Asuras

When God pulls his gun out, he's not running out.
Original poster
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per week
  2. One post per week
Online Availability
24/7
Writing Levels
  1. Adept
  2. Advanced
  3. Prestige
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Fantasy, Sci-fi
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Co-GM: @ERode

Status: CLOSED
Positions Available: 0/7









Step by step, the King rose upon Ivory
Until the Heavens stood within
Slice by slice, He cleaved apart the Stars
Until the Heavens stood without

One by one, the Stars fell down
Dashed upon the Wretched
One by one, the Stars rose up
Remade upon the Sacred

Now divine only in name, but a few dregs of the gods have survived their descent upon the world, and in overwhelming fear have hidden away their spirits. Within the hearts of mortal women, goddesses of all walks rest and tend to their wounds, hopeful that their new surrogates will save them from the annihilation they escaped once before. A kingdom marches upon these lingering heavenly souls, sending knights clad in death across the greatest mountains and lowest valleys. By the will of their ancestral king, they would have the last remnants of heaven executed.

These innocent young women must save themselves and their patrons from the machinations of the kingdom, in a world where their allies' power dwindles and that of the enemy grows stronger each passing day. All hope without seems lost, and so they cherish that which remains within.

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Cold, unyielding, austere, there was once beauty in its savagery
Debased, corrupt, perverse, there is now only hunger beneath its fangs

In Invocatem, you will play as a young woman who has been blessed by a goddess fallen from the heavens. After escaping the deicidal stroke of a nameless knight, the few remaining gods seek shelter within the bodies of mortal men. Still, they are not safe, and their mortal hosts must survive long enough to see their divine patrons reborn with newfound strength. A host of death knights from the kingdom of Baelwill aims to end the lives of these mortals, and over several years has neared the end of their goal brutally. But few remain; including you.

With the souls of divine patrons within them, your characters possess a magical strength that does not dwindle, even as the world around them sees their magical prowess fade into nothing. You are the last hope against the coming tide of the Baelwill campaign to conquer the world, and already you seem to have failed...

Led in chains to the gallows, the crowd of cityfolk gathered seems to stretch unto the horizon. Countless cheer for your death. The last terrible gods, gone forever! And they would not miss the moment that divinity was snuffed out forever. In your heart, you can feel the goddess stirring, restless; she knows what is about to transpire. Standing upon the wooden platform, you await your turn -there is another girl before you. As the axe is lifted over the neck of a girl you came to know only briefly in the time spent imprisoned below the ground, a glint catches your eye.

A flash of metal long past the hefty sheen of the executioner's tool. As you strain to see, the executioner cries out in pain and falls with a thump, axe falling precariously close to the bent girl. Another thud, and there is a stranger there upon the platform with you. Clad in armor befitting of a grandiose knight, the similarly aged girl extends a hand, eyes stone cold, and yet somewhat familiar. You hear a second heart beating within her chest.

You've been given a second chance. Perhaps the last one.



The world of Invocatem takes place upon a large continent spanning several nations big and small. Though your characters may hail from vastly different sections, you have all come to meet under dire circumstances.



    • The hub of the world, Mecrundyr is a home to peoples from all over the continent, presided over by the Oristanian Federation. The republics of Mecrundyr enjoy peaceful coexistence, even as Baelwill threatens to dismantle it. Marked by sparse deciduous forests, wide rivers, and rolling hills, it is a scenic locale enjoying plenty. Few here struggle to survive, with continuous trade and endless lands with which to farm.

    • "Hub of the hub of the world", Lug Na Gorn is a sprawling metropolis welcoming traders returning from all corners of the world. The Oristanian Federation hosts its governing bodies here, conversing in diplomatic halls to continue their long-held peace amongst one another, and to promote the free-loving ideals of the region.

    • Located to the south of the region and stretching across much of the southern coast, the Oristanian Forest is a thick environment that the Witches of Oristania call home. These woods yet retain a considerable amount of magic, rumored to be the result of the witches' patron deity surviving the fall and hiding within. Few, other than the witches themselves, traverse these woods, for fear of the ancient entities which yet live on.

    • To the east of the Oristanian Forests lies an insurmountable place of death and horror. A direct result of the accursed experimentation of brazen witches, the Gorewood is a region dominated by intermingling curses so pervasive and numerous that they have coagulated into an eldritch mass of lethality that none may pass. Merely standing nearby the strict edges of the Gorewood may drive one insane, as the sounds of chittering evils and moaning beasts drowns all other sounds out.



    • The coldest region of the world is home to the Verdigrisian Kingdom, an offshoot of the once whole Baelwill Kingdom. Verdigrisians call their Baelwill counterparts 'brothers', for their close cultural and historical ties, though the similarity stops there. Far more amicable in their endeavors, Verdigris, like Mecrundyr, enjoys peace in their chilly abodes. Knights of glimmering color protect these realms and struggle to adopt the power of Reverence as their brothers had already achieved.

    • Highest peak of the world, Mount Loreletonne is visible from the northern coasts of Baelwill to the Feeding River of Mecrundyr. Only legends have reached its summit, as others struggle to even make their way to its base, hidden deep in the frigid mountains of northern Verdigris.



    • Dominating the eastern half of the continent is a set of empires of such massive size that debates are frequently held over how the borders should be maintained. Every biome is featured within Ju Ren Kyo, from cold northern tundra to the deserts upon the south.

    • Dividing Mecrundyr from Ju Ren Kyo is the largest mountain range of the world. Though agreeable in weather, its highest peaks nevertheless see snow year round, and while traversed easily compared to the ranges of Verdigris, it is home to the most awesome beasts the world has ever known. It is dangerous not for its difficult of travel, but for its terrifying fauna.

    • The Dull Stretch is a grassland steppe, serving as the bridge between Mecrundyr and Ju Ren Kyo. Inhospitable, it serves sedentary lifestyles poorly, but enjoys a near-perfect ease of travel. The tribes here offer their services as transporters, delivering goods across the regions with efficiency seen nowhere else.

    • "The Foot of God", as it is known, is the imperial city of the Daten Dynasty. Grandiose in its beauty and design, the palace sits upon a massive stone structure overlooking the lake, which locals believe to be the resting place of a great deity. Surrounded by light forestry, it receives much of its goods from outside the area, and from across the lake.

    • To the south of Ju Ren Kyo lies the arid and desert region of Rokon. Presided over by the Midday Queen of Rokon, this region is known for its incredible scholarly works and wealth, attained by the advanced proficiency of citizen merchants. Though desolate in much of the area, natives of Rokon tame and dominate an otherwise hostile environment without batting an eye.

    • In the northeastern corner of Ju Ren Kyo lies an enigmatic forest that many have attempted to traverse, only to fail. It is known that the fox-eared Tanna people originate from Dokoshi, but their homes and cities remain undetected to this day. None save the Tanna know of their culture and whereabouts.


