Description Nicodemus stands at about five feet and eleven inches, or one-hundred and seventy centimeters, and weighs about one-hundred and eighty pounds, or eighty-one kilograms. He was once a handsome, angular man with nearly silver hair that framed, and complimented, his deathly pale skin. His eyes were a storm, an elegant collaboration of gentle blues and intense grays that create the visage of a thunderous, raining sky. However, since his "Awakening," his profile has been warped immensely. His once angular and handsome face had been distorted into an ever-shifting slate of reddened flesh without feature, aside from a strange marking on the right corner of what used to be his face, near his temple.
He can speak still, much to his own confusion and likely the confusion of others, but his voice has altered from a once melodic tone to something that sounds like a harsh whisper even at it's loudest. His voice, rather than increase in volume, seems to become more and more overwhelming the "louder" he gets. Rather than filling the ears of those listening to him when he "yells," his voice seems to fill their minds, becoming the most obvious sound in the vicinity despite being the quietest.
Personality Nicodemus is a distant, oft' harrowing man of an intensely melancholic personage; his quiet ways of disinterest and apathy seem to issue forth waves of discomfort and aversion. His mind is that of a poet, or perhaps a philosopher; although one without solace. His written art is dense with horror; and always of an existential, cosmicist nature. He lives in constant rumination over the nature of existence, and all the darkness and horrors that it contains. He is enigmatic and eccentric, eternally writing poems and novellas of the great and old beings that plague his dreams, both waking and not. He is not a frightened man, nor a particularly courageous one, but does not shy from things often.
Skills Spatial Distortion Nicodemus can create distortions within space, causing any physical matter within to bend according to the distortion. This provides him the ability to teleport rapidly, alter physical dimensions, and create pocket dimensions as well as portals. However, Due to the Manton Effect his powers can not distort the dimensions of human beings; meaning that he can not stretch someone's torso to infinity and twist it along the way, but he can do such to structures, geography, etc. Unless you'd like to spend 12 hours walking a 15 foot hallway, stay on his "good" side.
Warped Being After his "Awakening," Nicodemus's physical being became warped in a way that defies most known laws of human anatomy. He has no ears nor openings to receive the vibrations of sounds yet can hear clearly, he has no apparent need for sustenance and does not eat or drink, he has no mouth or way of producing vocal sounds, yet can speak in whispers that are impossible to ignore. He appears to be incredibly thin and haggard, but has strength that puts even the fittest of men to shame. His body is capable of taking damage, and heals at a rate that is only slightly faster than the average human (with the exception of being able to re-grow limbs at an astounding rate), but no amount of physical damage seems to deter him. If his legs are broken, he can walk as if they are fine, if his body is riddled with bullets, he will carry on as if nothing has happened to him. As of now, the only known way to incapacitate him is to administer powerful sedatives at a constant rate, as he will recover from their effects much faster than the average human.
Weaknesses "Insanity" - Nicodemus has spent most of his life plagued by horrors known only to his dead Grandfather and those who read his works, as such, he can act in a very strange manor, and his external gifts fail during hallucinogenic episodes.
Sleep Paralysis - An aspect of Nicodemus's numerous ailments, he experiences sleep paralysis; an event signified by consciousness without the ability to move and (in his case) accompanied by terrifying hallucinations of "beings" without faces holding him down and whispering great evils to him.
Terrifying Profile - Looking the way he does, Nicodemus has had great difficulty acquiring meaningful relationships since his awakening, and has such been largely unable to form bonds with other wanderers.
Nicodemus was born an only child in his family's home to a poor estate in Erubesco, and was raised in part by his mother and father, and in part by his ailing Grandfather. His father was a jeweler, and was often away from home on various trips to sell his wares, sending home what little he could afford to. His mother was a maid, and often worked in the wealthier parts of town cleaning things of both common and horrific nature. When he was three years old his primary Care-taker and Grandfather, Alistair Hathaway, began to develop acute psychosis, for which he was bedridden. The occasional doctor or nurse that the household had been able to afford claimed that his psychosis and hallucinations were likely caused by syphilis, Alistair however died many years later without the infection present in his biology.
Despite the belief of medical professionals, Alistair swore that he was not sickly by any means that perpetuated among men, but that he was paying the price for knowledge long forbidden. From an early age, Nicodemus was exposed to the numerous hallucinations of his Grandfather and eventually began to have hallucinations of his own, often experiencing ones almost identical to Alistair's. Beginning at the age of Four, Nicodemus had been labeled clinically insane, although harmless; the same diagnosis as his Grandfather. For almost two years Nicodemus suffered these visions and night-terrors; whispers of entities old and harrowing, visions of catastrophes and apocalypses, and hallucinations of faceless beasts holding his body still throughout the night. Without any means to express himself, to unleash the Hells held within him, he turned to writing and poetry, both of which he shared only with his Grandfather.
