In ancient days mankind dominated the earth. They built towers of glass that pierced the heavens, crossed the clouds on wings of iron, and mastered the use of magic; some day even the stars themselves may have been brought to heel. Unbridled ambition sent humanity marching ever onward into the future, never mind who or what they crushed under foot. Their arrogance burned that world to sunder, and this world is built on its ashes.
You are the residents of Heiseina, a small, lakeside village in the middle of a large valley. There are perhaps a few hundred people in the valley in total, and these are the only other human beings you've likely ever met- for the world outside the valley is shrouded in mystery, and all you know of it are the transmissions that come in through the radio tower. Life in Heiseina is simple, idyllic. There's only a single, proper weapon in the whole village, and the Master has never removed it from its case in all the time you've lived here.
But on this day unlike any other, a man in black rides into the valley, a hunk of iron strapped to his hip...
Welcome back to Heiseina: Memories Long Forgotten, a 'post-post-apocalypse' roleplay wherein our modern world has ceased to be, washed away in a tide of destruction so long ago that its death exists only in myth. In the wake of our world's death, a new one spring up: one in which nature has grown over the corpses of skyscrapers and railways, and creatures from fairy tales live in harmony with the remnants of the human race. Magic is as much a part of life in Heiseina as breathing. Near everyone uses it, in some fashion, to make up for advancements in technology lost in the apocalypse. Magic waters the fields, stokes the fires of forges, and keeps away the dark.
To the people of Heiseina, violence is a foreign concept, found only in stories told around campfires or in the natural cycle of life and death. Heiseina is a place without warriors or weapons, and even the laws of magic prevent it from being misused to harm other people. It is as if the very concept of murder died with the old world.
That's what your elders have told you, anyway.
This is the story of those ancient laws being broken, of worldviews being shattered by a stranger's arrival. Themes of power and violence will be re-occurring throughout this roleplay, and the beliefs your characters have grown up on will be challenged at every turn. There is an overarching plot that will govern much of our game's pacing, but it isn't linear; your choices will radically shape what direction the story goes in, and you'll be making those choices very frequently. I'm drawing on a lot of different sources as inspiration, but I'll be leaning into the archetypes of samurai films, certain anime, and post-apocalypse stories. Our tale may get dark at points, but our heroes will have plenty of opportunities to make things right.
For my returning players, I've made a few changes to the opening post. There's a few new details, especially in the 'Locations' tab.
I'll keep the rules section light as I expect you to know the Guild's guidelines already:
-> No one from the village of Heiseina has traveled beyond the valley and lived to tell about it. Your character's knowledge of broader history and their worldviews will be shaped by the very narrow perspective of their home and its elders. Included in this is the belief that both the laws of nature- in regards to magic- and the village's most sacred customs prevent violence between people. Animals and Yokai are also protected by similar laws, outside the specific context of hunting. Villagers are encouraged to remember the various habits and rituals of the Yokai to prevent conflict. Animal predators- such as bears, snakes and wild boar- tend to avoid humans entirely.
-> I'll do my absolute best to accommodate your character's arc and development. Your enjoyment of the game is my chief concern, and your characters will be the primary engine by which the RP functions. If there's a specific arc you want to follow and you need my help to make it happen, I'll do it.
-> Character death is always on the table. I won't be gunning to kill you or anything of the sort, but the world's a dangerous place and you aren't at all prepared for what it'll throw at you. Write your characters as if this possibility exists, and you'll more than likely make it through to the end.
-> As always I'll be fairly lenient with posting requirements. I'm going to be trying to post at least once every two weeks, personally, but I'm well aware that interest and IRL obligation can wax and wane. Dry spells shouldn't be surprising at this point. That said, I do want to commit to running this game long term this time. I'd ask anyone who wants to join to be similarly invested. Also if I don't post every two weeks you have my express permission to annoy me on discord about it.
-> We'll be starting a week before the Dance of the Serpent, a holiday based around the dragon, Miorochi, and his waking. It is a time celebrating new beginnings, the start of spring, and a chance to make amends with those you've wronged. Preparations for the holiday are well under way: gifts are being prepared, offerings made at the shrine, and a paper dragon crafted. Much like the first go around, you'll have a short period of time to introduce your character and interact with each other and other villagers before I kick off the plot. Once I open the IC, I'm intending to get the plot rolling within the first two weeks.
[color=YOUR COLOR CHOICE GOES HERE][CENTER][img]Character Name Font Meme[/img][/CENTER] [table][row][/row][row][cell][center][img]Character Image[/img] [color=2E2C2C][sup]_______________________________________________[/sup][/color][/center][hider=// INFO][indent][sub][b]P E R S O N A L D E T A I L S[/b][/SUB]
[sup][COLOR=SILVER] [b]Full Name[/b][COLOR=#807B84] - Give me your full name.[/COLOR] [b]Age[/b][COLOR=#807B84] - Character age, preferably teens to twenties but there's no hard cap[/COLOR] [B]Gender[/B][COLOR=#807B84] - Self-explanatory[/COLOR] [b]Occupation[/b][COLOR=#807B84] - Your occupation is likely to be whatever your parent(s) did, but it doesn't have to be. This will determine your characters skillset and signs known, in part.[/COLOR][/color][/SUP]
[color=#2e2c2c]-[/color][/indent][/hider] [hider=// PERSONALITY][indent][SUB][b]P E R S O N A L I T Y[/b][/sub]
[sup][COLOR=SILVER][b]Character Trait[/b] [COLOR=#807B84]Explain a bit about your character's personality.[/COLOR][/COLOR]
[COLOR=SILVER][b]Character Trait[/b] [COLOR=#807B84]Explain a bit about your character's personality.[/COLOR][/COLOR]
[COLOR=SILVER][b]Character Trait[/b] [COLOR=#807B84]Explain a bit about your character's personality.[/COLOR][/COLOR] [/SUP][/indent][/hider] [hider=// SKILLSET][indent][SUB][b]S K I L L S E T[/b][/sub]
[sup][COLOR=SILVER][b]Skill Trait[/b] [COLOR=#807B84]Explain a bit about your character's skills and abilities.[/COLOR][/COLOR]
[COLOR=SILVER][b]Skill Trait[/b] [COLOR=#807B84]Explain a bit about your character's skills and abilities.[/COLOR][/COLOR]
[COLOR=SILVER][b]Skill Trait[/b] [COLOR=#807B84]Explain a bit about your character's skills and abilities.[/COLOR][/COLOR]
[/SUP][/indent][/hider] [/cell][cell][b]Physical Description[/b] [color=#807B84][indent]Self-explanatory [/indent][/color] [b]Character Conceptualization[/b] [color=#807B84][indent] A character's conceptualization would include any relevant backstory, the character's important relations and their motivations and worldviews. This is where you'd outline what arc you'd like your character to follow throughout the course of the roleplay, and some of the flaws that plague them.[/indent][/color] [b]Other Information[/b] [color=#807B84][indent] Anything else you think I oughtta know. Can be used to list things like familial relations, the Signs your characters know, those sorts of things.
[/indent][/color] [/cell][/row][/table][/COLOR]
The first leg of the game will take place in Heiseina, an idyllic village in the center of Heiwadani Valley. The valley has only a few hundred people in it, and most call Heiseina home. Heiseina's society is primarily agrarian, with only the other villages and hamlets of the valley to trade with regularly and minimal contact with the outside world. Sign magic is the backbone of the local economy and culture, with salvaged technology as more of a curiosity than anything else. The singular radio tower in the center of the village mostly functions to play music during holidays and other celebrations, though its rumored that Ayano, the valley's best mechanic and tinkerer, uses it to speak with other, distant villages as well.
All that truly remains of the old world are scattered, broken ruins, picked clean by salvagers over the course of generations. The surviving technology of the old world is early twentieth century, pre-television. Ayano is responsible for repairing and maintaining salvaged tech, as well as manning and maintaining the radio tower. She keeps a number of half-baked and failed inventions scattered across her workshop. The biggest of these projects is the cobbled together pile of junk on wheels that sits under a tarp out front.
The world is a place of magic and wonder. Many creatures out of old world fairy tales now wander the landscape alongside more mundane animals: giant eagles whose wingspan eclipses the sun, dragons hug the peaks of mountains, and Yōkai of all shapes, sizes and kinds inhabit the valley. Most of the largest creatures have only been glimpsed on the horizon or seen as a shadow passing above the clouds, but interactions with mischievous and helpful spirits are common enough. There's little nearby that would ever threaten a human's life, however.
Magic, called Signs, is woven through all parts of human society as well: the blacksmith lights his forge with the Heat Sign, the hunter cleans her kill with the Purify Sign, and the farmer ensures a bountiful crop through daily castings of Growth. These spells are helpful and utility-based; none of them are meant to cause direct harm to another human being. Indeed, many Signs simply will not function if the caster intends to hurt someone with them.
Learning Signs is a time-consuming skill that anyone can attempt, usually in the form of a year or two of intensive study per Sign, though some take to it quicker than others. Heiseina's magic is taught by Seimei Tomo, the Signkeeper, who keeps a meticulous archive of every Sign in recorded memory, and who experiments with Sign combinations that might benefit the village. Sign combinations are essentially casting two or more Signs in succession to produce different effects, such as a Heat Sign + a Water Sign creating a burst of steam.
I'll put together a list of Signs as the Roleplay progress, but I want to leave a lot of that development up to the group(s) Signkeeper(s).
The Master of the Village is an old man named Takamori Kenji, whose family has ruled over Heiseina since its inception. Takamori sits as head of the village council, alongside Signkeeper Tomo, and the Tinkerer Anayo. It is their job to settle quarrels between villagers, uphold the law, and protect the valley from any sort of danger. Kenji is also rumored to be a master swordsman, though such claims are never made to his face-- he is forbidden by ancient customs to ever draw his ancestral weapon except under extraordinary circumstances.
Character Info
Name - Anayo Age - 29 Gender - Female Occupation - Tinkerer
A peculiar woman born amid ancient machinery, Anayo spent much of her early life digging through ruins in search of broken toys. Her father, Musen, was the village's previous tinkerer, a brilliant inventor who'd discovered and repaired the radio that Anayo now maintains. As an adult, she tinkers with a number of creations, most of which are either amusing yet useless or terribly unreliable. Her biggest project- a wheeled vehicle built entirely out of scrap- has never actually been turned on. The lion's share of her time is spent locked up in her workshop under the radio tower, where she prefers the company of her gadgets over that of her neighbors; the only time she really interacts with the community is when she's blaring her collection of records during social events.
Character Info
Name - Seimei Tomo Age - 37 Gender - Female Occupation - Signkeeper
As the Signkeeper of Heiseina, Seimei Tomo is the most respected members of the community after its master. She is the sacred custodian of the village's magics, as well as many of its other, more ancient secrets. On most days she is a teacher to her people, letting them learn the Signs they need to better do their duty to the village. On other days she is an explorer, wandering the valley in search of answers to what became of the world before. Tomo is known to be a severe woman, intense in demeanor and quick to dress down those who step out of line; yet she has a compassionate heart for those rejected, broken things that others turn away from.