  • Home to the largest population of light elves in the world, the elven homeland of Alkrisia is one of almost perpetual rainfall, leaving their lands a marshy wetland fit for unfathomable amounts of rice farming. Only the respite of the elevated regions near their northern mountains see more well-established cities. Closely tied with the Oristanian Federation, Alkrisia currently considers joining the Federation itself. A sizeable portion of their population actively travels between the two regions frequently, exchanging cultural ideas and goods.

  • Home to the dark elves which immigrated to the isle thousands of years ago, Comlenes is a tropical island nation covered primarily in lush swamps and a rainforest to the north. Once strangers to the island, they have since proliferated even as the region proves one of the most wild. Save Fangshaven, no other region hosts as many terrible beasts as Comlenes. Taking on the challenge in stride, the dark elves of Comlenes prove themselves to be formidable hunters matched by few else.

  • The nemesis of the world, Baelwill is a kingdom of knights who seek only glory and feats of strength. At the beginning of civilization, the peoples of Baelwill were prideful and determined. Prior to their fall from grace, Baelwill, too, possessed great magics, until their arrogance became a pitiful shadow of their once great kingdom. The gods abandoned them for their arrogance, and left them to squabble over a broken nation filled with strife and despair... all while the rest of the world enjoyed bounty and strength through their patron deities.

    With time, Baelwill gathered itself and returned to power, drawing strength from the power of Reverence and their Tower of Lords. Years ago, with a fateful strike, a nameless knight bound to the otherworldly interior of the tower walked upon its peak and cleaved the gods in their heaven, leaving but a few to escape into the bodies of mortals. Now, they seek to finish the job, and herald an era of a Baelwill-dominated world.


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Whether Miracle or Malady, Ancestral or Divine,
An Offering must be made, A Prayer must be said.

In the world Invocatem takes place within, the concept of magic hinges upon the boons that the gods have provided to mortals since the beginnings of civilization. It is a general term referring to feats not normally possible for mortals and was, for a time, a tool utilized to shape the very planet. Great feats of arcane ability were possible, as the first humans lifted mountains from the dirt and nurtured endless forests to life. Today, this sort of magic has been lost. With the death of the vast majority of the gods at the hand of a uniquely powerful entity, the boons that aided men have begun to flicker away into the darkness. Few remain who could truly be called “Great Mages”, leaving the common man to dispense mere shadows of their former ability.

In the wake of divine genocide, a different school of supernatural prowess reigns supreme. Created by the kingdom of Baelwill years ago, ‘Reverence’ is an alternative to magic that relies upon the channeling of ancestral spirits and deeds, manifesting the wills of their ancient heroes into feats that rival Great Mages. Understood and utilized by Baelwill alone, their forces prove an insurmountable force for the wounded nations elsewhere.

The boons of the gods, now merely an ethereal presence faintly sensed by the more magically attuned, granted mortals the ability to will things to pass, emulative of the divine patron which aided them. Elemental spells, for example, could be invoked by devoting oneself to the gods of the elements, or by learning the true names of the boons themselves.

For the young women who have been graced by the direct touch of surviving goddesses, magic retains some of its olden notoriety, though is significantly weaker than the earliest kinds. Though their peers may struggle to draw forth a bolt of flame, the divinely inspired may launch a torrent of fire not seen in years. Further still they may invoke the power of their patron, taking on the qualities of the goddess within temporarily. Shunted upon your mortal body, it is almost too much to bear initially, but the power it grants is far too valuable to forego.

Taking upon the platonic image of the goddess, it becomes clear to those around you that you have the spirit of a divine entity within and now, without. However, the transformation is blatantly antithetical to the normal state of mortals, and as such is no doubt visible to the mystic eyes of those who search for the divine... Careful consideration must be made when using the transformative state.



Character Sheet

Notes:
  • Ages should range between adolescent and young adult
  • Personality may be in paragraph form or as a list of positives/negatives.
  • Biography should lead up to the moment your character had been captured by Baelwill (the start of the roleplay)
  • You have free reign over your patron goddess's design. Don't be too broad with their aspects, though you are free to use unassociated aspects (e.g. "Fire" and "Tigers" etc, etc). Don't be afraid to try something you want.
  • Your character's "Inspiration" is their transformed state. Note here any characteristics to their powers/appearance that may change in this state.
  • The only place your character may not have originated is Baelwill.

[warning]Place pending sheets in OOC and await acceptance. Once your character has been accepted, place the finished sheet into the Characters directory.[/warning]

[Appearance as image at the top. May also include written description.]
[b]Name:[/b]
[b]Age:[/b]
[b]Origin/Birthplace:[/b]
[b]Personality:[/b]
[b]Biography:[/b]
[b]Patron Goddess:[/b]
[b]Powers/Talents/Skills:[/b]
[b]Inspiration:[/b]
 
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Wren Sozu

Age:
19
Origin/Birthplace: Alkrisia

Appearance:
Her hair is long, ginger, and extremely scruffy, often poking out between folds of crumpled cloth. Both of her wide eyes are a cloudy blue-grey. Her skin is dark olive, and her complexion is somewhat rough. She stands rather short at 5"3, but has a surprisingly muscular frame. This and the fact that she always covers her face with a black, white-striped mask makes her look somewhat androgynous at first glance. She always wears a ripped collection of rags (looped with various rings) that gives her a very untidy & strangely concealed appearance. Both of her slightly pointed ears are pierced with various iron rings.

Personality:
An extremely quiet sort of person, Wren never likes to be at the center of attention, and is almost never the one to start a conversation. Very shy at heart, Wren really doesn't like it when people get too close to her (and hates being touched even more), often running back a few steps from someone if she feels overwhelmed. When it rains, Wren seems to get oddly hypersensitive, often bursting into tears (be it through joy or sadness) at tiny little things. She seems to get very depressive at the later hours of night.

She's easily intimidated and highly dislikes conflict of any kind, usually making any precautions possible in order to avoid or break up a fight. She hates seeing anyone in pain or suffering, and does whatever she can to help them, even if she'd consider them her 'enemy'. In the rare instance she does say more than a sentence, she talks with a strange, almost poetic choice of words that gives the girl a very odd demeanor. Despite the fact she doesn't like to be noticed, she still seems to like helping or showing appreciation for other people, often anonymously doing so.
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Biography:
A fourth child, Wren was born into a somewhat poor human family within a shoddy village within Alkrisa. The family worked hard to farm beautiful lotus flowers in order to get by, their fields one of the spectacles within Alkrisa, though it didn't pay particularly well. Wren was also born into a somewhat cruel and superstitious family who were disappointed at her birth, believing the number '4' to be a sign of ill omen, and also appalled that Wren turned out to be a girl where they were expecting a boy. Because of these reasons, she was seen as a sign of ill omen, but for the sake of their reputation, they couldn't simply abandon her.

Regardless, Wren was treated as if she were the runt of the litter as she grew up, often neglected by her fellow parents and siblings, and given the more harsh punishments and chores to do with little to no reason behind them. She grew up as a chirpy and kindhearted girl, who slowly turned more and more shy and reclusive as a result of her treatment. Whenever she seemed close to getting a friend, they eventually turned away and ignored her upon hearing she was a sign of 'bad luck'. Wren grew up with only one or two people she could consider close friends, and was often bullied.