His Grandfather consoled him throughout his early life, much to the anguish of his ever-absent parents, and Alistair refereed to his Grandson as a prodigy. Nicodemus didn't care much for the assessment of his writing, but his Grandfather was right. Even at such a young age, Nicodemus's writing was astute and visual, and those whom his Grandfather shared his writing with were astounded at the terror felt by reading a child's poetry, and it wasn't long until peculiar individuals began to pay hefty sums for Nicodemus's works.
At the age of 12, Nicodemus's first Novella was Published, a short story called "The Waters of Nisceir." His book recieved little attention outside of niche circles at first, but soon began to spread and fester among the shelves of those with a love for dread and cosmic horror. Not long after his publications growing popularity his household could afford his mother's early retirement, and after Nicodemus's fourth publication, at the age of 13, his father did the same.
His house was full, and his Parents were happy for a time, until Nicodemus made the decision to emancipate himself from them, cutting them off from their excessive spending of his own profit. He continued to provide them with more than enough money to live comfortable lives, all three of them, until his Father's greed led to his Grandfather being taken to a "home." At this, Nicodemus was furious, and immediately seized their income through his own volition, and using the money he had once given to his parents, Nicodemus purchased a small home for himself and his grandfather. Both his Mother and Father were forced to return to work, as their excessive lifestyle had left them without a dime in their savings.
After this separation, Things went well for Nicodemus and Alistair for a few years, Nicodemus's works became more and more popular with each publication, and as such his income continued to grow exponentially. However, at the age of 15, both he and his Grandfather's hallucinations became incredibly intense and consistent. Both of the Hathaway men could be seen from the outside world, wandering their house and screaming, whimpering, and whispering to themselves. For a period of two years, both Nicodemus and his Grandfather were plagued by numerous visions a day, heard the whispering of monsters every waking moment, and in their sleeping hours felt the looming presence of things so old that time itself seemed young in comparison.
There was only so much an old man could handle, before giving up to the whispers.
On the morning of his Sevententh birthday, Nicodemus awoke to find that the whispering had silenced, the entities that haunted his sleep were gone, and the visions that so often pounded in to his psyche were absent for the first time in years. With nothing but silent joy, Nicodemus nearly ran to his Grandfather's room, but found something so twisted there, that it haunts him to this day, and will likely do the same until the day he gratefully dies.
It was then; the day of his seventeenth birthday that his long dormant powers had awakened, and it was the day he abandoned what he had come to know as his home.
Fleeing to the Ashlands, he simply wandered for a time, traversing the sands instantaneously, and he began to become something of a folk legend; Eld Fen. His behavior was strange and terrifying for those unfortunate enough to witness him, as he would always stand just far enough away from villages or towns that he could see them; But, this meant they could see him as well. Whispers and rumors of a warped entity wandering the wastes, a being that could appear and disappear within moments, a being without a face.
After a bit of time, Nicodemus discovered one of the Largest villages out in the wastes, and he decided to settle there. So, he made himself a cabin from sand that couldn't have been large enough to contain more than a single small room, but the rumors of it's vast hallways and beautiful rooms began to spread, and people began to sneak in to the building to catch a glimpse of the faceless being and it's home.
This however, often proved to be the downfall of many a wastelander; as his home was not only vast, but infinite, and ever changing. Those that dared more than a glimpse into what had been named the "Yellow Cabin" often fell to insanity, wandering the infinite and shifting hallways until they died of dehydration or exhaustion. Only one man had ever survived a journey into the Yellow Cabin, but he had succumbed to a madness so severe that he could only talk in languages no one knew or understood, and likely didn't exist.
It was here in this Cabin that Eld Fen lived for nearly five years, growing his power and understanding his abilities. However, around the four year mark he was visited by a small group of Ashlanders, a group that was quite clearly not native to the immediate vicinity. Rather than just open the door to his home and enter, they had knocked and been very polite, albeit taken aback by the warped figure who curiously opened the door to the small cabin. After requesting quarters, he let them in immediately and explained the nature of his home; that it's structure was in constant shift and unless he escorted them they must remain in sight of the cabin's entrance.
That had been nearly a year ago, and he had since accompanied them in their travels through the Ashlands. His position in the group was simple, he would provide them with housing and often told them stories so chilling that sleep was occasionally difficult to achieve.
