finally Superbia are the symbols. While the Snake, Pig, Frog, Goat, Bear, Dog and Lion are the symbols during Tribal eras and time periods. Superbia (Lion) and Ira (Bear) taking her legs, Invidia (Dog) and Acedia (Goat) her arms, Gula (Pig) her stomach and Luxuria (Snake) her throat. When she is fully consumed, she will be fully consumed with the sins she bears for everyone. With minor usage, only the seven words appear or animals, the rest of her life force being drained is what brings all of the surrounding art, as it were."
[ â ] P E R S O N A L I T Y
"Phe is a tough nut to crack. She is both calculating and accepting, guarded and trusting. She is often two sides of the same coin at once. She is eager to help people, but always watching for those who may hurt her or those she loves. However, she is not taske dwiththe forgiveness of others to be ironic. She is an incredibly forgiving person, but not naively. She will assess the person, the situation, what they are apologizing for. Gauge the situation. If she believes that someone is speaking the truth, then she shall forgive them. Be it the first or fifteenth time she has done so. She is an understanding person at heart and truly does love to help people.
That being said, Phe is a bit⊠Blunt. She can be somewhat piercing with her question and has a tough time understanding people hiding things. This has caused a schism in her personal relationship over time. As Phe is not really concerned with being embarrassed or shy, she is a very forward thinking person who has little time for people telling her what to do. Which is why she isnât the best in groups that she doesnât lead. When she is a leader of a group she is an effective one. She can delegate well, and to an extent she can follow orders well. What makes her a bad follower is her inability to not chime in. She has a hard time not giving someone her two cents, even if said two cents may be wrong, uncalled for or not even asked for.
Being a deity of sin many people think presume her to be something of a demon. Some follow creature attempting to sway the hearts and minds of good people. However her title as goddess of sin and forgiveness go hand in hand. She exemplifies every sin that has been named, however she does so in a very human way and believes that the root of those sins is human emotion. Something she values very highly. She may drink, smoke, lay with others at different points, but it is all a part of her attempting to figure out who and what she is. Where she is going. Where she has been. It is something that both pleases her to no end and disgusts her infinitely. She is something of a walking paradox, and itâs something she forgives herself for."
[ â ] B I O G R A P H Y
Persephone was presumably born into a family. She never met her birth parents however, when she was old enough to begin forming memories she lived on a small farm, it was secluded in nature. She was raised with a sister, two brothers and her adoptive mother and father. They were as common folk as they came. They would tell her of when they found her floating nestled under a tree with a small card that was in her bassinet. It simply read; âforgive usâ. So her new family did. They forgave her and raised her as one of their own. It was a very kind gesture indeed. They even gave her the name Persephone and the nickname Phe. While she was nice to them and very happy they had decided that day to adopt little baby Persephone, she was different. She was impersonal, non-emotional and very calm. A strange child to be sure.
But she was also caring. One day when her brother dislocated his shoulder after attempting to swing across a ravine she found him and hugged him tightly. Only ten at the time she told him quietly to breathe, and so he did. A quick jerk of her arm, a loud pop and his shoulder had returned to its natural resting spot. That was when she stared to get questioning looks from her family.
They would sometimes ask her to pick berries for dinner by herself, it started when she was only twelve years old. She would venture out into the forest and wonder if they would be back when she got home. She also assumed they thought a similar thought, because when she would return and they would still be there an air of tension would accompany her home. A tension that did not exist in the forest. It made her want to return to the forest, maybe even live there.
O, the irony.
On the return from hunting for a doe and gathering the usual herbs and berries, a 12 year old Persephone came home to find the barn on fire. She wanted to scream, run, hide. But she did none of those things. She simply continued caring the doe on her back and walked into her home. Her family, dead. The man responsible there.
His head was in his hands and he was muttering something incessantly. He looked up at her, she assumed he was to kill her.
âIâm so sorry.â
A crossroads. A hand on his chest, it pounded.
âI forgive you.â
She left him the doe.
Ever since she lived on her own in the forests keeping a low profile, helping those when she could. Persephone was eighteen now, and she had learned much about the world from the forests, more so she thinks than if she was in the dead center of it. Her ear was always kept on the ground, and it seemed a gathering of sorts was to transpire. She had never been to one yet, so she wished to follow through and see what it was like. Besides, she had heard of something called a 'coming of age ceremony'. She had never gotten one, which intrigued her. So she would investigate for herself.