When she was still young, one of Wren's older brothers suddenly stood up for her one day, which caused a huge argument throughout the house. Completely silent in the screams, Wren closed her eyes, before deciding it'd be better for her to just run away from home if she was such a burden to everyone, waiting for the right moment to just slip away and run anywhere. In the pouring rain, with little-to-no supplies, Wren found a quiet spot in the marshlands, and cried for hours on end; letting out her bottled up emotions and weeping more than she'd ever done in her life.

Wren stopped crying, however, when she noticed an injured deer in front of her, an infected wound in its side caused by improperly shot arrows. It was on the floor, coughing and choking, and it didn't look like it'd survive the night. Where she could've killed it for the meat she desperately needed, instead, a burst of emotion erupted inside her, and the next thing she knew, her appearance had completely changed into someone who she could feel she... wasn't, but was at the same time. The droplets of pearl-white rain around her fell onto the injured deer, gently glowing as it slowly repaired the animal's flesh. When the deer eventually came to and pranced away in a confused manner, Wren couldn't help but cry with joy as her appearance turned back to normal.

Upon realizing she wasn't just a normal girl, Wren naturally learnt the ways of her powers and the ways of the wilds, wandering alone to travel across the land to use her 'miracles' to aid anybody who needed it. People wouldn't trust her at first, until she revealed her true appearance, asking to bring the injured and desperately sick outside so she could restore their bodies anew with that glowing, life-imbued rain. She finally realized that the only way she felt truly alive was by using the gift of her Goddess in order to help people, and she finally felt like she had a purpose aside from being some 'ill omen'.

She cared more about others around her than concealing her secret, and a result, her carelessness eventually bought the knights of Baelwill to one of the towns she was residing in. They gave terrible threats to the village if they didn't co-operate in trying to find her, claiming they 'knew she was here somewhere'. Not wanting anyone to be punished because of her, Wren ran forward to give herself up, and for the Baelwill knights to just take her instead of trying to hurt anybody. Dragged off as a prisoner, Wren was to be beheaded along with many more, until a twist of fate gave her the mysterious savior she desperately needed...
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Patron Goddess:
Talai, Goddess of Rain, Mist, and Storms
A kindhearted - yet one of the most moody and emotional Goddesses - it was said that Talai was one of the key parts in creating life, her power creating the storms and showers that would later form oceans, lakes, and rivers, and wet the soil that would later be cultivated by life of all kinds. Though she's often associated with life, harvest, and nature, she's also associated with bad luck and misfortune by some, as the heavy storms and lightning she brings are signs of her weeping or screaming out in fury.

Inspiration: When Wren transforms, her scruffy hair seems to lengthen and curl into a bushy mass of deep silver, like a stormy cloud. Her eyes glow and crackle bright, lightning-blue that emit light even in pitch blackness, and she always seems to emit a steady stream of tears from her eyes that pitter-patter gently against the floor, despite her current emotion. In her transformed state, nearby clouds in the world around her seem to slowly converge on her position, and she's able to alter rainy weather to her advantage and use raindrops to do a myriad of things.
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Powers
>Rain Amplification
- Able to excite and compress clouds together in the atmosphere above her, with a large amount of concentration, Wren can amplify the level of current rainfall into an elevated state in a square mile area around her, depending on what the current weather is. If she's in an upset emotional state, Wren can sometimes unintentionally use this power to a more minor degree, meaning that wherever Wren goes, it's usually more likely to rain.

>Repel/Attract Rainfall - Without the need of expending much energy, Wren can either make one 'repel' raindrops in a large area around them (essentially allowing them to stay completely dry despite the weather), or 'attract' raindrops (which will have the opposite effect), regardless of how hard it's currently raining.

>Flowing Mists
- Without much energy requirement, Wren is able to dissipate the raindrops in an area to create a thick mist that's extremely hard to see through.

>Droplets of Life - When Wren takes upon the image of Talai, she can temporarily make all raindrops that fall in a large area around her glow a pearly white; imbued with restorative energies that allows flesh to knit back together much faster than it usually would. She cannot selectively choose which raindrops are imbued with life or not, meaning that raindrops will heal both allies & enemies around her equally.

>Frozen Drops - Additionally, when Wren shows the form of her Goddess, she's able to selectively 'freeze' raindrops in place. These raindrops take a solid form that can be stood/hopped on, or even form a powerful barrier if enough are bundled together. With enough force, however, these solidified raindrops can be 'smashed'.

>Guided Strike - If the current weather is extremely stormy, at the expense of a large amount of energy, Wren is able to speed up the rate at which lightning strikes occur. Additionally, with an enhanced version of 'Attract Rainfall', she's able to make long masses of floating raindrops that attract and 'guide' lightning strikes (in a connect-the-dots sort of style) onto a certain target.
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Talents/Skills
>Fleet-Footed - Wren is an extremely nimble individual, able to move very quickly even through difficult terrain, and able to perform acrobatic feats ordinary people wouldn't be able to. This combined with a good spatial awareness make her quite tricky to catch or hit with mundane weaponry.

>Wilderness Survival
- Whilst she enjoys a warm fireplace and a prepared meal just as much as another person, Wren doesn't really need it in order to have a comfortable night. She knows how to quickly prepare shelter, fire, and forage for food in the wilds, so long as it's feasibly abundant.

>Sneaking/Hiding
- When Wren doesn't want to be found or seen, she seems to be very good at it, knowing routes to take that'll avoid attention, and knowing ways to use the environment (or sounds caused by the weather) to mask her presence.

>Calming
- Despite her strange appearance and oddly shy demeanor, there's something about Wren that's undoubtedly quite soothing to most. Be it animals or humans, she seems to be quite good at reducing their aggression levels.

>Humming - She doesn't really like to do it in front of others, and she's not very good at remembering the lyrics to songs, but Wren has a very smooth & flexible voice that's able to hit incredibly high and low notes.


 
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Name: Hyacinth Solalessia
Age: 17
Height: 5'4"
Origin/Birthplace: Mecrundyr
Personality: Ever accustomed to the lifestyle of a travelling merchant, Hyacinth is strikingly at ease in her various social interactions, comfortably acclimating into groups with a sort of loud, almost frenetic - but mostly kind - charm. She was, her father would say, blessed with the ability to turn stranger into friend in a snap, but also friend into passing memory just as quickly. In truth, Hyacinth’s conversations, and even significant parts of her friendships, serve largely as vessels for her own vanity, opportunities for the hopelessly self-absorbed girl to share her stories, infinitely more significant - in her mind - than the tales of others.

Woven from no small degree of confidence and almost preaching, virulent optimism, Hyacinth, fundamentally, believes in moving ever forward. Never particularly patient or deliberative, impulse and desire have always had a way of driving her.