Not every member of the Wanderers was fond of him, but those that were found a good and powerful, albeit insane, friend.
@hagroden Damn. I adore the concept of a guy who just suddenly became a Lovecraftian horror monster one day. As long as everything is explained with Gifts and sci-fi stuff, I got no problem with him. c: Before I give full approval, though, I noticed you put him in the Wanderers. Did you mean Ashlander, or nah? Cause I’m down as fuck for either, but I just wanted to clear it up cause if he’s a Wanderer, it might be good to add how he joined up with the group, and establish a few connections with some other Wanderers real quick via PM and the like.
But yeah. Once that’s cleared up, Nicodemus is pretty much good to go.
@EchoicChamber Hey, so I assumed "Wanderer" was term for a factionless/homeless person, however; I do think it'd be interesting for him to be part of a faction. But for now, he'll be beginning by factionlessly wandering the ashlands.
@hagroden Ahhh, okay. That’s fine! I think it would be better to use “Ashlander” instead, since Wanderer is also the name of the large nomadic group and might cause some confusion. Just make that edit, and then go ahead and move him over whenever you’ve got the time. c:
@EchoicChamber Wait, so are the Wanderers a faction in the same sense as the Two Nations, or are they more akin to being whoever is "Left over." You used the word nomadic, which is exactly what I was thinking it'd make sense for Nicodemus to be. It'd definitely be easier to have had him join a group prior to rp starting... Hm...
Sorry about my indecisiveness, I guess I need a bit more info on each faction before I can really determine what would be the best fit for Eld Fen here.
P.S. Btw, He's a Chamber horror monster. His appearance and the marking on his face are both straight out of "The King in Yellow" by Robert W. Chambers, although Hastur is part of the Cthulhu Mythos so, so I guess he would be lovecraftian as well... H N G
@hagroden Don't worry about it, man. I'm here to answer any questions y'all might have, after all. c: The Ashlanders are basically those who live in the ashland, as a general term. They can be a part of a village, they could be on their own, etc. If they were a Mercenary, their loyalty would be listed as Mercenary, and if someone were to make another Ashland group after asking me for permission, then it would be the name of that group instead of just Ashland.
The Wanderers are one of the various nomadic groups that roam the wasteland, having kind of grouped together for various purposes- as a result, it's got some pretty interesting members. They're essentially a bunch of misfits that wander from place to place, occasionally try to settle, but tend to be booted by either faction or some other circumstance before going on the move again. They're kind of infamous in the factions for making a few large scale attacks, and for not playing nice whenever the factions try to come after them, but they don't actively try to fight the factions for the most part- preferring to keep to themselves. They're pretty open to new members of all walks of life as well, as long as they don't try to backstab or are openly aggressive, although they're a somewhat cautious group as a whole due to past experiences.
Does all that make sense? I can clarify if necessary. (Sorry for the large block of text, also. ^^;)
@EchoicChamber Alright, interesting... Perhaps their search for a place to Settle will have lead them to the door of the "Yellow Cabin?" I'm working the wastelands into my Biography right now, but it will be a small sand cabin located a short distance from a village. I'm sure rumors of a house that appears small but is truly infinite would be interesting to a pack of individuals having trouble finding a place to settle. If the leaders could handle Nicodemus's Personage, perhaps they could have requested temporary quarters or something of that nature, which would eventually lead to Eld Fen joining the faction?
@hagroden That could work! They don't have any real leaders, so pretty much as long as enough folk vouch for him he'll be aight to join the group. The Wanderers might not get to reach Eld right off the bat, however, They're currently living on a ranch at the moment, and one of the first plot arcs will involve a slaver group stopping by to screw them over, so that might preoccupy them for a while. Would that be alright with you, or would you rather work out an alternative?
@EchoicChamber Actually, I was hoping that they would have visited the Yellow Cabin long before the RP takes place, and he would have been traveling with them for a time. I'd assume the Wanderers wouldn't mind his visage, given that he is capable of creating infinitely large homes for them at a moments notice. He probably would have been traveling with them for about a year or so, so he'd become comfortable enough to communicate with them, but not be completely adored by the faction. He is, after all, a quite terrifying and at the very least off-putting individual, even without his insanity.
@hagroden Ahhhh, okay. Yeah, that makes sense. The Wanderers have been around for roughly a year IC now, so having him be a part of the group for around a year would mean that he's been around since the relative beginning. Would that be alright with you? Cause I'm perfectly fine either way, haha. And yeah, I imagine that some of the members would be fairly offput by the whole Lovecraftian horror thing, although it'll likely help that there's some other fairly freaky folk that he might have an easier time getting along with.