âWe may be able to decide what shall be done and what has to be done. But at the end of the day. One must be a fool to assume they have even the slightest amount of control. For this reason alone, you must forgive yourself. Fight not to kill. But to live.â
[ â ] GO D L Y A P P E A R A N C E
Aurea stands at an Amazonian seven feet and eight inches, her athletic build much clearer than when she is a human woman. She is the epitome of physical strength, and yet in this form she looks to be much more forgiving and kind. She has a warmth about her that is not present when she is a human. Speaking slowly, softly and concisely she is often heralded as a goddess of beauty. She is adorned with a silk white robe that is nearly impossible to distinguish with her silk white hair that flows just like her robe. But she also has beautiful golden armor that adorns her, it shines as if it is constantly in the light of the evening sun. She has a voice that is somehow both soothing and booming. That demands attention and gives it with every word. Other than that she is vaguely human looking, but still somewhat like an angelic figure.
[ â ] K N O W N F O R
Being the goddess of Sin and Forgiveness, many people think of Aurea in different ways. Some, see her as a two-faced demon who simply preys on the weak of heart denying them the salvation they seek so desperately. But some view her as an all-mother of humanity of sorts. A goddess whose love for humanity will always allow her to forgive them and aid them in their finest and darkest moments. Both are somewhat true, but neither are fully accurate either. She serves as a final word of sorts. The final decision maker as to whether or not you should truly be saved or not. She is both a doomsayer of humanity, and its salvation.
[ â ] F O R M A T I V E M O M E N T S I N H I S T O R Y
There is one story of Aurea that sticks out among others that float on the lips of her followers. It is a story of redemption and forgiveness. A story about all of humanities struggle to do what is right, and recognize what is wrong. A story about a simple baker. The baker was not always a baker, however. He was once a soldier who fought in a war he did not believe in. He killed many because he felt it was the easiest way to make a living, he was very good at what he did. This soldier met a woman whom he grew to love dearly, though she did not seem all that interested in him. Fore she had many suitors who would one day propose, she would not choose the first soldier to become stricken with her.
One day this woman, the nobleâs daughter, was walking into town. Her intention that day was to buy a loaf of bread. What she had not planned on was meeting the soldier once more, who was now a baker. The baker introduced himself, recalling a time when he was young and naĂŻve. She informed him that she was now married, her marital status sealed, but he simply laughed and handed her the bread she had ordered. He was happy for her. Which left her wholly discontent. She began to visit the baker more often.
First at his bakery, finally in his chambers.
They soon bore a child together, which infuriated her husband so much so that he was launched into a fit of rage, slaughtering her. His intention was not to stop at the child, however for some reason, he did. He put the child in a cradle and left it at the edge of the woods, with a small note. âForgive me.â It read.
Once the baker found out what had happened he grew consumed by wrath, calling upon the goddess Aurea for judgement and justice. She answered him.
âO goddess, please slay this foul man whom hast thought to control a woman so that he hath claimed her life and the life of my child.â
The goddess regarded the baker, fully and completely, and then responded.
âYou are no baker, young soldier. It was not so long ago that you slew the youth of another nation because it was easy. I promise you this, what he did was not easy, nor did he take the life of your child. Instead I shall forgive you both. Him, for acting when he was lovelorn, you for acting without humanity at all. For both of your belovedâs.â
Aurea was tricked by the dark gods in a somewhat humiliating fashion. The goddesss of Sin, Forgiveness and Memory could not answer the simplest question. What if you cannot forgive your starkissed? What if the crime they commit is more terrible than any you have managed to judge thus far? This was the gateway to her being confined within the mortal body that now traps her soul. Have they really robbed her and many others of their forgiveness?
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[ â ] S K I L L S E T Three General skills to start and up to two combat abilities. Due to the setting you may also have 1 Survival ability.
Embrace Persephone is incredibly empathetic, due in part to being a goddess of forgiveness. She has an incredible ability to sense the emotions of others and read them as if they were words written on the foreheads of people. She can easily predict the flow of conversations and social cues, even giving her a small leg up in being surprised by someone who is looking to surprise or attack her.
Sketch Phe is able to commit thoughts and images to memory after only the briefest encounter with them. Never forgetting a name or a face without purpose. But this can be translated even to painting a massive canyon down to the slightest detail after only seeing it for a brief minute.
Gula A nearly useless ability, Persephone is able to indulge a nearly limitless amount of food and drink without having an effect on her physique. Making it all too easy to keep in shape as long as she exercises regularly. In this way it also very difficult to poison or drug her.