Biography: Hyacinth was born the only child of one Falkreth Solalessia, a veteran (and elegantly self-named) merchant of such skill that it was once said of him (perhaps, by him): “Falk could sell the headsman’s blade to the neck of the innocent”. It was perhaps in her bloodline, then, that life on the road, carried by wagon and steed, would come easy to her. Perhaps destiny had its hand as well. Falkreth, after all, had been on the verge of settling down in his more seasoned years, but the passing of Hyacinth’s mother - Mareisa, lovingly remembered - in childbirth laid the notion to rest. Before even her first year had come to pass, Hyacinth came to know of rain, thunder and snow from beneath the canopy of her father’s wagon.

Assisting in the peddling of her father’s various wares, she would grow to become ever the alacritous thinker, armed with a merchant’s pliable tongue. Time amongst places, people, and customs new saw her fashion herself as an adventurer of sorts, a cavalier that pressed endlessly against the frontier. When the opportunity arose, she would traverse hills in the middle of precious nowhere, precarious cliffs and caves tucked away amidst the forgotten. Any of Falkreth’s words of caution would fall upon deaf ears, and he would lay them to rest nonetheless; Falkreth, after all, had been much the same.

Her most memorable adventure, perhaps, had been the Waterfall. She had glimpsed upon a rainbow, its reflection painted upon the rush of waves that flowed vertical upon the rockface. Some foolish part of her had thought to ride the torrent downwards, shielding her own body with an empty barrel of ale. For brief moments, she was all-powerful, the conqueror of the rainbow upon the water. Perhaps to punish her for her arrogant, foolish delight, the barrel shattered.

In freefall, she felt something eerily like a second self, one that felt almost melancholic. Threads of rainbow would carry her back over the water, furling around her in a gentle embrace.

From then on, she would carry on her adventurous indiscretions with her passenger, one who was never satisfied. This continued until she was came upon by knights of some sinister appearance, with her father none the wiser. And when the Girl of the Rainbow Thread finally came before the executioner, some unfamiliar part of her felt almost at peace.


Patron Goddess: Valfermet, the Weaver - “Goddess of Wanderers, Ennui, and the Loom.”
The patron goddess of landless knights and eternal vagrants, Valfermet is typically depicted as a modestly dressed maiden, with long threads of every color imaginable as her hair. The maiden beneath the veil of hair, however, is dull, grey-skinned, of form gaunt and atrophied. Valfermet was said to feed her threads into her oaken loom with spindly finger, weaving beautiful tapestries that depicted and directed the trials and tribulations of the wanderers in the world below. Her great curse is that she would never complete them; thus did she doom the wanderers’ journeys to continue forevermore, woven into infinity.

Inspiration: When transformed, Hyacinth’s entire form seemingly ripples, random parts of her body distorting and bending ever so slightly past their normal proportions for flickering moments. The outline of her body, as well as intermittent strands of her hair begin to shimmer and pulse with the glow of a rainbow.

Powers:
>Girl, Stranded: Drawing forth from Valfermet’s powers, Hyacinth is able to manifest and, with but a thought and to a fine degree, manipulate large quantities and lengths of vibrantly colored thread. Generally, she is able to mottle and weave them together as if rope, carpet or tapestries, with a versatile set of uses; to traverse chasms and cliff-faces with remarkable speed and fluidity (almost as if flight), to form wide tapestries for use as bridges, to create trip-traps and giant slingshots, to bind foes or wounds alike.

>Weaver: Hyacinth is furthermore able to break down - with some doing - inorganic materials into thread form, while magically maintaining several of their inherent traits; threads of steel able to cut as if the sharpest blades, or threads of rock, heavy and stalwart.

>Regalia of the Restless Wanderer: Hyacinth is capable of generating special threads - generally only a handful - that capture the concept of the restless wanderer, of one who takes a thousand steps yet remains forever in place. In practice, these manifest in only a few ways:
1) Special threads that, with each end tied around something or another, serve as a ‘spatial constant’; neither attached entity can move any closer or farther away to the other entity than the length of the thread itself.

2) Special threads that are thought to be mostly nigh indestructible albeit vulnerable to forms of magic, and also mostly immovable save for by Hyacinth’s own will.​

Talents/Skills:
>Appraisal: Ever her father's daughter, Hyacinth has an extensive, almost inexplicable, intuition when it comes to the fair market values of an esoteric assortment of items, whether they be produce or baubles of some rare material.

>Athletic: Years of hiking and climbing have lent her no small degree of stamina and wiry strength.

>Whistling: A highly adept whistler, often to the annoyance of others. Favors whistling through a blade of grass.
 
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Name: Hyacinth Solalessia
Age: 17
Height: 5'4"
Origin/Birthplace: Mecrundyr
Personality: Ever accustomed to the lifestyle of a travelling merchant, Hyacinth is strikingly at ease in her various social interactions, comfortably acclimating into groups with a sort of loud, almost frenetic - but mostly kind - charm. She was, her father would say, blessed with the ability to turn stranger into friend in a snap, but also friend into passing memory just as quickly. In truth, Hyacinth’s conversations, and even significant parts of her friendships, serve largely as vessels for her own vanity, opportunities for the hopelessly self-absorbed girl to share her stories, infinitely more significant - in her mind - than the tales of others.

Woven from no small degree of confidence and almost preaching, virulent optimism, Hyacinth, fundamentally, believes in moving ever forward. Never particularly patient or deliberative, impulse and desire have always had a way of driving her.

Biography: Hyacinth was born the only child of one Falkreth Solalessia, a veteran (and elegantly self-named) merchant of such skill that it was once said of him (perhaps, by him): “Falk could sell the headsman’s blade to the neck of the innocent”. It was perhaps in her bloodline, then, that life on the road, carried by wagon and steed, would come easy to her. Perhaps destiny had its hand as well. Falkreth, after all, had been on the verge of settling down in his more seasoned years, but the passing of Hyacinth’s mother - Mareisa, lovingly remembered - in childbirth laid the notion to rest. Before even her first year had come to pass, Hyacinth came to know of rain, thunder and snow from beneath the canopy of her father’s wagon.

Assisting in the peddling of her father’s various wares, she would grow to become ever the alacritous thinker, armed with a merchant’s pliable tongue. Time amongst places, people, and customs new saw her fashion herself as an adventurer of sorts, a cavalier that pressed endlessly against the frontier. When the opportunity arose, she would traverse hills in the middle of precious nowhere, precarious cliffs and caves tucked away amidst the forgotten. Any of Falkreth’s words of caution would fall upon deaf ears, and he would lay them to rest nonetheless; Falkreth, after all, had been much the same.

Her most memorable adventure, perhaps, had been the Waterfall. She had glimpsed upon a rainbow, its reflection painted upon the rush of waves that flowed vertical upon the rockface. Some foolish part of her had thought to ride the torrent downwards, shielding her own body with an empty barrel of ale. For brief moments, she was all-powerful, the conqueror of the rainbow upon the water. Perhaps to punish her for her arrogant, foolish delight, the barrel shattered.

In freefall, she felt something eerily like a second self, one that felt almost melancholic. Threads of rainbow would carry her back over the water, furling around her in a gentle embrace.