Character Info
Name - Takamori Kenji Age - 66 Gender - Male Occupation - Village Master
Takamori Kenji is the Master of the Village, the oldest and most respectable position in Heiseina's history. His family has looked over the community for generations, from the first day they settled the valley. As Master, Kenji's role is to act as a mediator in disputes, to uphold the laws of man and nature, and to protect his people from whatever may come for them. He is a friendly, affable man, who cares deeply for his people and gives himself wholly to them. His sacred vows to protect and nurture Heiseina are of profound importance to him; in all his years he has never shirked from his duties, even through sickness and personal tragedy. The Takamori sword is displayed above the fire pit in his home, having remained sheathed for more than a hundred years. It was said to have been forged by a legendary sword smith from the scales of the dragon Miorochi.
Character Info
Name - Tetsu Age - 41 Gender - Male Occupation - Blacksmith
Tetsu is the master blacksmith of the village, though one wouldn't know it upon meeting him. He's best known as one of the few reprobates who spends their days drinking and partying while shirking his duties to the village; Tetsu's infamous for dropping his work into the lap of his apprentice and sleeping the day away with a bottle of sake tucked under his arm. For all his many faults he is, however, extraordinarily skilled at his craft-- when he applies himself. Tetsu wasn’t born in Heiseina originally but moved there from the mountain village of Tetsuyama when he was young man. He has never shared his birth name with anyone; he’s more than satisfied being referred to by the name of his home village.
Tinkerer's Workshop: Sat just within the town square in the shadow of the radio tower, the Tinkerer's Workshop is a sizable, one-story home that's been added onto several times throughout its lifespan. Half-finished and discarded toys are scattered across both the lawn outside and every inch of the interior, making for a poor experience for what few guests Anayo will bring host. A vehicle built from scrap is the largest of these projects.
The Master's Estate: The largest building in Heiseina, and possibly the whole valley, the Takamori Estate has seen better days. Kenji is not a man with many children as he lost his wife relatively young and has never remarried. The extended family that remain in the estate are those who either couldn't find a spouse in the village or those who wished to vie for Kenji's favor, so that they might take his place as Master when he eventually passes on to the afterlife.
Tower of the Signkeeper: An old tower of carved stone that the original settlers of Heiseina constructed their first homesteads around, it soon became the living space of their line of Signkeepers, the Seimei clan. It hosts the largest collection of written text in the valley, much of it either the ruined remains of scavenged old-world material or the work of previous Signkeepers and the village's would-be poets. Tomo is the only Signkeeper in known memory who has never married or even shown an interest in suitors, though she did secure an apprentice to take up the role in her stead.
Abandoned Shrine: The old shrine atop a hill at Heiseina's edge hasn't had a keeper in many years, as its previous maiden died suddenly and had not yet found someone to replace them. It has since fallen into disuse, much to the chagrin of the local Yokai who were growing used to the shrine's offerings that kept them in good spirits.
Crane's Roost: A large, two-story tavern and inn in the village square. After a hard day's work the lower floor is filled with the farmers and craftsmen of Heiseina seeking to wind down for the night. They drink, play dice, cards and stones, and tell stories around the fire, as their ancestors did long ago. The Crane's Roost is run by Hayashi Benjiro, a hard-nosed, no-nonsense man that can hold a grudge for decades.
The Heiwadani Valley is surrounded on all sides by mountains. The northernmost and highest peak in the valley is known as Ryuhora, for it is believed this is where the dragon Miorochi makes his den. The climb up the mountain is incredibly treacherous, but legend says those who reach Miorochi's cave can receive a blessing from the sleeping dragon- if they find him in a good mood, that is. Those he deems unworthy are said to be roasted alive in the steam of the dragon's breath, to flow down from his open maw into the Shimmering River.
The Shimmering River- born forth from the dragon himself- cuts a swathe through much of the valley all the way down to Kama's Lake at Heiwadani's heart. Kama's Lake is the largest body of water in the valley, and provides much of the freshwater and fish that feeds Heiseina, which wraps around its northern shore. The lake is home to a number of Yokai, such as the mischievous Kappas, who make a habit of dragging impolite humans under the water- it is customary to bring cucumbers to the lake whenever one wishes to swim or fish.
West of Heiseina lies the Mumbling Wood, a forest that expands up to the base of the western mountains. Its home to the largest concentration of Yokai in the valley, from the knowledgeable Kodama tree spirits to the cunning Kitsune that like to trick villagers into giving them food and other valuables. Woodcutters in the Mumbling Wood must know the ordinary trees from Kodama, who appear at first as mundane trees only to bleed and cry out in pain when cut down. Offerings of alcohol and mulch are often made to the oldest and largest Kodama trees to ensure safe passage through the Mumbling Wood. It can be dangerous to wander the wood, especially at night- children ought to be kept out, and those adults who have business there ought to bring offerings and trinkets with them to satisfy those Yokai they encounter within.
If one were to travel east instead, they would find themselves roaming dirt roads between endless stretches of fields and farmland. These lush plains are blessed with a bountiful harvest by the dragon Miorochi each year, bringing great wealth to the farmers that work these lands. The tillage stretches all the way to where the eastern mountain begins, where the mining town of Tetsuyama hides in the shade of its high cliffs. The metalworkers of Tetsuyama are said to be master craftsmen, though they're known to be a curmudgeonly and stubborn folk. Legend has it the Takamori sword was forged in this village by Takahashi Norimasa- ancestor to the prominent Takahashi family- using a dragon scale gifted to him by Miorochi himself.
To the southeast of Heiseina lies Haieki, a fairly large village built in the midst of an old-world ruin. In the distant past it was a subway station, though now its a flooded, moss-covered tomb infested with dangerous Yokai. The Haeikei villagers surround every exit from the subway with flax seeds and sickles stabbed into the ground to frighten the Suiko away from the surface. Isamu, the local tinker, is always looking for brave men and women to dive into the tomb in search of old world technology. He pays quite handsomely, it is said.
Those from outside Heiseina are seen as suspicious by its populace, who have many a story about foreigners being sorcerers, killers and other ne'er-do-wells who would threaten their peace.
The magic utilized by Heiseina, called Signs, is woven through all parts of their society: the blacksmith lights his forge with the Heat Sign, the hunter cleans her kill with the Purify Sign, and the farmer ensures a bountiful crop through daily castings of Growth. These spells are helpful and utility-based; none of them are meant to cause direct harm to another human being. Indeed, no Sign will function if the caster intends to hurt someone with it.
Signs are cast by a combination of tracing the appropriate logogram symbol the air and speaking its incantation in tandem, after one has made the appropriate spiritual connection with its source element. The process is strange and esoteric, unlike anything else one might experience- many struggle to align with even a single element to learn just one sign. Those who have dedicated themselves fully to the craft, however, find it comes much easier to them.
Learning Signs is a time-consuming skill that anyone can attempt: a combination of repeated practice until the physical representation is perfected, and intense meditation to achieve spiritual alignment. This usually takes an ordinary adult a year or two, though some take to it quicker than others. Heiseina's magic is taught by Seimei Tomo, the Signkeeper, who keeps a meticulous archive of every Sign in recorded memory, and who experiments with Sign combinations that might benefit the village.
Sign combinations are essentially casting two or more Signs in succession to produce different effects, such as a Heat Sign + a Water Sign creating a burst of steam, or Purify + Mend to staunch a bleeding wound.
I'll put together a list of Signs as the Roleplay progress, but I want to leave a lot of that development up to the group(s) Signkeeper(s). If you have an idea for a Sign, I'll probably give it the okay if it follows these rules: its base effect is relatively minor and could be replicated with the right tools or skills, and it can't cause harm to living things.
I’ll be keeping a list of known Signs here:
Amplify: Amplifies the effectiveness of an effect, such as making a fire hotter, a light brighter or another Sign more potent. Beckon: Using this Sign compels an animal or free-moving object-such as something that can roll- towards you. Glow: Produces a small, lingering light, akin to a candle. Growth: When applied repeatedly to an animal or plant, Growth speeds up the growing process. Gust: Gust creates a small burst of air strong enough to knock over small objects, or an adult off balance. Heat: A touch based Sign used to spark a small fire. Purify: Casting Purify will remove dangerous toxins from food and minor infections from wounds. Mend: Small breakages in objects can be repaired with Mend. Quicken: when cast on an object or creature, their movement is quickened slightly. Often combined with other Signs to speed up their effect. Reinforce: This Sign protects whatever it is cast upon from harm, such as the force of a blow or degradation from time spent in the elements. Slow: When cast on an object or creature, their movement is slowed slightly. Often combined with other Signs to increase their duration. Spark: Creates a minor jolt of electricity, enough to power a small, old world machine for a short time. Water: A spell used to conjure the equivalent of a cup of water.
Many normal animals exist throughout the valley: birds of all feathers soar through the air, badgers and cats and foxes roam the underbrush, and great elk run across the grasslands. Some of these beasts can be dangerous, under the right circumstances- such as wolves, wild dogs or large cats- but most are content to leave well enough alone. They can be hunted for their meat by those who've learned the proper customs. A hunter must ensure their first blow ends the thing's life, and they must perform its rites before it is safe to carry.
Other, more otherworldly creatures are just as common in the valley. They are most often called Yokai, a catch-all term for all supernatural entities around Heiseina. A few noteworthy ones are:
Miorochi, an ancient dragon said to rest in the northern mountains, whose breath springs forth the Shimmering River that gives life to the whole of the valley. It is a godlike spirit venerated by many, said to protect them from outsiders and ensure a bountiful harvest. He sleeps much of the time, day and night, hiding somewhere far from human eyes- only soaring through the sky once a year, on a day Heiseina calls the Dance of the Serpent. None have ever found where he rests his head, though those that have tried are thought to have met a terrible end.
It is said there is a house that walks through the mists of the Heiwadani Valley at night. One cannot find the hut on purpose- only those who wander the valley without direction can stumble upon it. Legend says an old crone lives within, and the stories differ wildly on what she's like. Some say she is a friendly protector, a healer of the sick and a caretaker to children. Others claim she is a monster in disguise, a second mouth full of sharpened fangs hidden beneath her hair that she uses to consume human flesh. Though she has many names, most refer to her simply as Yamauba, the mountain hag.
One of the most common kinds of Yokai found in the Mumbling Wood are the Kodama, who most often take the form of an ordinary tree- said to bleed when struck with an ax, and to bring misfortune when they're cut down. Woodsmen will mark Kodama with knotted rope, and often they'll build shrines or leave offerings at their base. When entering or leaving the forest its good practice to pray before these shrines, for the Kodama will let one know if the path ahead is safe to travel.
Far and away the most plentiful type of Yokai in the valley are the Bakemono- a category of creatures that are said to be able to change their shape. They can be animals- Kitsune as foxes, Bakeneko as cats, and Bake-danuki as racoon dogs- or they can be plants, like some Kodama, or they could even take the form of inanimate objects, like the tsukumogami. Their appearances and behavior can differ completely from spirit to spirit, their only singular, defining trait being their ability to change. Some are friends to Heiseina; others are nuisances. There a hundreds of stories about villagers encountering their like, and there's no telling how many of them are true or not.