Speak Persephone having spent as much time as she did in the forest growing up has grown very accustomed to the ways of animals and has gotten into a harmonious relationship with them. She is safely able to approach and befriend many creatures that would typically be hostile towards humans. Even having them help her hunt.
Scout After so many years of living in the forest Phe is an incredible hunter/gatherer having kept herself fed for the past six years without almost any help.
Kill Persephone has become one with her bow. She is easily capable of shooting someone with an arrow while they're running, as this is the practice she has received from surviving all these yeras and having to hunt to eat.
[ â ] A B I L I T I E S These will unlock as we continue.
Life Force: 15/15
Luxuria et Avarita: Weakest Ability Perhaps the most common sins. We all have shown them in some sense or another, whether the cause be virtuous or not. Do not let them consume you.
Luxury: Persephone can impose a hyper focus on someone, making them forget other matters of importance. Covet: Persephone can take a memory that is still in short-term memory from someone by placing her hand on their temple. However, if the target realizes their memory is gone they will begin to set themselves straight. Disassemble: By placing a hand on the shoulder of a target, Persephone can force someone to give up something they hold dear to their heart. They can regain focus on said thing, but it would take time and incredible willpower.
Invidia et Acedia: Moderate Ability The lack of drive to accomplish the goals you loathe others accomplishing. It is difficult to be virtuous when inactive. Yet inaction is an important action that must be taken.
Sleep: As long as Persephone can catch someone's eyes she can force them into a nightmare of sorts. They will face a memory they do not want to face, a past action perhaps. Afterwards they will be given a glimpse of their happiest memory, but will not be allowed to complete. This can trap someone for up to an hour.
Laud: Persephone can force someone to become obsessed with something. In the middle of a fight becoming obssessed with Phe's left arm could prove rather deadly, considering her fightin' arm is her right.
Industria et Humanitas: Persephone can inspire a small nation to become better people. Essentially forgiving them for their sins and imbuing them with kindness and diligence. While it may not be as useful in a fight, she can set a village straight with this ability. Making it incredibly powerful.
Ira et Superbia: Strongest Ability Once you have forgiven yourself, it will be my turn. I will forgive your final and ultimate sin, and you will soar higher than ever before, or you will plummet.
Recompense: Placing a hand on a target's heart, Persephone releases the pain of the many sins she bears as goddess of sin. She unleashes them on the target causing them to feel every single ounce of pain they have caused throughout their existence.
Indulge: Embracing the sins of Pride and Wrath, Persephone enters a state in which she loses her empathy and forgiving nature, instead becoming cold, calculating and deadly. The longer she is in this state the more damage it does to both her psyche and her physical body. She is able to analyze a combatant almost instantly, however, and her physical abilities increase to a huge extent removing the limiters a physical body would place on force used by her. It is difficult, but not impossible for Persephone to survive after usage of this ability. Whoever she is fighting will most likely not.
Pandora's Box: While this will kill Persephone, she can use this ability in one of two ways. She can take the sins of a nation upon herself and die with them. Killing her and the sins and negative thoughts and memories of an entire country. Truly creating a race of people that couldn't do anything but succeed. However, there is another way in which she can use this ability, quite the opposite. Unleashing everything she has stored over the years, every sin she has forgiven she could very well start a world war. However, perhaps more interestingly she could choose to simply target one individual to feel the sins of all of history itself. Mentally killing them.
[ â ] I N V E N T O R Y A hunting bow and approximately fifteen arrows. A small carving knife Basic leather clothing
[ â ] O T H E R Colour Code: Color=#32645b. Phe is a huge fan of deer meat and is a sucker for home grown vegetables. Her favourite weather pattern is misty rain. She enjoys forests more than anything else. When she is nervous she attempts to fix her hair. When she doubts herself she purses her lips. She has a habit of humming when she is skinning an animal. Phe restrings her bow every morning. Persephone will never admit it but she is a big cuddler. She finds that whenever someone yawns around her she yawns as well. Her adoptive clan was the Roamwyn's. However, now she is currently traveling.
[ â ] R E L A T I O N S H I P S
Will you participate in the Relationship Assignment?: Sure thing! This section will be replaced with a Relation Sheet.
Phew. These are the other two sheets I wanted to throw here. So yeah, they're up Storslys/Eclair was replaced by Gaia/Akua hope everoyne likes the sheets!