From then on, she would carry on her adventurous indiscretions with her passenger, one who was never satisfied. This continued until she was came upon by knights of some sinister appearance, with her father none the wiser. And when the Girl of the Rainbow Thread finally came before the executioner, some unfamiliar part of her felt almost at peace.


Patron Goddess: Valfermet, the Weaver - “Goddess of Wanderers, Ennui, and the Loom.”
The patron goddess of landless knights and eternal vagrants, Valfermet is typically depicted as a modestly dressed maiden, with long threads of every color imaginable as her hair. The maiden beneath the veil of hair, however, is dull, grey-skinned, of form gaunt and atrophied. Valfermet was said to feed her threads into her oaken loom with spindly finger, weaving beautiful tapestries that depicted and directed the trials and tribulations of the wanderers in the world below. Her great curse is that she would never complete them; thus did she doom the wanderers’ journeys to continue forevermore, woven into infinity.

Inspiration: When transformed, Hyacinth’s entire form seemingly ripples, random parts of her body distorting and bending ever so slightly past their normal proportions for flickering moments. The outline of her body, as well as intermittent strands of her hair begin to shimmer and pulse with the glow of a rainbow.

Powers:
>Girl, Stranded: Drawing forth from Valfermet’s powers, Hyacinth is able to manifest and, with but a thought and to a fine degree, manipulate large quantities and lengths of vibrantly colored thread. Generally, she is able to mottle and weave them together as if rope, carpet or tapestries, with a versatile set of uses; to traverse chasms and cliff-faces with remarkable speed and fluidity (almost as if flight), to form wide tapestries for use as bridges, to create trip-traps and giant slingshots, to bind foes or wounds alike.

>Weaver: Hyacinth is furthermore able to break down - with some doing - inorganic materials into thread form, while magically maintaining several of their inherent traits; threads of steel able to cut as if the sharpest blades, or threads of rock, heavy and stalwart.

>Regalia of the Restless Wanderer: Hyacinth is capable of generating special threads - generally only a handful - that capture the concept of the restless wanderer, of one who takes a thousand steps yet remains forever in place. In practice, these manifest in only a few ways:
1) Special threads that, with each end tied around something or another, serve as a ‘spatial constant’; neither attached entity can move any closer or farther away to the other entity than the length of the thread itself.

2) Special threads that are functionally indestructible save for some other form of magic, and also utterly immovable save for by Hyacinth’s own will.​

Talents/Skills:
>Appraisal: Ever her father's daughter, Hyacinth has an extensive, almost inexplicable, intuition when it comes to the fair market values of an esoteric assortment of items, whether they be produce or baubles of some rare material.

>Athletic: Years of hiking and climbing have lent her no small degree of stamina and wiry strength.

>Whistling: A highly adept whistler, often to the annoyance of others. Favors whistling through a blade of grass.

For flavor's purposes, these threads are welcome to be thought of as nigh-indestructible, but in reality nothing in Invocatem is truly indestructible. With the right opponent, Hyacinth will find them being broken despite what she may expect. Other than that, looks good.

Hyacinth and Wren are accepted (@Jakers)!
 
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6'1 | 173 lbs
Name: Alier Velone
Age: 24
Origin/Birthplace: Baelwill
Patron Knight
Mellaphen
<<Masked Knight of the Bloodless Sword>>
An errant knight who remained sinless to the end, Mellaphen exemplified purity above all else, their swordplay sublime and gentle, never once rending flesh or crushing bone. The unhoned blade cut through the soul instead, slicing apart the bonds of individuals until the animosity they once bore was no more. It was always kind, always gentle, a sliver of silver that warmed the heart as it pierced it. But there was no happy ending for the knight that severed animosity. For a slice as sublime as that, even the slightest error could end the inviolable.

Am abberant stroke sundered the everlasting affection of a princess, starting a tragic cycle with only one ending.

~Story~
He stands.

A sword that does not bleed, and a soul that does not rot. Eyes bright with light, eyes blind to the bystanders. The world is too wide to save, the land too varied to maintain. But as long as it’s within his reach, as long as it’s within his sight, those ironclad hands will stretch out and tear it apart. Justice is only worthy if it safeguards his blood brethren. Righteousness is only worthy if his comrades’ hearts still beat.

He will not needlessly burden himself with death, but he will not look back upon the lives he had stepped upon. A world devoid of companionship is a world that does not deserve to exist, and a path exists leading to that desolate wasteland, he will draw his sword again and again and again.

To sever it at its roots.

For the one he calls ‘friend’, he stands, against the traitorous brand, within the impaling coffin, beneath the executioner’s axe.

He stands, and he fights.​
 
Name: Caibry Vessil - Art by Kawacy
Age: 19
Origin/Birthplace: Verdigris
Appearance:
it's secretStanding at 5'11", Caibry is a tall and lean young woman, severe in both appearance and manner. Pale green eyes coolly watch from beneath narrow, expressive eyebrows. Barring the bangs that frame her face, her long, straight blond hair is kept tied back in a loose bun.

Personality:
it's secretIn Caibry's opinion, passion is a weakness. She prides herself on her ability to maintain her composure and avoid reckless plans of action. Self-assured, entitled, and vindictive, Caibry can come across as aggressively off-putting if she gets off on the wrong foot, but by no means is she a loner or heartless. Though not generally not one for physical contact beyond lightly touching people's shoulders or arms, she does enjoy being close to others and sharing the same space.

it's secretSelf-driven and ambitious, Caibry grows restless when she feels she isn't working towards her goals. The feeling of time wasted will eventually lead to self criticism and a growing sense of failure, even in situations when she's doing nothing because she knows it's the best course of action.

Biography:
it's secretThe third child of a noble family in Verdigris, Caibry was raised from a young age to do the family proud and uphold their reputation. Her parents were not distant or inattentive, but they were ceaselessly busy with matters of estate. As such, Caibry saw more of her rotating retinue of tutors and teachers than of her own mother and father. Loneliness was a near everpresent shadow, amplified whenever her siblings were sent off as wards or, as she grew older, married off. A loneliness she quickly learned to bear and hide, but never quite erase.

Like many other people of Verdigris, Caibry had an avid interest in harnessing the power of Reverence held by the knights of Baelwill. She bounced between patron knight to patron knight in the hopes that she simply needed to find one of enough influence to open the door, but to no avail. Without the ritual used by Baelwill knights, there didn't seem to be anything she or anyone else could do. So Caibry tried to convinced her parents to invite a Baelwillan knight to the estate in the hopes of teasing what they needed out of him. Already partial to the idea, it didn't take much for her to convince them, and the invitation was sent out.

However, it was while waiting for the knight's arrival that Caibry was joined with the fallen goddess Bahleze. A fact she did her best to keep secret, especially after the knight arrived, but he seemed partial to her parent's cordiality and showed no immediate signs of leaving. For months she managed to keep her condition secret and avoid unnecessary encounters with the knight but eventually, in the end, she was found out and caught.