Most cannot say whether the Oni are real or merely creatures of folklore. They are giants of strangely colored skin and horrific visage who are thought to stalk every inch of the valley: in caves in the mountains, under rocks in Kama's Lake, in the darkest corners of the Mumbling Wood. Many woodcutters, hunters and travelers will claim to have spotted those hulking things, though there's never real proof of their encounters. The Oni are supposedly wicked things who kill not for food but for pleasure, and who wield crudely forged weapons, like the men of the old world- the most common explanation for this is that the Oni are actually humans, cursed by the laws of nature for their heinous crimes.
Yurei are the restless spirits of the dead who linger in this world instead of passing on to be with their ancestors. They may remain because their body was never given proper funeral rites, or due to some terrible trauma in their former life that was never resolved. It is the duty of the Signkeeper to see these Yurei laid to rest, to ensure the safety of the rest of the village, for a Yurei allowed to linger for long becomes angry, perhaps even violent. It said spirits that were victims of violence in life will seek out those that harmed them and seek revenge.
The highest laws of man and nature are based around the use of violence. These laws apply to mankind alone, and when broken are punished by both the Master of the Village and the spirits of nature themselves. Cautionary tales tell of men and women who break these laws being stripped of all belongings and told to leave the valley- those that refuse soon find themselves victim to ferociously angry Yokai intent on tearing them limb from limb. Even when one tries to hide their wrongdoing from their fellow man they cannot avoid the wrath of the wood, of the grass, and the ground itself. The only way to avoid a terrible fate is to leave the valley and never return, though no one has been exiled in a generation.
But what lies beyond our small corner of the world? There's a thousand different interpretations and very few can say which is the closest. Rumor has it that Takamori Kenji, Anayo, and Seimei Tomo have all seen the other side of the mountains, though if they have they'll never speak of it. Some think of it as a hellish, dead landscape where nothing lives but roaming demons who consume all they come across. Others think it is the broken husk of the old world, devoid of all life. Still others think of it as just an extension of the valley's terrain, no different from Heiseina except that it isn't protected from violence like their home is. All that really is known is that its a strange, dangerous place, and any who have left the valley of their own accord have never returned.
In days long past, when humans first settled in the valley, they had no magic to call their own- for the magic of the old world had been stripped from their minds and they were left powerless in this new, strange world. It was the Yokai who lived there before them that approached these first settlers and showed them a new form of magic: Signs. These Signs were a shadow of what came before, and could never be used to directly harm another person, but they fulfilled their purpose and helped the first human settlers thrive. Some Yokai still, on occasion, will teach new Signs to humans of the modern day- when Tomo is away from Heiseina it is often her business to seek out new Yokai to teach her their way.
The most common form of religion is the worship of the Yokai; those that are oft venerated earn the title Kami, meaning deity. It is thought that worship increases a Kami's power and influence, and it is thought to anger the Kami when villagers fall away or forget to keep to their customary acts of reverence. Yokai appreciate gifts of specific kind, and can grow irritated when offered the wrong thing or when offered nothing at all. It is the duty of the Shrine Maiden to lead ceremonies at Heiseina's shrine, to keep the local Yokai in good spirits and to ensure the village remains devout. Mothers often tell their children that, if they forget their prayers, they'll be stolen away in the night and eaten.
Name - Tsurugamine Yuki Age - 24 Gender - Female Occupation - Seamstress and Shrine Caretaker
P E R S O N A L I T Y
Wallflower - Oyuki, while polite, is more often seen than heard. She seldom speaks, and when she does, seldom raises her voice. The source from whence her unflappable composure stems, however, is somewhat difficult to discern. Perhaps it is simply the result of a long-cultivated discipline, or perhaps she's simply somewhat oblivious by nature? Regardless, she usually seems to be paying attention to the people around her, and is polite enough to nod along with their comments; she just doesn't often chime in unless a response is specifically solicited from her, seeming more than happy just to listen in silence.
Dutiful - Due to her aforementioned tendency towards silence, one could be pardoned for not realizing the seriousness with which Oyuki treats any and all debts or obligations. The upstanding lady caretaker of the shrine lives her life by the motto of repaying any kindness she receives twofold, and if one does her a favor, then they can expect to see their generosity fully returned with gratitude. When one realizes this, the reason for her aloof and unusual lifestyle becomes more clear. After all, what sort of remuneration can one offer for a debt which can never be repaid?
Timid - Despite her outward composure and elegance, Oyuki is honestly a rather shy person. She knows only enough of the world to realize the scope of her own ignorance and powerlessness, and fears that awareness more than anything. The spirits whose wills she can neither predict nor appease, the people whose expectations she can neither meet nor shake, the knowledge that her life is empty and her own ignorance of how to fill it; all these things weigh down on her heavily, and compel her to withdraw into the comfort of her familiar home and routine. So long as she doesn't look too directly at the world beyond her own small life, perhaps she can somehow escape its notice - so she hopes, and so each and every day continues on, the same as the one before it, giving her some small measure of comfort.
S K I L L S E T
Self-Reliant Though it may not sound like much, Oyuki has grown quite used to living by herself ever since her guardian's premature death a few years ago. During her time assisting around the Heiseina Shrine, she's grown quite adept at performing the various odd jobs necessary to keep things tidy. Whether it's cooking, sweeping, dusting, cleaning, setting out small offerings for the spirits, or maintaining the various scrolls, idols, and relics entrusted to the shrine for safekeeping, she handles it all with the same level of discipline and dedication. Despite having the entire shrine to look after and being just one woman, she's done an admirable job of keeping it from crumbling into disuse.
Seamstress While her talents as a housekeeper are already quite good, Oyuki's skills at sewing, mending, and embroidering clothes are far above and beyond anyone else in the village. It is by this trade that she provides for herself, and pays for the occasional bit of repairs when some part or another of the old shrine gets a little too worn down with age. Sometimes she buys cloth from the villagers, other times she conjures it painstakingly, thread by thread, by herself, using her knowledge of the Mending sign, as well as a more esoteric sign, Thread, which allows her to convert various materials into thread, which she then spins by hand into cloth with which to create her finished products. Regardless of the distance she puts between herself and the community, she never has any shortage of requests and orders to take care of, be they commissions for new clothing, or requests to mend old heirlooms. She handles them all with a smile and a deft hand, and her needlework is second to none.
Shrine Maiden's Protege Raised by the former Miko of Heiseina, Oyuki was taught from a young age the rudiments of the duties that position carries. She knows the names of many of the major spirits of the valley, and is familiar with their history and of the offerings they are most fond of. She even knows a sign for a rudimentary Blessing, warding off evil spirits and misfortune wherever it is inscribed. She is less familiar, however, with the proper way to administer more complicated rites. Various ritual prayers, dances, ceremonies, blessings and benedictions that would traditionally be passed down to a true Miko never made their way to her, as her guardian never got the chance to properly teach her everything she needed to know before passing on, leaving Oyuki to pour over old books and scrolls and try to learn for herself what she must do to follow in the footsteps of the great woman to whom she owes so much. Though she may be lacking in knowledge now, the foundations have been laid for her to perhaps one day blossom into an admirable Miko herself, if given the chance.
Physical Description
Lady Oyuki, as she is often called by the other villagers, can be decisively called striking at a mere glance. Her skin is as fair and pale as the snow she is named after, while her long, straight hair is a sharply contrasting shade of jet black. Meeting her gaze, one will find large, rounded eyes of a pale, icy blue framed in long, elegant lashes; eyes that peer keenly out from between a high-set brow above and rounded, rosy cheeks below. Her gaze is tranquil, pure, and piercing; it is almost more like looking back at one's reflection in the mirror-like surface of a frozen lake than meeting the eyes of a fellow human being. Serving to offset her eyes' pale color, however, Oyuki's full lips are a lush red, and the narrow, sharp jawline beneath them serves likewise to counterbalance the roundness of her cheeks. Her whole countenance is a synthesis of opposing extremes both physical and chromatic that all somehow exist in an almost perfect balance of harmony with one another, creating a sense of beauty that is wholly her own.
Despite the intensity of her facial features, however, her build is rather lean, and in certain aspects rather petite. She is tall for a woman, but with narrow shoulders, somewhat short arms, and small, dainty hands. Her figure could best be described as shapely but modest, being neither particularly lean nor voluptuous. However, unlike most of the other villagers, she is rather scrawny, having lived a sheltered life with little to no exposure to the sun or to difficult manual labor. As such, she lacks muscle almost entirely, save what little she has accumulated from simple household chores and occasional walks in the woods around the village.
Thus, all these factors combine to create a beautiful woman who, while not exactly diminutive, seems as graceful as a crane, as fragile as glass, and as fleeting and ephemeral as snow.
She favors modest, rather conservative attire, almost all of which is either of her own making, or a hand-me-down from the previous shrine maiden. Almost all her outfits feature multiple layers and show off very little skin, with the long, flowing, curtain-like sleeves of her furisode often hiding even her hands from view, while various hooded gowns, cloaks, and mantles serve to cover her neck and head from the elements, and long skirts trail almost clear down to her sandal-clad feet. Most of her kimonos do not display any ostentatious patterns or eye-catching ornaments, however, and they also lack a clan seal or personal crest of any kind. Pure, simple colors in complimentary hues make up the bulk of her wardrobe. But, of all the colors she wears, blue suits her best - and thus most often finds its way onto her person.
As far as accessories go, she does not often wear them. However, on special occasions, she will occasionally don a small hairpin, decorated with a few colorful stones and an ornament carved in the shape of a lily. It's a cherished possession that formerly belonged to the previous shrine maiden, and she thus takes great care of it. Other such heirlooms make up the bulk of her accoutrements: a roughly-whittled reed flute, and a tall walking staff adorned with a brass head -- a sacred tool donated to the shrine by an itinerant priest said to have entered the valley generations ago, adorned with several rings and consecrated bells attached by strands of braided cord, said to help pacify spirits and ward off evil. This, in particular, was favored by the previous Shrine Maiden, and as her keepsake remains Oyuki's constant companion on her walks, its jingling bells ever and always heralding her arrival.
Character Conceptualization
A mysterious, beautiful young woman who has lived at the Heiseina shrine for as long as most children of the village can remember. Though the older members of the village often respectfully but distantly call her "Lady Oyuki," it's unclear to the village children and adolescents precisely where this respect -- or perhaps fear -- comes from. The adults, however, know better, and often look to the high slopes of the valley when they speak of her, where a ruined manor house sprawls upon a high plateau, overlooking the village from a perch blanketed almost year-round by snow.
The Tsurugamine family was once a respected, wealthy house. They had settled upon land blessed by the spirits of the valley, where their flocks and herds could graze and eat their fill upon grasses that grew perpetually. They looked down on the other villagers from the comfort of their manor, and their words carried great weight among the elders of the town. The daughter of this blessed house, rumored to be a great beauty, would surely one day have been the most beloved and sought-after bride in all the village.
But something about her attracted the attention of more than just humans. There was an evil spirit from beyond the valley that longed for a child to call her own, and would stop at nothing to claim one; to raise, to bend to her will, and then, ultimately, to feed upon as she came into maturity, to restore the hag's own lost youth. Catching sight of this beautiful girl as she gazed from her balcony into the woods, the ancient hag's wicked soul was filled with desire. If she could claim such a child's vitality, surely her own aged body could be restored. And so, in the dead of winter, the ancient hag stole into the valley, violating the sanctity of the spirits and cursing the land with her intrusion. A thick, heavy snow began to fall without end, chasing out the spirits who would protect her prey from her, and scourging the once-verdant hill of life.