@EchoicChamber I'd definitely be alright with him being around early in the factions timeline! Perhaps, rather than a massive nomadic force it was just a handful of people asking him to stay the night in his home, and he grew fond of them quickly so he decided to join them in their travels?
(TBH Gale would probably be Nicodemus's favorite, given the boy's affinity for darker poetry. He'd also have happily given Dawn a few copies of some of his work, most of which would never have been published. Ahh, I love doing character relations)
Alright, I updated him, let me know what you think!! And anybody that is part of the Wanderers, HMU and we can discuss character dynamics and the like!!
The history looks good! I'll go ahead and PM you about character relations so we can discuss them in depth, that way we don't clog up the chat or anything. On a related note, I'm also completely open to character relations in general, so don't hesitate to PM me stuff, all.
EDIT: And by the way, if I didn't make it clear or anything, Nicodemus is approved to be moved over to the character tab whenever.
Description: Lottie is a pretty normal-looking person. She’s short, and not particularly skinny or fat. She has a round face with pale skin, contrasting with her dark hair. When her hair is down, it reaches low on her back, and it’s naturally black, but dyed a medium shade of blue, with darker streaks throughout. She dresses simply, usually wearing a dress, jacket, tights, and sneakers. She mostly wears blues and purples, as they match her hair.
Personality: Lottie is the kind of person you can rely on to keep calm when everyone else is panicking. She has good control over her emotions and the ability to think things through. She’s incredibly good at hiding how she’s feeling; if she was angry at you, you probably wouldn’t be able to tell unless you’ve known her for a long time. In not expressing her emotions, though, she tends not to deal with them. She has a lot of repressed anger and sadness inside her that have been festering for a long time.
Skills: Because of her Gift, Lottie can remove parts of her body and control them remotely. For example, if she needs to reach something that’s too high up, she can take off an arm and use it to extend her reach. She’s also good at thinking critically and coming up with creative solutions for problems. She doesn’t get panicked easily, and can keep her cool and think a situation through.
Weaknesses: Lottie isn’t particularly strong, fast, or agile. She’s pretty much useless in physical activities. This is also a problem with her Gift; what she can do with her removed limbs is restricted to what she can physically do. She can also feel every sensation in a removed body part. While this helps for finding lost things, it also enables Lottie to be hurt from long distances.
Brief History: Lottie always felt like she was in the wrong place. She could never wrap her head around math, science, or any other skill considered useful in Liberty. The only talents she had were in the creative arts. She would get into a lot of trouble in school for doodling all over her papers instead of paying attention in class. Her parents were supportive, at least, nurturing her creativity instead of discouraging it. She appreciated that, but still felt frustrated at everyone else telling her to give up her art. One day, when she was in the office waiting to be scolded, another girl came into the room, likely in a similar situation. The girl introduced herself as Skully, and by the time Lottie was called in, the two had started a friendship. Skully knew plenty of people who were in their boat; creatives stuck in a bad environment. A whole new world opened up to Lottie. For the first time in her life, she didn’t feel like an outcast. Or at least, she was among other outcasts. Since then, she and Skully have become inseparable, making art and getting into trouble together. Their relationship has even gone a little past simply friendship.
Full Name: Diane Scully
Nicknames/Aliases: Skully, Skull, Di
Age: 16
Gender: Female
Gift: Cryptid Transformation
Loyalty: None (Lives in Liberty)
Description: Skully is fairly strange-looking. She’s tall and skinny, with dark skin and light blonde hair. Her hair is short and spiky, with a chunk of bangs dyed bright green. Green is the color that Skully wears the most; an easy way to spot her from a distance. She usually wears loose clothes like t-shirts and cargo shorts. She definitely looks like a punk, with her hairstyle and the various piercings on her face.
Personality: Skully is unapologetically weird. Despite her loud appearance, though, she tends to be pretty introverted. It takes some work to get her talking, but once she goes off on the right topic, she can talk for hours. She has a lot of passion, but doesn’t tend to express it freely. She’s also a slave to her emotions, having trouble thinking things through if she’s in a chaotic emotional state.
Skills: Skully’s Gift allows her to transform into multiple cryptozoological creatures. Staying in one unnatural form for an extended time takes a lot of practice and concentration, though. At the moment, the forms that Skully is the most experienced with are that of a Shadow Person and a Jackalope. Outside of her Gift, she is talented in athletics. While not incredibly strong, she is fast and has plenty of stamina.