Patron Goddess:
it's secretBahleze - Goddess of Silence, Mirrors, and Smoke
Alternatively known as The Faceless, Bahleze is often depicted as a featureless humanoid of cloudy glass, with swirls of smoke floating beneath the surface. The antithesis of conflict, Bahleze is said to be the proginetor of twins, as she believes that it is through our unique differences that strife is inherently borne. To be identical is to be at peace, and a world without definition is a world without pain.
Inspiration:
it's secretWhen transformed, smoke begins to permanently pour from Caibry's eyes and mouth, to the point where her eyes seem to disappear at a casual glance. Her body becomes pale and almost translucent, and seems to fade into the background when one doesn't keep a firm reign on their focus. Finally, she becomes incapable of creating noise of any kind, even through indirect methods such as knocking things over and/or breaking things.
Powers:
it's secretForm Fascimiles - Caibry is able to generate waves of smoke from her arms at will, but more than that, she can form this smoke into solid albiet near weightless objects. These objects can range from anything from a suit of armour, to a length of earth shattering chain, to even a steed to ride upon. Inspired: The complexity, size, and strength of Caibry's fabrications drastically increases, allowing the creation of such things as a small, nigh impenetrable tower; a gathering of phantasmal knights; or a river of binding chains, among other such things.
it's secretInduce Introspection - After a minute or so of exposure to someone - enough to form a decent mental picture of a person's looks and mannerisms - Caibry is able to take upon that person's appearance, if not their voice. In addition, she loses her own nonmagical capabilities such as speed, strength, and muscle memory in favor of those of her image. Inspired: Caibry's facsimile becomes more than a mere reflection and enters the realm of extended reality. Any wounds taken will also be partially inflicted on the person she is mimicing, and those same wounds on Caibry will be partially healed once she drops the form and returns to her own.
it's secretVoid Visitation - Senses, thoughts, emotions, drive. All can be silenced when Caibry exerts her patron's influence onto another. Most will find themselves sluggish and their world reduced to a near dreamlike fog; though the particularly weak willed may find themselves all but catatonic during the effect. Becoming injured, however, can act as like a bucket of cold water, shocking them out of their fugue. Inspired: Caibry can extend this effect to multiple people at once, and even the strong willed may find themselves struggling to retain their focus.
Talents/Skills:
it's secretWell Learned - Along with the lifestyle of a young noble comes an array of tutors and teachers. Caibry can speak, read, and write in a variety of languages; understands her sums; and has a general understanding of the cultures and traditions of other lands (at least among the upperclass).
it's secretWell Trained - Not all lessons are mental. Caibry has been trained in fighting with both short- and longsword, alongside a parrying dagger and shield respectively.
it's secretWell Versed - Confidence, entitlement, and a foundation of legitimate courage makes it hard to shake or cow Caibry. And those who try may learn in their failure that such things can work both ways.
 
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@HerziQuerzi Looks fantastic. She's accepted. I'm loving all of the goddess concepts you guys have been creating.
 
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Hey, this looks super interesting. If you've still got room, I'll start working on a character.

On that note, @Asuras would a Rokon princess be acceptable as a PC?
 
Hey, this looks super interesting. If you've still got room, I'll start working on a character.

On that note, @Asuras would a Rokon princess be acceptable as a PC?

I'd like to know exactly what sort of princess we're talking about, but yes, I'm open to royalty. Rokon is ruled by a queen as was detailed, but nobility extends past her royal family, of course.
 
I'd like to know exactly what sort of princess we're talking about, but yes, I'm open to royalty. Rokon is ruled by a queen as was detailed, but nobility extends past her royal family, of course.
Uhh... a... 'desert' ... princess...? Not sure I understand the info request actually. If you could tell me more about Rohan's royalty and/or government, that might help.
 
Uhh... a... 'desert' ... princess...? Not sure I understand the info request actually. If you could tell me more about Rohan's royalty and/or government, that might help.

I've found people sometimes use princess not only as a female direct descendant of the ruling parents, but also to sometimes be the inheritors of large businesses, more powerful noble families with some sway, etc. I didn't know if you were planning for a daughter of the Midday Queen herself, or another party.

The Midday Queen, Prikta, is part of a dynasty that's ruled Rokon for a few centuries, and whose immediate family serves as the next in line to ascension. Several other high aristocratic families exist around this dynastic family, serving as potential upsets to the line should something come to pass to make it so. It's a monarchy, to be sure, so she holds all power, and has the largest host of advisers of any ruler in Invocatem's world; thanks to their exceptional scholarly history, Rokon is chock-full of people who can advise on specific topics. It's generally considered necessary to, while ruling solely, heed the many words of the advisers.

Plenty of powerful merchant families exist as well, managing trade businesses that stretch from their corner of the world up into the Dull Stretch and upon the seas that lead to Comlenes and Alkrisia. A princess of such a merchant family would have a great deal of sway, even being outside of royalty or traditional nobility.
 
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I'll be giving this a shot, is there anything special I should know about Ju Ren Kyo, Ashikami? I gather some idea its more or less Fantasy Japan/Imperial China influenced. I'm mostly interested in if they have any sort of Religious order or Traditions in terms of the Goddesses outside of the norm. Or rather do I have a limited free hand here in writing a couple lore things, provides they don't run counter to yours?

Other than that I have a full concept it's just too late to finish it here and now, but I can in the morning, I can explain whatever I'm going with t then as well if you need it..

@Asuras
 
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I've found people sometimes use princess not only as a female direct descendant of the ruling parents, but also to sometimes be the inheritors of large businesses, more powerful noble families with some sway, etc. I didn't know if you were planning for a daughter of the Midday Queen herself, or another party.

The Midday Queen, Prikta, is part of a dynasty that's ruled Rokon for a few centuries, and whose immediate family serves as the next in line to ascension. Several other high aristocratic families exist around this dynastic family, serving as potential upsets to the line should something come to pass to make it so. It's a monarchy, to be sure, so she holds all power, and has the largest host of advisers of any ruler in Invocatem's world; thanks to their exceptional scholarly history, Rokon is chock-full of people who can advise on specific topics. It's generally considered necessary to, while ruling solely, heed the many words of the advisers.

Plenty of powerful merchant families exist as well, managing trade businesses that stretch from their corner of the world up into the Dull Stretch and upon the seas that lead to Comlenes and Alkrisia. A princess of such a merchant family would have a great deal of sway, even being outside of royalty or traditional nobility.
Ah, I meant the (or one of the) actual daughters of Prikta. Never heard anyone use the word to describe a cooperate inheritance before. Also, that was really helpful, thanks.
 
I'll be giving this a shot, is there anything special I should know about Ju Ren Kyo, Ashikami? I gather some idea its more or less Fantasy Japan/Imperial China influenced. I'm mostly interested in if they have any sort of Religious order or Traditions in terms of the Goddesses outside of the norm. Other than that I have a full concept it's just too late to finish it here and now, but I can in the morning.