The great manor was frozen in ice, and the child was snatched from her parents' grasp. Though they struggled and screamed, they could do nothing to stop the ancient hag or her magic - and were at last frozen to lifeless husks where they stood. But before the child could be dragged back beyond the valley and into the realm from whence the evil youkai had come, the spirits she had chased away returned, bringing with them their staunch ally.
The sound of bells ringing amidst the stillness of the snow.
The sight of a proud back, standing between her and the unknown that threatened to devour her very existence.
The feeling of a warm cloak wrapped around her as she was carried from the crumbling halls of her once proud home, and a reassuring, gentle voice telling her that the world had not yet ended.
It was thus that the trembling, confused little girl came to find herself brought to the shrine. She didn't know what had happened, or why she had to lose everything -- but at the very least, she was not yet alone. Her new guardian treated her with the utmost kindness, consoling her for her loss and raising her as if the young Yuki was her own child. And as she grew older and came to understand her circumstances, she did not do so with bitterness, but with gratitude.
Her parents had been willing to part with their own lives to save her. Her dear, precious grandmother had rushed to her side to save her, and was always there to protect her whenever she was afraid. No matter how much she had lost, she knew above all else that she was loved. Thus, above all else, she desired to return that love. To repay kindness with kindness became her motto, and she worked harder than ever to provide whatever comfort she could in return to the hero who had saved her life. She learned to cook, to sew, to embroider, and many other things, all so that she could provide gift after gift to her cherished grandmother As the only family she had left, and knowing that she could lose that family in an instant, she showered her mentor with all the childish affection and admiration she could, and was doted upon in return, prompting her to redouble her efforts to repay her ever increasing debt of gratitude.
In short, no matter what darkness she had seen, her childhood was happy. Yet, it was also shallow. The hag had been driven away, but was far too powerful to be sealed or slain. If she left the consecrated grounds of the shrine, then surely, the tragedy of her youth would be repeated. And so, she was kept sequestered within the shrine itself, from the time she was a child all the way up until she came of age, deprived of the company of all save for her guardian.
But this all changed when she at last came of age, and shortly thereafter, her mentor and protector passed away, as if the old woman's humble purpose was at long last fulfilled. So it was that the confused Yuki, the long-rumored daughter of a family now thought dead for at least a decade, came to have dealings with the village itself after her long seclusion.
The reactions her appearance garnered were mixed. Some thought she could not have been real -- that it was a ghost rather than a real girl that the old miko had so painstakingly kept hidden, that she was made of ice and would suck the life out of those who got too close to her, or spirit them away as she herself had been taken as a child. Others pitied her for the tragic life she had lived, offering to take her in and grant her sanctuary now that her guardian, too, was gone. Still others admired her for her beauty, and even went so far as to seek after the hand of this fair, mysterious maiden. Yet she, too shy to meet such fervent affections, retreated back to the safety and the familiarity of her shrine, and refused those who sought to court her as well as those who sought to take her in and offer her shelter. After all... she still had a debt to repay.
This shrine was her home. It was the place the person she had cherished more dearly even than her own parents had lived to protect. It was her duty, then, to see it taken care of. She could not leave. She would not betray her savior's memory. She would show her gratitude through her earnest devotion, her prayers, and her hard work. So it is that she has continued to maintain the shrine and follow in her mentor's footsteps, up until the present day.
And so, when one walks in the woods around the village, one often hears the jingling of bells and distant footsteps just a little further ahead. When one goes to market, one can see a hooded young lady buying fabric and selling clothes. And when one approaches the shrine on the edge of town late in the day, one can sometimes hear the mournful sound of a reed flute echoing between the cliffs overhead, like the song of a bird. So it has always been. So it will always be. Like a crane said to live a thousand years, the mysterious Lady Oyuki continues each day as she always has, living with constancy, with honesty, with duty, and with gratitude.
In that sense, perhaps she isn't so dissimilar from the spirits she seeks to appease - and perhaps that is why they are content to accept her ministrations, inexperienced though she may be.
Name - Tsurugamine Yuki Age - 24 Gender - Female Occupation - Seamstress and Shrine Caretaker
P E R S O N A L I T Y
Wallflower - Oyuki, while polite, is more often seen than heard. She seldom speaks, and when she does, seldom raises her voice. The source from whence her unflappable composure stems, however, is somewhat difficult to discern. Perhaps it is simply the result of a long-cultivated discipline, or perhaps she's simply somewhat oblivious by nature? Regardless, she usually seems to be paying attention to the people around her, and is polite enough to nod along with their comments; she just doesn't often chime in unless a response is specifically solicited from her, seeming more than happy just to listen in silence.
Dutiful - Due to her aforementioned tendency towards silence, one could be pardoned for not realizing the seriousness with which Oyuki treats any and all debts or obligations. The upstanding lady caretaker of the shrine lives her life by the motto of repaying any kindness she receives twofold, and if one does her a favor, then they can expect to see their generosity fully returned with gratitude. When one realizes this, the reason for her aloof and unusual lifestyle becomes more clear. After all, what sort of remuneration can one offer for a debt which can never be repaid?
Timid - Despite her outward composure and elegance, Oyuki is honestly a rather shy person. She knows only enough of the world to realize the scope of her own ignorance and powerlessness, and fears that awareness more than anything. The spirits whose wills she can neither predict nor appease, the people whose expectations she can neither meet nor shake, the knowledge that her life is empty and her own ignorance of how to fill it; all these things weigh down on her heavily, and compel her to withdraw into the comfort of her familiar home and routine. So long as she doesn't look too directly at the world beyond her own small life, perhaps she can somehow escape its notice - so she hopes, and so each and every day continues on, the same as the one before it, giving her some small measure of comfort.
S K I L L S E T
Self-Reliant Though it may not sound like much, Oyuki has grown quite used to living by herself ever since her guardian's premature death a few years ago. During her time assisting around the Heiseina Shrine, she's grown quite adept at performing the various odd jobs necessary to keep things tidy. Whether it's cooking, sweeping, dusting, cleaning, setting out small offerings for the spirits, or maintaining the various scrolls, idols, and relics entrusted to the shrine for safekeeping, she handles it all with the same level of discipline and dedication. Despite having the entire shrine to look after and being just one woman, she's done an admirable job of keeping it from crumbling into disuse.
Seamstress While her talents as a housekeeper are already quite good, Oyuki's skills at sewing, mending, and embroidering clothes are far above and beyond anyone else in the village. It is by this trade that she provides for herself, and pays for the occasional bit of repairs when some part or another of the old shrine gets a little too worn down with age. Sometimes she buys cloth from the villagers, other times she conjures it painstakingly, thread by thread, by herself, using her knowledge of the Mending sign, as well as a more esoteric sign, Thread, which allows her to convert various materials into thread, which she then spins by hand into cloth with which to create her finished products. Regardless of the distance she puts between herself and the community, she never has any shortage of requests and orders to take care of, be they commissions for new clothing, or requests to mend old heirlooms. She handles them all with a smile and a deft hand, and her needlework is second to none.
Shrine Maiden's Protege Raised by the former Miko of Heiseina, Oyuki was taught from a young age the rudiments of the duties that position carries. She knows the names of many of the major spirits of the valley, and is familiar with their history and of the offerings they are most fond of. She even knows a sign for a rudimentary Blessing, warding off evil spirits and misfortune wherever it is inscribed. She is less familiar, however, with the proper way to administer more complicated rites. Various ritual prayers, dances, ceremonies, blessings and benedictions that would traditionally be passed down to a true Miko never made their way to her, as her guardian never got the chance to properly teach her everything she needed to know before passing on, leaving Oyuki to pour over old books and scrolls and try to learn for herself what she must do to follow in the footsteps of the great woman to whom she owes so much. Though she may be lacking in knowledge now, the foundations have been laid for her to perhaps one day blossom into an admirable Miko herself, if given the chance.
Physical Description
Lady Oyuki, as she is often called by the other villagers, can be decisively called striking at a mere glance. Her skin is as fair and pale as the snow she is named after, while her long, straight hair is a sharply contrasting shade of jet black. Meeting her gaze, one will find large, rounded eyes of a pale, icy blue framed in long, elegant lashes; eyes that peer keenly out from between a high-set brow above and rounded, rosy cheeks below. Her gaze is tranquil, pure, and piercing; it is almost more like looking back at one's reflection in the mirror-like surface of a frozen lake than meeting the eyes of a fellow human being. Serving to offset her eyes' pale color, however, Oyuki's full lips are a lush red, and the narrow, sharp jawline beneath them serves likewise to counterbalance the roundness of her cheeks. Her whole countenance is a synthesis of opposing extremes both physical and chromatic that all somehow exist in an almost perfect balance of harmony with one another, creating a sense of beauty that is wholly her own.
Despite the intensity of her facial features, however, her build is rather lean, and in certain aspects rather petite. She is tall for a woman, but with narrow shoulders, somewhat short arms, and small, dainty hands. Her figure could best be described as shapely but modest, being neither particularly lean nor voluptuous. However, unlike most of the other villagers, she is rather scrawny, having lived a sheltered life with little to no exposure to the sun or to difficult manual labor. As such, she lacks muscle almost entirely, save what little she has accumulated from simple household chores and occasional walks in the woods around the village.
Thus, all these factors combine to create a beautiful woman who, while not exactly diminutive, seems as graceful as a crane, as fragile as glass, and as fleeting and ephemeral as snow.
She favors modest, rather conservative attire, almost all of which is either of her own making, or a hand-me-down from the previous shrine maiden. Almost all her outfits feature multiple layers and show off very little skin, with the long, flowing, curtain-like sleeves of her furisode often hiding even her hands from view, while various hooded gowns, cloaks, and mantles serve to cover her neck and head from the elements, and long skirts trail almost clear down to her sandal-clad feet. Most of her kimonos do not display any ostentatious patterns or eye-catching ornaments, however, and they also lack a clan seal or personal crest of any kind. Pure, simple colors in complimentary hues make up the bulk of her wardrobe. But, of all the colors she wears, blue suits her best - and thus most often finds its way onto her person.
As far as accessories go, she does not often wear them. However, on special occasions, she will occasionally don a small hairpin, decorated with a few colorful stones and an ornament carved in the shape of a lily. It's a cherished possession that formerly belonged to the previous shrine maiden, and she thus takes great care of it. Other such heirlooms make up the bulk of her accoutrements: a roughly-whittled reed flute, and a tall walking staff adorned with a brass head -- a sacred tool donated to the shrine by an itinerant priest said to have entered the valley generations ago, adorned with several rings and consecrated bells attached by strands of braided cord, said to help pacify spirits and ward off evil. This, in particular, was favored by the previous Shrine Maiden, and as her keepsake remains Oyuki's constant companion on her walks, its jingling bells ever and always heralding her arrival.