Weaknesses: She can’t hold a cryptid form for very long. Her most comfortable forms last about an hour, and less familiar ones tend to last a few minutes. Despite her physical aptitude, she’s very clumsy. Sometimes, it feels like her limbs are too long for her body.
Brief History: Skully was in a similar situation to Lottie; she was a creative in an environment that discouraged non-conformity. The difference was that her family wasn’t at all supportive of her. Her uncle was in the army, and died in the war between Liberty and Erubesco, leaving the family devastated. As a result, her parents gained a strong hatred of Erubesco and what it stood for. The more Skully’s parents discouraged her creativity, though, the more she tried to stand out. That’s just what happens when you’re a rebellious kid, right? She stopped spending a lot of time at home, and met many similar people who supported her. When she met Lottie, she just had to bring the other girl into the fold.
Nicknames/Aliases: The Doctor, The Grandfather, the Gentle Giant
Age: 45
Gender: Male
Gift: Scanner: Though it has a relatively simple name, this power has few more branches to it. The simplest one being that he is able to sense any living being within 30 feet, or if he is searching for a certain object, the power to sense where that object it. The second, more powerful part of his gift is that upon touch, he is able to sense the purpose of the object and it's history. Upon touching a human, it works the same way, he simply has to touch a human being and he will be able to see that persons personality, gift and entire history, from birth up until that point in less than half a minute, however, unlike objects, the living being he touches may resist this if their willpower is strong enough and if it's a telepath touches, then it will be completely impossible for him to do it.
Loyalty: Erubescan Alchemist
Description: Aran is a massive man, towering at over 7'2" feet tall with fairly stocky and muscular build. You'd expect someone this size to be a intimidating man, yet the light smile that is always present on his face and his kind personality would lull anyone into believing he is only a gentle giant.
Personality: The gentle doctor, the kind doctor, is what most of the people of the slums used to call him and true enough he does act nice towards people he thinks he should be nice, gently towards people he thinks he should act gentle around and not to mention being patient with those who deserve it. However, other than his patience, none of his emotions are really true, it is only mere acting on his behalf, the only emotion true to him being curiosity about humans and how they function, however, he does not lack any emotions, but one would have to go to great lengths to wipe the ever present light smile from his expression.
Skills: Intimidating- While he does not intend to be so, as soon as his smile is gone from his face and he frowns, he becomes one of the more intimidating people one person's going to miss. Unarmed Combat- When you grow in slums where even the slightest mistake could get you killed, you learn to protect yourself, one way, or another. Surgeon- Taken under the less than reputable tutelage of a disgraced surgeon living in the in the slums as a child, he has learned surgery up to nearly a professional degree, most of the time forced by his tutor. As he grew up, however, he sought to expand his knowledge
Weaknesses: Bad Leg- Aran had quite a bad accident in the past whilst working on one of his accidents, with a few pieces of metallic shards stuck deeply into his leg and while they were removed and his leg was saved, his wounds never healed as he still walks with a limp and feels a certain amount of pain if placing too much weight on it. Inexperienced with Guns- Guns are not foreign to him, however, place a gun in his hand and he could probably be unable to hit the side of a barnyard from six feet away.
Brief History: In Erubesco, it is rare for a person to advance from their current status and live their lives from birth to death as perhaps a serf. However, Aran and his sister are two rare cases and while his sister is a case of having a powerful gift to help her advance his was about skill, despite being born as the son of a serf, his medical knowledge was very advanced considering where he had grown up and though it took some time, he had been able to catch the attention of the higher ups of the society and was allowed to be initiated as an Acolyte.
As the years passed, he extended his medical skills even more and as he advanced to the rank of Alchemist, he soon became fascinated with gifts, not one particular gift, but gifts in general, while they were a ever-present part of life in this world it wasn't that easy to understand for most people where and why people had first obtained gifts in the first place and then a thought sparked into his head. The people in this world now, all had a sort of Gift, but they were born with it, what if he could extract someone's gift, leaving them powerful, what if he could place said gift in another person... what if he could create his own Gifts?
However, his train of thought was broken when news of most of his family's deaths arrived. His mother, his father, his younger brother and his elder sister, all had died and not even peacefully, they had been killed by someone, but by who it was unknown. The only survivor of this ordeal was his younger sister, who had not been attacked in the first place.
This affected Aran Seiran greatly and for a week, he stopped work for an entire week as a part of mourning. Though he did begin working again, he has been seen supervising his sister, Anna Seiran more often now, probably to make sure she is safe.