@Asuras

You'd be correct in the Japanese/Chinese influence. Chinese themes dominate the areas stretching from the Dull Stretch and down into Shen, minus Ashikami, which belongs to the more Japanese-themed locales, which curves down up and around Ashikami Lake into Dokoshin. You can think of Ashikami lake more or less dividing the two cultural themes.

Ashikami itself is a rectangular city that sort of extends off of the lakeside and into the forests around it. There is a religious order that pays homage to the deity of the lake, though homage to said deity isn't limited solely to those in Ashikami. Much of religion in Invocatem is the pantheon sort; a 'pick your god' type deal. Those in Ashikami tend to put worship into the nearby god, of course. Said deity is considered 'male', however. They are Tansui no Niroe, an entity that is believed to manifest in every aspect of the lake, from its sediment, to its waters, to the storms that periodically collect above it. Tansui no Niroe is generally portrayed as a single chain of lightning that courses within the waters.

As for a less 'normal' tradition in Ju Ren Kyo pertaining to Goddesses, there is the strange "Goddess of Civilization" who is quizzically believed to reside within Fangshaven. A patron of humans, merchants, wealth, and bane of dragons, "Hikikongoe" represents a rebellion from the wild (and a development into civilized society) and also acts as a guardian against what remains of the wild. Still, she is also counter-intuitively imagined as a dragoness, and retains a dragon's fondness for gold. Merchants traditionally will go to the edge of Fangshaven and deposit an amount of gold at its base, oftentimes alongside many others during a festival journey known as Hikikongoe-dobon. Thieves are, unfortunately, rife during this festival, and so a lot of hired muscle appears alongside the merchants taking the trip. Offering this gold is believed to grant merchants safety from the wilderness, as well as better returns in their dealings.

Ah, I meant the (or one of the) actual daughters of Prikta. Never heard anyone use the word to describe a cooperate inheritance before. Also, that was really helpful, thanks.

A daughter of Pritka is welcome. If you decide to go through with such a character, some things will need to be exchanged via PM's to let you in on things only she should be aware of/what things may be necessary to make it work.
 
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A daughter of Pritka is welcome. If you decide to go through with such a character, some things will need to be exchanged via PM's to let you in on things only she should be aware of/what things may be necessary to make it work.
Sounds like a plan. I’ll start filling out the CS parts I can and maybe leave the Bio (mostly) blank for now.
 
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5'7"
Name: Xinyue Khulan - Age: 22 - Origin/Birthplace: Ju Ren Kyo - The Dull Stretch
Personality: Fairly Whimsical and not afraid to flaunt her abilities in the proper situation, a woman of the Steppes she's fairly sociably but not friendly in typical terms. Usually properly spoken if not stern and hostile, her nature of speech is more suited to a Tribal Chieftain looking at lesser and subordinates. Though asides from that it can be said she treats others fairly well and civil.
Much like her Patron Goddess, Xinyue is a person that seems to have lofty arrogance and self respect, but not much in the way of ambitions. Like the Moon rises and sets so does she, preferring the afternoon or night hours she is by no means a morning person. Not afraid of her powers or public reaction she does have sense enough to not just use her Inspiration in a public setting for the most part. On the day and knight of the New Moon she seems fairly lethargic and lazy, on that of the Full she seems more perky if not violent.

Speaking of violent, she has shown a disposition to the use of force, having lived on the Steppes alone for many years. She is a natural wrestler that doesn't shy from force, curiously a fashionable dresser by some standards, a dried red Lotus seems to be her hair ornament of choice. A woman that will often pose serious if not hostile questions to those who make mistakes, her claim of being a priestess does not provide much comfort.. Given the nature of her personality and Goddess, Xinyue is something of a habitual trickster or liar, keeping information to a need-to-know bases. What she may be thinking or plotting can be a mystery in its goals, if there even is a goal in the first place.
Biography: Xinyue seems to have gained her powers at a fairly young age, being born with unnatural slit pupils and glow to her eyes and a liking to the wild animals of the Steppes and the few pets kept by the tribe. Her parents understandably concerned with this had several children and could not afford going to see a proper doctor, in place turning to the Tribal leaders for support. ocal Shamans divined her nature but until other signs showed there was not much more they could do besides introducing her to the traveling sect of Tsuki-no-Tana.

At first things with her village went well enough, but her habit of talking with animals and through them learning what she should not, put many on edge. Her tricks and underhanded arrogant manner of sowing Change did not help matters as well.


However
it was the full moon of the her 13th Birthday that proved to be the Final Straw, unlocking her inspiration and turning into a werebeast that seemed like a Silver Badger was more than the village could deal with. Informing the traveling priests of this, Xinyue would have sporadic training as she wandered the Stepps, being given some basic supplies, a Horse and dried meat. For a couple more years she was allowed to follow the camp at a distance for supplies and contact with her family, but eventually this lost appeal to her, turning off on her horse and riding west.

Affirming herself as a, if not the Priestess of Tsuki-no-Tama the girls reputation was rather spotty, from riding with bandits to theft, charities and blessings. Like her patron God there was good and wildness here. Traveling much of Ju Ren Kyo, the Knights had little problem learning of Xinyue by following the rumors of a wild beastwoman and prickly animal speaker wandering the vast landmass. The problem was finally cornering her and tracking her down, with her movements at night and on and off interference with Wild Animals, particularly wolves and badgers it proved a surprising headache. The girl was born atop the saddle and had nature at her call, moving at ungodly hours and at speed.

Finally cornering her in a Valley it was a rude awakening when a well dressed woman was found sitting on a rock with smiles, red eyes gazing at them, apparently surrendering of her own accord with a confidence that was disquieting of one who was supposedly condemned. But at least it was the end of all this riding, animal attacks and tracking at night.
Patron Goddess: Tsuki-no-Tana: Goddess of the Moon, change, wild beasts and trickery.
Tsuki stands in opposition to the Goddess of Civilization, Tsuki stands for the wild and free removed from the city, pranks, the exchange of fortunes and support of the Poor. She is popular among travelers, night workers, rural communities, bandits and those who "work in the shadows". Of note is the Festival of the Passing, in which the followers of Tsuki will collect silver coins, or other silver items at the New Moon of every equinox, to later be thrown into the sky in the hopes of safe journeys and success. The following Full Moon of every equinox, what money is left in the hands of patron Priests or Priestess can be used for festivals, giving to the poor or various other uses to promote some sort of change in the lands of Ju Ren Kyo, though at times nefarious actions have taken place, often times among the small folk of the Steppes and Mountain Villages this can be a form of celebration with costumes and drink.
While all of these may seem well Tsuki is the embodiment of Trickery, The Wilds and as with the passing of the Moon can be a harbinger of fortune or destruction. The Merchants of Ashikami and the followers of the two principle Divines of the region, are understandably irritated by this but tend to be somewhat tolerable of it being two sides of the same coin in a manner. Often physically represented by a Silver Badger or a Woman of dark demeanor in robes lined with Silver.
Powers:
Nocturnal Blessing (Inspired Form only):
Transformed state, takes on many beast like attributes found in werebeasts of myth and legend. This provides the normally unarmed and unarmored woman, skin and claws on par with high quality armor, which by happenstance provides Xinyue a superior striking ability versus most soldiers, quantifying her physical features being the equal to an Elite Heavy Infantryman with a physical strength advantage. The downside is this form is impossible to conceal from others when in use. While seemingly non-magical, the nature of the transformation and its durability puts it in the category of myth.