Character Conceptualization
A mysterious, beautiful young woman who has lived at the Heiseina shrine for as long as most children of the village can remember. Though the older members of the village often respectfully but distantly call her "Lady Oyuki," it's unclear to the village children and adolescents precisely where this respect -- or perhaps fear -- comes from. The adults, however, know better, and often look to the high slopes of the valley when they speak of her, where a ruined manor house sprawls upon a high plateau, overlooking the village from a perch blanketed almost year-round by snow.
The Tsurugamine family was once a respected, wealthy house. They had settled upon land blessed by the spirits of the valley, where their flocks and herds could graze and eat their fill upon grasses that grew perpetually. They looked down on the other villagers from the comfort of their manor, and their words carried great weight among the elders of the town. The daughter of this blessed house, rumored to be a great beauty, would surely one day have been the most beloved and sought-after bride in all the village.
But something about her attracted the attention of more than just humans. There was an evil spirit from beyond the valley that longed for a child to call her own, and would stop at nothing to claim one; to raise, to bend to her will, and then, ultimately, to feed upon as she came into maturity, to restore the hag's own lost youth. Catching sight of this beautiful girl as she gazed from her balcony into the woods, the ancient hag's wicked soul was filled with desire. If she could claim such a child's vitality, surely her own aged body could be restored. And so, in the dead of winter, the ancient hag stole into the valley, violating the sanctity of the spirits and cursing the land with her intrusion. A thick, heavy snow began to fall without end, chasing out the spirits who would protect her prey from her, and scourging the once-verdant hill of life.
The great manor was frozen in ice, and the child was snatched from her parents' grasp. Though they struggled and screamed, they could do nothing to stop the ancient hag or her magic - and were at last frozen to lifeless husks where they stood. But before the child could be dragged back beyond the valley and into the realm from whence the evil youkai had come, the spirits she had chased away returned, bringing with them their staunch ally.
The sound of bells ringing amidst the stillness of the snow.
The sight of a proud back, standing between her and the unknown that threatened to devour her very existence.
The feeling of a warm cloak wrapped around her as she was carried from the crumbling halls of her once proud home, and a reassuring, gentle voice telling her that the world had not yet ended.
It was thus that the trembling, confused little girl came to find herself brought to the shrine. She didn't know what had happened, or why she had to lose everything -- but at the very least, she was not yet alone. Her new guardian treated her with the utmost kindness, consoling her for her loss and raising her as if the young Yuki was her own child. And as she grew older and came to understand her circumstances, she did not do so with bitterness, but with gratitude.
Her parents had been willing to part with their own lives to save her. Her dear, precious grandmother had rushed to her side to save her, and was always there to protect her whenever she was afraid. No matter how much she had lost, she knew above all else that she was loved. Thus, above all else, she desired to return that love. To repay kindness with kindness became her motto, and she worked harder than ever to provide whatever comfort she could in return to the hero who had saved her life. She learned to cook, to sew, to embroider, and many other things, all so that she could provide gift after gift to her cherished grandmother As the only family she had left, and knowing that she could lose that family in an instant, she showered her mentor with all the childish affection and admiration she could, and was doted upon in return, prompting her to redouble her efforts to repay her ever increasing debt of gratitude.
In short, no matter what darkness she had seen, her childhood was happy. Yet, it was also shallow. The hag had been driven away, but was far too powerful to be sealed or slain. If she left the consecrated grounds of the shrine, then surely, the tragedy of her youth would be repeated. And so, she was kept sequestered within the shrine itself, from the time she was a child all the way up until she came of age, deprived of the company of all save for her guardian.
But this all changed when she at last came of age, and shortly thereafter, her mentor and protector passed away, as if the old woman's humble purpose was at long last fulfilled. So it was that the confused Yuki, the long-rumored daughter of a family now thought dead for at least a decade, came to have dealings with the village itself after her long seclusion.
The reactions her appearance garnered were mixed. Some thought she could not have been real -- that it was a ghost rather than a real girl that the old miko had so painstakingly kept hidden, that she was made of ice and would suck the life out of those who got too close to her, or spirit them away as she herself had been taken as a child. Others pitied her for the tragic life she had lived, offering to take her in and grant her sanctuary now that her guardian, too, was gone. Still others admired her for her beauty, and even went so far as to seek after the hand of this fair, mysterious maiden. Yet she, too shy to meet such fervent affections, retreated back to the safety and the familiarity of her shrine, and refused those who sought to court her as well as those who sought to take her in and offer her shelter. After all... she still had a debt to repay.
This shrine was her home. It was the place the person she had cherished more dearly even than her own parents had lived to protect. It was her duty, then, to see it taken care of. She could not leave. She would not betray her savior's memory. She would show her gratitude through her earnest devotion, her prayers, and her hard work. So it is that she has continued to maintain the shrine and follow in her mentor's footsteps, up until the present day.
And so, when one walks in the woods around the village, one often hears the jingling of bells and distant footsteps just a little further ahead. When one goes to market, one can see a hooded young lady buying fabric and selling clothes. And when one approaches the shrine on the edge of town late in the day, one can sometimes hear the mournful sound of a reed flute echoing between the cliffs overhead, like the song of a bird. So it has always been. So it will always be. Like a crane said to live a thousand years, the mysterious Lady Oyuki continues each day as she always has, living with constancy, with honesty, with duty, and with gratitude.
In that sense, perhaps she isn't so dissimilar from the spirits she seeks to appease - and perhaps that is why they are content to accept her ministrations, inexperienced though she may be.
You can drop Yuki over in the Character Tab whenever you'd like, by the by.
Made a small edit to the skillset section, and cleaned up bits of the backstory that weren't clear or were contradictions.
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P E R S O N A L D E T A I L S
Full Name - Masaki Kenichi. Age - 18 Gender - Male Occupation - Apprentice Physician.
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P E R S O N A L I T Y
Agreeable Kenichi has never been one to "stir the pot." His own anxieties and self-consciousness regarding his longstanding injury and personal role within the Masaki family have bred within him, for the most part, a docile and passive personality. He does as he is asked without much question, which has served him well in his role as an apprentice physician.
Studious Kenichi has spent a lot of time being instructed in the medicinal arts, and perhaps even more time watching and participating in some form of fashion. He is always curious, however, and does whatever he can to learn more and refine his skills.
Spiteful Ambitiousness Dormant and underlying some of Kenichi's motivations to become an apprentice physician is his desire to accomplish all that he can in spite of his circumstances. He wants to become a better physician than his mother in spite of the belief when he was young that he would be worthless, and wants to prove that he is not some unlucky curse upon the Masaki family.
S K I L L S E T
Physician's Apprentice Kenichi has developed a decent understanding of treating various injuries and illnesses that have come about from life in Heiseina. His studies and practical training have focused on both diagnosing and treating. He has reset dislocated limbs, set broken bones, bandaged and stitched up wounds, and diagnosed the odd stomach bug or respiratory infection. He isn't an expert at treating or diagnosing various ailments and conditions, but he knows enough to aid significantly in a pinch.
Medicinal Treatments While Kenichi has a great interest in his mother's specialization of creating various medicinal treatments, Kenichi is still a novice. He can create very basic tonics and cures for minor ailments using a variety of local herbs.
Sign Novice Kenichi, in his injured and less mobile state, has been permitted to study more in sign usage as of late. His studies mostly focus on signs to aid in his training as a physician.
Physical Description
Kenichi, at first, is physically unremarkable. He stands at around 5' 6", and is rather skinny. He lacks any clear muscle mass, though his upper body strength has been improved greatly as he has been unable to rely on his legs as much as he had in the past. He has a crop of brown hair that is usually somewhat unkempt, and he wears finely crafted warm clothes in layers (since he tends to get cold fairly easily). His striking blue eyes and angular face (helped, in part, by his lean diet) are stunning, but his expressions are often stoic or somewhat distant. He is never seen without his trusty wooden crutch, painstakingly carved by his father, and often carries a small pouch with his pain medicine for when his nerves start acting up.
Character Conceptualization
Kenichi was born as the older twin of Mako into the prominent Masaki family. Hanako and Akio were pleased to have twins, and hoped that in these two children they could instill their values. Hanako was Heiseina's second physician, serving under her mother-in-law (and therefore Kenichi's grandmother). She wished to instill in her daughter a love for medicine and treating the community's ailments. Akio, an herbalist and outdoorsman who helped to support his wife and mother's practice, was a more adventurous and wild soul at heart. He was excited to have a son he could take out into the valley to find rare medicinal herbs and take in the sights. Perhaps he would even take up an interest in hunting.
Kenichi, however, was far too sickly of a child to go out adventuring and exploring. He spent a lot of his childhood at home, watching his mother work and asking far too many questions. He developed his father's curious spirit, but his curiosity was geared towards why he always felt so feverish and sick. His mother was pleased to have her son take such an interest in her work, given Mako seemed far too interested in what was in the valley and the woods. It even helped to have another set of hands around, as she herself was born with only one arm. Kenichi, by the age of 10, had clearly been marked as the next Apprentice Physician when his grandmother passed away.
He spent 2 years learning the basics of cleaning and tending to wounds, to help take some of the burden off of his mother. He had very steady hands, and had a penchant for stitching or bandaging up wounds. Around the age of 13, Kenichi began to study his first sign: purify. It took him around 20 months to learn his first sign, but was pleased when he had finally gained the ability to help sterilize wounds and sanitize tools. He continued learning the basics of tending to wounds and beginning to develop a better understanding of diagnosing diseases for a few years. When they were 15, Mako finally began to learn the purify sign as well. With Mako studying full time, Akio took this opportunity to try and bond more with his growing son. Akio took Kenichi out on a small hunting trip.
Of course... Kenichi was always the one to try and please those around him. He wasn't a particularly strong or athletic child, having a rather gaunt figure due to his intense studying and rather sickly demeanor for much of his life. When Akio suggested Kenichi finally climb a tree while he was still young, Kenichi obliged without much thought. Kenichi climbed higher and higher, struggling and sweating his way up. His heart was pounding so loud he couldn't really hear his father shouting for him to get down and that he was joking. Of course, Kenichi did hear the squawking of a giant eagle passing nearby, and his feet slipped in his startled state. Kenichi had seen people with broken bones, and people who had injured themselves falling from a decent height. His mother had reminded him, time and time again, what not to do. But in his startled state of fear, Kenichi's right leg locked into place as he fell to the ground. He couldn't really remember what happened after that.
The next week was just fever dreams and pain. His leg had practically been shattered, and setting it appropriately was a great challenge. The weak Kenichi grew a bit weaker over the course of those months he spent at home trying to do his best not to move his leg. The leg healed remarkably well, all things considered. But Kenichi still has to walk around with a crutch and a limp everywhere he goes. He can't carry heavy things, run quickly, or climb well. Granted, this doesn't bother Kenichi too much in the grand scheme, given his implicit fear of the wildlife and yokai of the valley that he associates with the incident.
All the time bedridden and immobile gave Kenichi plenty of time to delve deeper into his studies. Time not spent relearning how to walk with his injury and succumbing to the white hot pain coursing through his leg was spent learning about diagnosing diseases and learning more about how to create his own pain medicine. At the age of 16, Kenichi began studying more signs to aid in his training and development as a physician's apprentice.
Kenichi, a young adult now, is still haunted in part by his own limitations and his desire to surpass people's expectations of him. He is someone who desires to improve himself despite his current condition, and yet finds himself limited severely by chronic pain and a somewhat lame leg. He lives a slightly isolated lifestyle, but wants to learn and grow to be more of a member of the community as a whole than just "Doctor Lame Leg." His isolated lifestyle petrifies him with fright at the thought of conflict, either physical or verbal... which is something he will almost certainly have to confront moving forward if he's going to help cleanse his home.
Other Information
Examples of Kenichi's Signs (Will expand upon approval):
Purify: Casting Purify will remove dangerous toxins from food and minor infections from wounds
Full Name - Takamori Fumiko Age - 19 Gender - Female Occupation - Master’s Apprentice || Caretaker
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P E R S O N A L I T Y
Optimistic Fumiko is a girl who many would describe as naive, even among those who had spent their whole lives within the village. She sees everything through a hopeful lens, seeing the absolute best in every situation. In any situation, the girl will instantly find the best outcome and zero in. However, Fumiko is optimistic to a fault. Due to her focus on the positives of each situation, she can come across as careless when she doesn’t consider that things could go bad and has gotten hurt before as a result. Despite this, Fumiko always picks herself back up and is right back to searching for the positives in her life.
Intelligent Fumiko was always a sharp young girl, excelling in her classes at the academy and the lessons from her great uncle at home. Quick to pick up on things, and with an excellent memory, Fumi often would remember even the smallest of details of any situation. She’s always curious and eager to learn more about the world, naturally drawn towards mysteries that might reveal some new knowledge to girl. Her knowledge, however, is academic in nature as opposed to knowledge gained from experience.
Charismatic Ever a popular girl in the village, Fumiko has a bit of wholesome, compelling charm about herself that draws people to her. When she speaks, the optimism in her words and confidence with which she speaks them has a way of convincing others that she might just be right. She has a habit of being quite persuasive and empathetic, useful skills when it comes to mediating arguments between her fellows, and when corralling the village children to head back to their homes instead of staying out to play.
S K I L L S E T
Photographic Memory With what can only be described as a perfect recall, Fumiko can easily remember any details she’s learned prior. Be it the details of a particular scenery she saw, the names and faces of villagers, or even details of a story she was once told. Of course, this has helped the young girl in a multitude of situations throughout her life, but it has also become something that Fumiko is a bit too reliant upon.
Euphonious Voice Fumiko’s voice is very soothing to the ear, be it in speech or in song. A trait that has often come in handy when it came to avoiding trouble for certain situations by simply charming her way out. When she speaks, many tend to at least partially pay attention to her words, if nothing else then for the easy way her voice floats upon the air. Of course, this trait is useful in more situations than just avoiding trouble, as it has certainly helped the girl when attempting to calm upset villagers.
Diplomacy Being one of the few candidates being trained to replace her Great Uncle when he eventually passes, Fumiko has spent quite a bit of time learning how to handle situations with her words. Be it in settling disputes, or the rare times where she might be needed to deal with outsiders, Fumiko has continually demonstrated herself to be quite adept at handling diplomatic situations.
Physical Description
Standing at a height of 5’5, Fumiko is about average height for a girl of her age, but that is around where the scale of being ‘average’ ends for her. With rather striking facial features, Fumiko has always been a sight easy on the eyes. With her face typically being adorned with a dazzling smile that showed even in her eyes, Fumiko is like a ray of sunshine throughout the village. Those very brown eyes were like windows into her soul, as getting lost in them would easily betray all the hope, joy, and whatever other myriads of emotions she might be feeling. Her elegant facial features, mixed with her fair, flawless skin framed by long, curly, brunette hair that flows just past her shoulders all help to create quite the beauty. The kind that is rare in that her beauty is rather effortless to maintain.
With a lean form and sporting elegant curves, Fumiko’s face is not the only striking thing about her appearance. While she is not toned as other villagers might be, the young girl does keep herself in shape through various activities. Though her clothing choices are not ones chosen to showcase her body, the girl favors outfits that are more comfortable for whatever task is at hand that day than ones that are meant to be ‘pretty'. As such, Fumiko is often seen wearing her favorite yukata, one which is pink and embroidered with flowers along the outside edges. Outside of this, the girl tends to favor simplistic clothing choices, a pair of trousers or shorts accompanied by a simple tunic, if she is going to be spending the day doing labor. On the rare occasions where Fumiko is to dress up, the girl will typically wear a kimono of the same colorings and design as her Yukata, accompanied by matching flowers braided into her hair.
Character Conceptualization
Fumiko’s life is one without struggle, the girl having grown up in a loving home that was absent of strife. At least, strife that a young girl would recognize. A home life that she would later learn many would have done just about anything to have themselves.
Fumiko has enjoyed a close relationship with her Great Uncle, Takamori Kenji, or her “Uncle Kenji” as she often refers to him. As a result of their close relationship through the years, Fumiko has taken on quite a few of his own qualities and world views. These show in her unending optimism for their village and their people thriving together, and how eager she is to put every ounce of her being into working to ensure this comes true. Even if her actions are as small as simply going out to the fields to help the farmers with their harvest for that day, Fumiko does this action with pride.
For much of the years spent in schooling, Fumiko managed to stand out among her classmates. In part for the easy way she went about making friends, part for her excellence in her studies, and in part for just who she is related to. In addition to her studies, Fumiko also had a nasty habit of worming her way into arguments between students and trying to mediate to settle their differences. A task that has met with varying success, and certainly affected the opinion of at least some in her class. These years in her schooling are part of what helped build the girl’s reputation as one of the forefront options to take over after her uncle and helped draw his attention to consider her as one of the few serious candidates.
Around the village, Fumiko has taken on the role of a ‘caretaker’ as she describes it. That is, she watches over and cares for both the children and elderly during the days their families must tend to other responsibilities. As such, Fumiko has used her slight aptitude for signs to learn two very basic signs. The first being fire, which she uses to help light a flame when she is preparing meals for those she is caring for, and to help add a dramatic effect to legends or stories she might tell children for entertainment. The other, glow, is used much the same as the latter effect of fire, more entertainment for the children. Fumi spends much of her time not spent taking lessons and acting as her uncle’s assistant filling this role as a caretaker. As such, much of her time is spent with either the youth or elderly of their village. The elderly who she often spends time listening to their stories and eagerly absorbing their tales instead of telling her own.
In what little free time Fumiko can scrape together, she is doing one of a few different things. She likes to spend that free time either dancing, singing, or out exploring to find beautiful scenes to sketch in her sketchbook. Though her skills with the latter are described best as amateur. Although, exploring might not be the best term. Fumiko very rarely strays beyond the village borders, and even then she does not let her home out of her sight. Unlike her sketching, however, Fumiko is quite adept at both her song and dance. Though she very rarely performs either outside of the privacy of her own chambers, only the children she watches are able to convince her to perform for them.
Despite how pure her life may seem, that does not mean that the girl is without flaws or tragedy in her life. Fumiko lost her mother to illness when she was 14 years old, and despite her firm beliefs to the very end that her mother would recover… Fumi was in the room as she drew her last breath. The girl almost completely shut down and withdrew from the outside world for nearly two months in the wake of this tragedy. Very rarely was she seen outside of her room, and when she was… Fumiko was a skeleton of the girl she used to be. This tragedy haunts her until this very day, with the very concept of death causing Fumiko to quickly retreat back into herself just as she had in the wake of that horrific day. Outside of the tragedy, Fumiko has a few other flaws that mar the image of the perfect young girl she tries to present. She has become so reliant on her perfect memory, that she rarely will listen to the advice of others (save her Uncle) on things she believes to already have knowledge about. Her habit of forcing herself into disagreements between others to try to mediate still persists, and has earned her a few foul points on her reputation.
Though, perhaps her darkest secret is that despite the carefree persona she likes to portray to the world, inside her mind things can get much darker. She battles with a shocking lack of self-confidence, a scar left on her mind from her mother’s passing. Though not a constant companion, when that dark voice raises in the back of her mind, Fumiko has nothing she can do to quiet it. Despite her hopes and beliefs for everybody else in the village, Fumiko’s belief in herself is completely lacking. This shows through the cracks in her facade in the way that Fumiko so wholly dives headfirst into any situation she believes will help others. No matter the cost to herself, a way to subconsciously settle the debt she owes for failing to help her own mother. After all, surely there was something she could have done to save the woman. In addition to this, Fumiko often refrains from giving herself much praise, doubting that she is worth said praise.
Despite her inner demons, Fumiko’s strong desire to serve and help the people of her village still burns just as bright. The girl is vying hard to be chosen to fill her Uncle’s position so that she can play such a helpful role to her home as he had, and without even a second wasted on selfish thoughts of how the position might benefit her. Her innocence to the world also continues to strive onward, as she lacks enough experience to tell her anything outside of her personal tragedy could be remotely commonplace. After all, things had been so ideal and wonderful in their village till now… why would they ever change?
The IC will be going up on August 2nd, eight days from now. If you have any questions, shoot me a message either here or on Discord. I’ll get to it when I can.
Full Name - Hayashi Takara Age - Eighteen Gender - Female Occupation - Stablehand
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P E R S O N A L I T Y
Bit Of A Boaster Takara likes to brag and boast about her victories. Like, a lot. It's honestly unhealthy how much she does brag. So, if there is a number one spot open to be claimed, you better make certain you beat Takara to the punch. If she happens to win instead—well, don't ever expect her to shut up about it.
Gotta Go Fast Takara moves at a break-neck pace practically nonstop. She is always restless, and can't sit still for long. It's probably why Takara loves to race other people; she needs her fix of speed or else she'll go stir-crazy.
Just Gimme The Whole Menu Shoveling hefty piles of hay on top of being a hyper, energetic weirdo often leaves Takara hungry to the point some might say that she is a glutton. Takara always appears to be mowing down food as if her stomach is a bottomless pit. Don't be surprised if she starts eyeballing your food asks you if you're plan on eating it.
S K I L L S E T
Animal Husbandry Being in charge of the inn's stable takes a particular skill. It requires you to be dutiful in taking care of various animals that come through town, whether it be one's trusty horse or a group of strong, wagon-pulling oxen. As a result, Takara knows the ins and outs of raising and caring for animals, with a primary focus on those that would be classified as "domestic".
Heiseinan Cowgirl Takara is someone who could be considered "born in the saddle". Give her a steed, and she can do anything. With or without a saddle. Canter or a full-on sprint. Broken-in or wild and free. It doesn't matter what. She is simply unstoppable with the reins in her hands.
General Upkeep Given that her family runs the village inn, sometimes it requires Takara to help around the place during busy hours. Simple things like cooking, cleaning, etc. are easy enough tasks for her to handle. Not that she actually enjoys doing them, though.
Physical Description
Standing at 5'4'', Hayashi Takara is picturesque of a country bumpkin.
Whilst her body appears lean, she does have clearly defined muscle, having been acquired through years of physical labor and horseback riding. Her auburn hair is always cut in a messy bob, mostly in part due to Takara's impatience in cutting her own hair if it bothers her in any way. She does happen to have a minor case of facial blemishes across both of her cheeks, but Takara couldn't care less about trying to hide them with creams, powder, or other such make-up.