Slight of Hand: A unique ability of her Patron Goddess, Xinyue can upon seeing or being able to picture a small item deconstruct it and cause it to reappear in her own hand of choice. Though it comes with three rules, one the item cannot be more valuable than the same object size in silver, two it must be able to fit in the palm of her hand and three it must be returned to the original owner or one connected to them before Nightfall or the rising of the Sun. In principle its a rather good party trick or useful for "barrowing" keys, among other things.

Ode to Beasts: A "power" most would question given Xinyue's personality. She can converse with animals and understands what they are thinking or what they can observe, typically it's more effective on wild animals, such as Wolves, Foxes, Raccoons and Badgers. Cats she claims are uncooperative and birds can be hit or miss. At times given the local region she may even be able to ask an animal or a small grouping for help. Though typically it has to be the same kind or animals that get along. Because of the unreliability unless a good opportunity shows it's self she mostly uses wild animals for communication. In turn for this gift she's known to communicate to owners and tamers for the animal, though the nonsensical nature of these conversations leaves one to wonder if she's just insane or a jester. Given this is the ability to converse it is not a given that animals will just do what she wants for nothing in return.

Tsuki's Blessing/Curse: Owning a Silver coin with the Goddess on one side and a hooded skull on the other, Tsuki can change a person or events fate. Often with mixed results causing this ability to be called both a blessing and a curse, many Priests and Priestess of Tsuki can seemingly make use of this ability though to a much lesser extent. If not for it's uncanny nature most would not hold stock in it. Such as a group of Adventures once wishing for Tsuki's Blessing on their adventures, the end result was running into ever powerful foes to which their protests were met by Xinyue's curt reply.

"It's a Blessing if you win, a curse if you lose. Do you really believe the Blessing of a God of Change do not carry weight or all change will aid you?"

Xinyue is known to use the coin to test her own luck or to make up her mind on some decisions. While her clothing tends to stay intact this does not extent to her boots, a fact that annoys her endlessly.

Moon Spear/Blast (Blast Inspired Form Only): Able to call upon the magical energies within her hands, in the first default use a beam of silver light magic forms, able to pierce the armor of multiple soldiers upon a throw the spear dissipates it's energy into a small explosive blasé upon ceasing forward movement. In her Inspired form it's possible with time to summon the energy into both hands and create a ball of Silver Light magic that can be hurled into enemy lines or detonated around Xinyue. A pure energy attack it is fairly powerful for front line use to the expectations of Magic.

(Can provide a more rough figure for that if need be, I personally picture something like a large grenade launcher in terms of power if that's not too weak/strong.)


Talents/Skills:

Equestrian Tribesman: Born to a Steppes tribe riding a horse for long distances is of a 2nd nature to her, as natural as walking. Currently she does not own a horse however. Has a natural skill with the bow, but does not seem to use one as a main weapon so much as when on horseback, in place relying on her physical abilities and gifts of Tsuki.

Martial Fighter: While not trained she has an adoptive fighting style that counts heavily on foot work, hooks, finger jabs, pinpoint strikes and grapples
. Used to moving in close her thoughts on combat against swordsmen with greater range is simple; "Get in close and underneath, do I have to explain everything?" Given this she is fairly fast in bursts needed for in close battle against armed foes, seemingly honed her skills against Mercenaries, Soldiers, Bandits and drunken fools across the region.

Scout: Between her ability to speak with animals, living on the Steppes, being a traveling Priestess and exploring her surroundings, Xinyue is a capable scout and tracker who likes to see new places. Able to compile and retain large amounts of information she knows the area of Ju Ren Kyo rather well and has shown a capacity to adapt to other areas.

Practical Knowledge: While not exactly a fine arts student or high society, Xinyue shows a surprising amount of social graces and understanding of society that one may not expect of a Tribesmen. This is in part to her needed visits to the city and to secure coin for her part to survive by more or less honest means. Operating around sketchy figures, her nature and the need to decipher the meanings behind what the Animals would tell her necessitated this. The occasional Priest or Priestess also proved invaluable with teaching proper hygiene, reading and writing. While it is unlikely she would know court protocol she has a surprising amount of knowledge on people she is familiar with, or that her "sources" decide to share on happenstance.


Inspiration: Typically Xinyue takes on aspects of both presented forms when using the power, this includes the growth of claws a tail, thick hide like fur along her extremities. With a pair of ears and tail all of silver fur and pointed ears finishing the look when her patron is fully called upon. Given she looks much like much like her Patron Goddess not much else changes. Given her nature of a human the use of Tsuki's powers creates the form of A Werebeast rather than an animal.

Under the influence of the moon her powers can wane to their weakest on the new moon and the strongest under the full. Times in between tend to be moderate between the two states, including the partial transformation. While a full transformation is not possible on the night or day of a New Moon, a full moon Inspiration leads to a far more frightful transition. Given this cannot just be shut off like some Inspirations she prefers to use it at night only if it can be helped or in a hairy situation. The only other thing of note is she generally has night vision and sense of smell far superior to humans, on par with her Patron's animal form.




(Well here you go, hope its not shit :/)

Unfortunately I've got a white background theme for iwaku, so I can't read half the text in this sheet. Dx
 
Unfortunately I've got a white background theme for iwaku, so I can't read half the text in this sheet. Dx

lol wow nice, let me uh, I'll change it to slate grey, that works with most backgrounds.

Done, idk why ever since a windows update today the formatting has been all sorts of screwed up, the color for my text SHOULD be none. HOPEFULLY this posts correctly.
 
lol wow nice, let me uh, I'll change it to slate grey, that works with most backgrounds.

Done, idk why ever since a windows update today the formatting has been all sorts of screwed up, the color for my text SHOULD be none. HOPEFULLY this posts correctly.

While left ambiguous, the time in the past in which the Goddesses fell would not have been 22 years ago; more specifically, the Goddesses did not choose newborns to reside within. Tsuki-no-Tana's possession of Xinyue would have transpired later in her life, at the earliest when she was a preteen.
 
While left ambiguous, the time in the past in which the Goddesses fell would not have been 22 years ago; more specifically, the Goddesses did not choose newborns to reside within. Tsuki-no-Tana's possession of Xinyue would have transpired later in her life, at the earliest when she was a preteen.

Hmm I'll make an edit in a few, what would be a good timeline you feel?
 
Hmm I'll make an edit in a few, what would be a good timeline you feel?

I'm not going to force everyone to align their histories, since it's ultimately irrelevant when things happen (for the most part). As long as her history is changed such that the goddess/powers/strangeness comes to her in her preteens or later, it should be fine.

I'd also touch up the punctuation of the sheet too; there's a number of mistakes that made me double-take and make sure I was reading things correctly.