Attire-wise, Takara tends to prefer simpler, peasantry-esque clothing that doesn't require much effort to wear. Being a stable hand is dirty, rough work, after all, and fancy kimonos and the like would just get in the way.
Despite this preference, however, Takara is more often than not seen in a pair of her racing leathers opposed to anything else. Purposefully dyed her favorite color, the outfit is well-suited for rugged work or adventure, allowing Takara ample protection from the elements or any other hazard out there. Typically, the attached hood is already slung over her head, with Takara using the inlaid set of goggles to cover her eyes from strong gusts of wind while out riding.
Character Conceptualization
Eighteen years ago, Takara had been born to Hayashi Benjiro and Yua. Together, they had named their newborn daughter Takara; their "treasure" or "jewel".
For the Hayashis, life had been simple and kind to them. With her parents running the local village inn, Takara was allotted a modest lifestyle growing up. She would often bounce between helping her father in the stables and her mother in the inn, desiring to be as helpful as possible to her parents. Sometimes she'd even receive a tip from their customers, who found the little busy bee worker cute enough to throw some coinage her way for a sweet, toy or whatever she might've wanted.
All and all, Takara had a happy childhood. At least, until her life was suddenly turned upside down around her tenth winter.
For reasons still unknown to Takara, her mother had disappeared from the village. It was like she never existed, having left no reason why or note as to where she was going. Both father and daughter felt lost and confused, wondering why Yua would just up and leave them behind. Her father grew grumpy and distant, while Takara became a shut-in, wishing her mother would return from wherever she had gone.
It was during this mopey, depressive slump that Takara had a stupid yet brave idea. Sneaking out of the house one dark night, Takara stole a horse and raced out of the village. She would her find her mother, no matter what it took. Of course, when you're a ten year old out in the wilderness, you have absolutely no idea what you're doing. She wound up lost early on, and would've probably died out there had her father not led a search party out looking for his daughter.
Her father had given Takara a stern talking to that day; that she had been a fool to run off on an equally foolish quest. Regardless of his scolding, however, her father knew he wouldn't be able to shake the idea out of her head. She did have her mother's stubbornness, after all.
Therefore, her father forced Takara to make a promise to him. If she still intended to search for her mother, then she'd have to work for it. She'd have to grow faster. Better. Stronger. Anything that could stand in her way of finding her mother, Takara would train until it wasn't. In the end, it ultimately had been a promise Takara readily accepted without a second thought.
She'd find her mother, no matter what it took.
Other Information
Ignore the sword in the picture; it doesn't exist.
Signs known: Beckon, Quicken, Water, and Heat
Might not be my finest work considering I wrote it at almost 3 AM, but the sheet is done and ready for review. @Supermaxx
@Kuro 3AM Takara sheet looks good! You can move it over to the character tab. As for Signs, she could probably make use of Beckon and Quicken while working with the horses. For general upkeep Water, Mend or Heat are all helpful with day to day tasks. Just pick whatever three or four look interesting to you.
Full Name – Moriya Mio Age - 20 Gender - Female Occupation – Blacksmith’s Apprentice
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P E R S O N A L I T Y
Tempered “That’s the problem, you know. You think you’re the fire, but you’re the metal.”
If it weren’t for her size, you might never know Mio was there. She speaks softly and maintains a serene demeanor, and it is by every measure an effort. She has encased herself in an armor of patience, and has not raised her voice in anger since she was still little. Her mind is filled with a myriad of calming mantras, meditative techniques, and sermons on tranquility. Quenched steel might lose its heat, but cold metal can still cut—she can’t afford to be complacent.
Imperfect Alloy “You don’t smile right, girl. If a wolf shows you its teeth, it’s not happy—it’s gonna bite you.”
The urges and impulses that plagued her as a child never went away. She knew better than to believe they could be buried, and though she tried her best to quell them, they’re still there, baked into her every moment whether she realizes it or not. Though often well-composed, one can still see that the fire in the forge doesn’t leave her when she walks away. It’s still there in her eyes, in her gait, in the bridled way she handles the curtness of others. Against her wishes, the world seems bent on trying to pry violence out of her, but even if it’s a fight she can never win, she’s determined to do her best not to lose.
Sweated Steel “Sometimes I think you wake up to remind the sun it’s got a job to do.”
Mio considers herself exceptionally hard-working, not out of arrogance but necessity. Each morning she’s up before dawn, fed and exercised and headed to the forge while the moon’s still watching. When an order comes in she gets to work immediately, heading a project herself, or assisting either Tetsu or Tsubasa as needed. In downtime she cleans, she organizes, she runs errands entirely unrelated to the forge. Anything to keep busy. Anything to keep the mind off itself. Idle hands tempt maligned action.
S K I L L S E T
Blacksmith's Apprentice Mio knows her way around a forge. Be it structural components, tools, or, sometimes, little knick-knacks just for fun, Tetsu’s shop can do it all. She’s nowhere near as skilled as her master, and as a craftsman she’s fairly sure Tsubasa is the more skillful apprentice, but Mio is no novice anymore, and she excels at repairs in particular.
Body of Work A decade of hard work and diligent exercise has made Mio almost as strong as the metals she works with. If there’s heavy lifting to be done, whether it’s around the shop or out on the town, she’s your girl. As well, her years by the forge have granted her a slight resilience to heat, and if you get too close to her you might swear she took some of its warmth with her.
Independent The soft-ostracization Mio faces from both the village and her own family forced her to learn self-reliance at a young age. As a result, she’s incredibly responsible, able to take care of herself, cook, clean, and manage both a home and the forge without much trouble. It’s done nothing for her nonexistent social skills, but it does make her a dependable handywoman.
Physical Description
Mio is imposing, and it stresses her out. She’s taller than most people in the village, even those older than she is, and practically a decade of working with heavy metals has given her a physique of hard muscle and the stamina of a field ox. Wherever she goes, Mio casts a long and intimidating shadow that most people would rather scurry out of than look up at.
If they did though, they wouldn’t find much comfort. Mio isn’t an angry looking person, but being around her, you’re likely to be struck by a disconcerting anxiety. She tries to keep on a warm smile, and on another face, her eyes might be considered safe and comforting. On her though, people swear they see something in them. They hold firelight too long and too easy, and their brightness makes it hard to tell whether she’s happy, or about to do something…bad.
Her hair is a soft sunset color, and goes down to her back. She dresses lightly for the hours spent around roaring fires and scalding metals. There are a fair few burn scars up and down her arms, and across her sides, from the early mistakes all apprentices make, but she makes no effort to hide them.
Character Conceptualization
When Mio was six years old, she smashed a frog’s leg with a rock. She remembers it vividly, and the gut-wrenching horror that rooted in her as it hopped oblongly away even more so. She remembers running to her parents, screaming and crying that the trees were going to eat her for being evil. Of course, when they found out what she’d done, they did their best to comfort her; then, when she’d finally calmed down, they scolded her gently, and brought her out to pray forgiveness for what she’d done. Kneeling there with her head pressed to the dirt, Mio had never felt so scared. Ultimately, it seemed the kami decided to spare her the agony of eternal damnation, or exile, and she went back to being a normal child.
When she was ten it happened again. Sitting on a bench behind her family’s home, a small bird perched itself on her hand. It wasn’t the first time; Mio had a penchant for stillness that most wildlife found amicable, and she often found herself subject to the company of birds, and squirrels, and wild cats. It was pleasant, usually, and there was warmth in being trusted by something so small, so soft. So fragile.
It didn’t move when she slowly closed her hand around it, but when she squeezed it fought back. It shrieked, it thrashed, it pecked at her hand with its sharp little beak and drew blood, but Mio didn’t let go. She just squeezed, until her mom found her and wrenched the poor thing out of her grasp.
This time there was no comforting. Her parents demanded answers that she didn’t have; she knew it was wrong, she felt terrible, and she didn’t know why she did it. They looked at her like a stranger, they treated her like a yokai in the shape of their daughter.
Animals didn’t come to her anymore after that. She felt an eerie discomfort whenever she drew too close to the forest, and soon that anxiousness began to follow her everywhere. The villagers seemed to sense it; there was a wariness about them when she was in their presence, even when she was still little. People stopped talking to her, stopped visiting her house. They averted their eyes like they could see something in her own that upset them. Before long, her company was scarce. Just about the only person who would actually speak to her was the local blacksmith, Tetsu, and he was more disliked than she was.
Her parents didn’t care that she spent so much time around a delinquent; it got her out of the house, away from them. Whether the man was taking pity on her, or just wanted an extra pair of hands to dump his work into, at ten Mio began to work as Tetsu’s apprentice.
The work helped. Smithing gave her a focus, a channel for the feelings she had but didn’t understand. She turned her impulses to the forge, and the crucible, and gave what remained to the flames. She started to smile again, even if she didn’t often have anyone to share it with.
As time went on, Mio grew taller than her mother, then her father, and eventually you’d have been hard-pressed to find an adult in Heisana who could stand at-eyes with her. Combined with her muscled build and the unnerving air she’s been unable to shake even into young adulthood, her regard in the village did not improve, despite her best efforts. In some ways she began to adopt Tetsu’s ill reputation, though she attended few parties and never touched alcohol.
But she doesn’t mind. In ten years, she hasn’t hurt a single breathing thing, intentionally or otherwise. The urges have become a part of her, and each day they pass from head, to heart, to hand, to hammer and finally to metal. Rarely thanked for her work, never welcomed as warmly as the forge, as long as she can keep her peace, Mio is content to be who she is.
It’s better than what she could be.
Other Information
Mio has only learned a couple of signs to help out around the forge. Reinforce to make handling white-hot metals less dangerous, and Mend for when a project just needs a little touching up.
Full Name - 戦後 翼 Age - 20 Gender - Male, to the dismay of some Occupation - Blacksmith's apprentice
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P E R S O N A L I T Y
Sweet-natured Despite his profession, comparing Tsubasa to mochi is wholly accurate. Soft, gentle, and all-around sweet, he often goes out of his way to help people whenever he can. There isn't really any rhyme or reason to it, with some often questioning his motives, but his sincerity often wins out.
Passionate Whenever there is a hammer in his hands, Tsubasa feels alive. While he doesn't have many interests, the few he does have is a surefire way to get him excited. He puts his soul into all his creations, often gushing on their beauty and taking pride in his talent.
Withdrawn Despite the above, Tsubasa tends to hold people at a distance, always willing to extend kindness to anyone but finding it difficult to accept any on his own. He remains polite but doesn't like to talk too much about himself personally. It doesn't take too much to know he has issues with his family, but otherwise, he outright refuses to speak on it.
S K I L L S E T
Smithery Tsubasa's number one talent lies in his apprenticeship under his uncle. Despite initially having worked with him as a punishment, he ended up growing to love the craft and developing genuine talent with it. He follows the rules strictly in order to both avoid hurting anyone and to make sure he doesn't waste resources.
Athelticism Swinging around a hammer and working with intense heat requires Tsubasa to keep himself in tip-top shape.
Charisma There are few people in the village that Tsubasa hasn't won over; he gets along with anyone and everyone with ease.
Physical Description
The one thing most notable about Sengo Tsubasa is his beauty. While tall, he sports fair skin that looks softer than silk. His jet-black locks contrast his skin, tumbling over his shoulders and reaches his waist. He often pulls it up with a red ribbon, though it isn't uncommon for him to keep it loose. His amethyst-hued eyes often seem like they're looking through you, his features soft and his smile always gentle.
Character Conceptualization
Tsubasa is a young man who dreams of creating a forbidden weapon. Some years ago when he was learning signs from the Signkeeper, he stumbled into her collection of books and accidentally knocked over a pile. In his haste in putting them away, one was opened, revealing a page that had caught his interest: a colorful image of a man clad in metal wielding a weapon. He didn't even look at the rest of the book, entranced by the man and his strange equipment. Despite knowing it was wrong, he tore the page out of the book and took it with him, obsessing over it for some time. One day, he managed to get the materials to make his first attempt at replicating the weapon. While his success varied, he was inevitably caught by his master. Instead of getting in trouble, however, he was strictly told that he should never attempt to do such a thing ever again and was only saved from being outed because no one else had seen it. Ashes had been thrown onto his obsession, quelling it for the most part.
Other Information
His secondary hobby is flower pressing.
For some reason, Signkeeper Tomo doesn't seem to like him. He hasn't the foggiest clue as to why, either.
He is always happy to run errands for others. This is often exploited.
Known Signs: Heat and Water signs for smithery [Amplify, Heat, Water]. Takes offense when its suggested to learn Mend or Reinforce.
This looks awesome, definitely interested in making a character if there's still room!
Hi! I appreciate the interest. Unfortunately I'm pretty much at my limit here haha, eight is a lot already and I have two players from the previous iteration that also expressed interest.
Hi! I appreciate the interest. Unfortunately I'm pretty much at my limit here haha, eight is a lot already and I have two players from the previous iteration that also expressed interest.
Alright, gotcha. Lemme know if room opens up later on, yeah?
Full Name - 林純恋 (Hayashi Sumiko) Age - 22 Gender - Female Occupation - Traveling Artist -
P E R S O N A L I T Y
Passionate More than anything, Sumiko is able to pour her entire heart into things she cares about, be they projects or people. From her passion stems both diligence and confidence, as she works hard for results. Her passion is quite obvious when one views her work, and the individuals who have felt her helping hand directed at them say the encouragement can be intense.
Pushy Sumiko really likes getting what she wants. Doesn't everyone? But at times she can be a bit forceful in pushing her ideas onto others. She even pushes herself to keep going at something futile, her perfectionist streak showing through. She does have a sense of pride that can prevent her from backing down as well.
Free Spirit Since her "liberation" Sumiko has greatly enjoyed doing whatever she likes, whenever she likes. She keeps her options open, as being tied down to one place or idea doesn't suit her at all. Like anyone else she has her rough days, her arguments with others, but ultimately she tries to let everything slide off of her back. Forgive, live and let live.
S K I L L S E T
Rhythm and Balance A self-proclaimed expert in traditional dance and hopping back and forth on stage, Sumiko has a very good sense of balance. She has a strong core and her coordination is top notch. She's dexterous and rarely fumbles anything, whether she uses her hands or her feet.
Physical Artist Though performance is her greatest love, Sumiko is excellent at working with her hands. Her calligraphy is steady and smooth, her paintings and drawings are detailed and life-like, her pottery comes out even and clean, and of course she can read and write quickly. If you need something written or made for you, Sumiko is your girl - but she can be a perfectionist so it might be a bit of a wait.
Persuasive Sumiko has a knack for roping others into doing what she wants. This isn't always aggressive badgering - in fact being a poet Sumiko can be quite cool with her words, and being an actor she can make anything sound like the truth. She doesn't go around lying to people though, that would be uncouth! Tt's just that she can be quite convincing. With some people after a conversation with her they end up running an errand and thinking it was their idea in the first place.
Physical Description
Sumiko always stands out in the village due to her taste in clothing: elaborate and stylish. Of course the frames she wears over her eyes are no exception. Even if she didn't dress like that, her shockingly pale hair would make sure that one can always pick her out of a crowd. Her physical appearance is rather plain; her eyes are dull, she isn't the most busty or shapely of women nor is she that tall or short... but she does love to paint herself in varying degrees of make-up. This has the side effect of making her seem more attractive, but the enjoyment of making an art piece of her skin is why she does it in the first place. Although she tries to keep clean its very common to find her with ink stains on her hands, arms, and even her face.
Even small towns need entertainment, and Sumiko takes it upon herself to provide that. She's a "jack of all trades" type when it comes to the arts, with the notable exception of song and instrument. Please don't call her tone deaf though, she will vehemently deny it.
She was born in Heiseina, her family the last of the dying Hayashi clan. Hers was an old family, once well respected in the valley, so it came as a shock when each passing year saw their prosperity dwindle. No one really knows what happened to the Hayashi family, though some claim that the family's head offended a spirit so badly that it cursed his line for generations. It would explain the sons' early deaths, the daughters' lack of vitality that presented itself through pallid skin and colorless features. Some subsequent family heads were obsessed with turning their luck around. Sumiko's father was one such person, but he died desperate for a son to carry on his name and ended up with two daughters. The clan's fate was sealed.
His passing was a sad thing, but for his wife and children it was also a freeing experience. There was a certain liberation in knowing they didn't have to toil on behalf of a doomed family name any longer. Sumiko left Heiseina when she was barely old enough to travel on her own, exploring the valley they lived in and the small hamlets that surrounded it. She met many people and heard many stories - in order to commit them to memory she wrote them down. To keep herself occupied during trips she would doodle pictures to go with her writing. It didn't take long for her to fall in love with art. For her freedom came in the form of a song on the wind, or a brushstroke on canvas.
Now, Sumiko is Heiseina's resident artist extraordinaire (self-proclaimed). She's also a decent source of news and gossip, bringing stories and paintings with her all over the valley. She travels very often, taking advantage of not being tied down to one place. When she returns to Heiseina she stays at her family home and mooches off of her more responsible and respectable elder sister. Their mother passed years ago, leaving the large, empty estate to the both of them. She always makes it back in time for festivals, where she insists that she put on the newest play she's written, play a role in local re-tellings of myths and legends, and participates in dance until she can barely move. Though she has a strong passion for all kinds of art, dance and Kabuki are one of her favorite pastimes, so when she can she goes all out.
Lately, life in the valley has been slower than normal. There haven't been as many interesting stories to create art about, so Sumiko has been going out a lot more and pestering others in search of something to spark her creativity.
Full Name - 林純恋 (Hayashi Sumiko) Age - 23 Gender - Female Occupation - Traveling Artist -
P E R S O N A L I T Y
Passionate More than anything, Sumiko is able to pour her entire heart into things she cares about, be they projects or people. From her passion stems both diligence and confidence, as she works hard for results. Her passion is quite obvious when one views her work, and the individuals who have felt her helping hand directed at them say the encouragement can be intense.
Pushy Sumiko really likes getting what she wants. Doesn't everyone? But at times she can be a bit forceful in pushing her ideas onto others. She even pushes herself to keep going at something futile, her perfectionist streak showing through. She does have a sense of pride that can prevent her from backing down as well.
Free Spirit Since her "liberation" Sumiko has greatly enjoyed doing whatever she likes, whenever she likes. She keeps her options open, as being tied down to one place or idea doesn't suit her at all. Like anyone else she has her rough days, her arguments with others, but ultimately she tries to let everything slide off of her back. Forgive, live and let live.
S K I L L S E T
Rhythm and Balance A self-proclaimed expert in traditional dance and hopping back and forth on stage, Sumiko has a very good sense of balance. She has a strong core and her coordination is top notch. She's dexterous and rarely fumbles anything, whether she uses her hands or her feet.
Physical Artist Though performance is her greatest love, Sumiko is excellent at working with her hands. Her calligraphy is steady and smooth, her paintings and drawings are detailed and life-like, her pottery comes out even and clean, and of course she can read and write quickly. If you need something written or made for you, Sumiko is your girl - but she can be a perfectionist so it might be a bit of a wait.
Persuasive Sumiko has a knack for roping others into doing what she wants. This isn't always aggressive badgering - in fact being a poet Sumiko can be quite cool with her words, and being an actor she can make anything sound like the truth. She doesn't go around lying to people though, that would be uncouth! Tt's just that she can be quite convincing. With some people after a conversation with her they end up running an errand and thinking it was their idea in the first place.
Physical Description
Sumiko always stands out in the village due to her taste in clothing: elaborate and stylish. Of course the frames she wears over her eyes are no exception. Even if she didn't dress like that, her shockingly pale hair would make sure that one can always pick her out of a crowd. Her physical appearance is rather plain; her eyes are dull, she isn't the most busty or shapely of women nor is she that tall or short... but she does love to paint herself in varying degrees of make-up. This has the side effect of making her seem more attractive, but the enjoyment of making an art piece of her skin is why she does it in the first place. Although she tries to keep clean its very common to find her with ink stains on her hands, arms, and even her face.
Even small towns need entertainment, and Sumiko takes it upon herself to provide that. She's a "jack of all trades" type when it comes to the arts, with the notable exception of song and instrument. Please don't call her tone deaf though, she will vehemently deny it.
She was born in Heiseina, her family the last of the dying Hayashi clan. Hers was an old family, once well respected in the valley, so it came as a shock when each passing year saw their prosperity dwindle. No one really knows what happened to the Hayashi family, though some claim that the family's head offended a spirit so badly that it cursed his line for generations. It would explain the sons' early deaths, the daughters' lack of vitality that presented itself through pallid skin and colorless features. Some subsequent family heads were obsessed with turning their luck around. Sumiko's father was one such person, but he died desperate for a son to carry on his name and ended up with two daughters. The clan's fate was sealed.
His passing was a sad thing, but for his wife and children it was also a freeing experience. There was a certain liberation in knowing they didn't have to toil on behalf of a doomed family name any longer. Sumiko left Heiseina when she was barely old enough to travel on her own, exploring the valley they lived in and the small hamlets that surrounded it. She met many people and heard many stories - in order to commit them to memory she wrote them down. To keep herself occupied during trips she would doodle pictures to go with her writing. It didn't take long for her to fall in love with art. For her freedom came in the form of a song on the wind, or a brushstroke on canvas.
Now, Sumiko is Heiseina's resident artist extraordinaire (self-proclaimed). She's also a decent source of news and gossip, bringing stories and paintings with her all over the valley. She travels very often, taking advantage of not being tied down to one place. When she returns to Heiseina she stays at her family home and mooches off of her more responsible and respectable elder sister. Their mother passed years ago, leaving the large, empty estate to the both of them. She always makes it back in time for festivals, where she insists that she put on the newest play she's written, play a role in local re-tellings of myths and legends, and participates in dance until she can barely move. Though she has a strong passion for all kinds of art, dance and Kabuki are one of her her favorite pastimes, so when she can she goes all out.
Lately, life in the valley has been slower than normal. There haven't been as many interesting stories to create art about, so Sumiko has been going out a lot more and pestering others in search of something to spark her creativity.