This mah stuff.

Aero Blue

he hears his master's voice
Original poster
FOLKLORE MEMBER
Posting Speed
  1. One post per week
Online Availability
5-11 EST weekdays, anytime weekends.
Writing Levels
  1. Give-No-Fucks
  2. Adept
  3. Advanced
  4. Douche
  5. Adaptable
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Superhero, urban fantasy, space opera, crime thriller, supernatural

U c h i m u r a M i f u n e

H0vRWf5.png


Personal Dossier

[hr.]Name
Uchimura Mifune​
Age
15​
Origin
Kawasaki, Kanagawa.​
Physical Description
Mifune stands at 5'9, an impressive height given his age, and is the owner of a lean, compact strength and wiry musculature. Somewhat unfortunately is his tendency to mitigate both traits with his general comportment, preferring to carry himself in a 'nonchalant' (read: consciously maintained) slouch. His complexion is fair, visage possessed of sharp features rendered dim and almost ghoulish by the prominent bags and sleep-lines that underscore his otherwise striking violet eyes. His hair is a noticeably abrasive pinkish hue, a side-effect of his quirk, and he prefers to style it with the mantra of 'no-style-at-all', unkempt and ruffled; within the confines of Ishin Academy, however, he keeps it patted down and tame.

His expression typically cycles throughout three modes; a disdainful sneer, a barely composed stone-face that twitches as Mifune begins to lose his composure, or all the outright contortion of unbridled fury.​
Characterization
Mifune's general temperament is as the thin layer that rests atop kettle-water, fluctuating as the brew boils. Perpetually annoyed, and anxious in equal measure (and a fair bit socially awkward and conscious), his genuine struggles to maintain a facade of cool tranquility are inevitably short-lived. He lashes out at the slightest provocation, and fumes at the slightest of slights, as if convinced that every transgressor will be the end of him if he doesn't eradicate them with extreme force. Short-sighted and impulsive, Mifune is brash and almost certainly a bit dim socially, although is rather successful in bookish endeavors - not a total idiot.

While he outwardly espouses steering clear of other's troubles and living as a stone-faced aloof, the fact of the matter is that Mifune is also a bonafide busybody. His paranoia that the troubles of others will fester and come to affect him are symptoms of a textbook control freak, a shoe that most certainly fits. His mantra is rather concerning: He'll resolve to stomp out whatever it is that ails you, and then he'll stomp you too.​
Personal History
A 2-3 paragraph description of your character's personal life, some mention of their parents and things that define their heroic aspirations. Given the age of our characters I do not expect an essay.​
Character Development & Conceptualization
At the base level, he's conceived as very much the tropey Japanese delinquent character; sneering, temperamental, argumentative, combative and more than a little anti-social. Doubly tropey is the intent to position him as a delinquent-with-depth, the typical proverbial heart of gold, and the unexpected helping hand. Conceptually, he's framed through this near-crippling anxiety, where the world seems to move too fast around him and even words of kindness strike him as this painfully abrasive static. He struggles to maintain a certain control in this world of unbearable tempo, attempting to do so with a readily raised fist and short fuse.

As the character develops, the idea will be for him to embrace the way of the world; to be comfortable in doing the best he can, yet also knowing that there's a time for him to accept ceding control. With less specificity, as it'd be a bit presumptuous to assume how things will unfold but, the general theme will be: how to get by, more or less (with, ostensibly, a little help from his friends; being able to transition from an almost antagonistically aggressive character to a real, tight friend with some semblance of nuance is a particular goal here).

The quirk, and my intent to develop the quirk (and the way he uses it) will likely serve as a bit of a microcosm of his development. The quirk lends itself to a manner of subduing villains that isn't near as a violent as a closed-fist smackdown; Mifune will likely transition from hooligan-level beat-down brawling to a more 'zen', 'open palm, gentle-fist' kind of martial arts. Eventually being able to go 'full cowl' and envelop himself fully in his pink feathers will be some very general, typical depiction of him being fully comfortable, of blossoming in the world, should that indeed come to pass.​

Abilities & Talents

[hr.]
Quirk Type
Transformation.​
Quirk Description
Mifune possesses a Transformation-quirk known as [Feather Boa], and is able to morph his hair into feathers of pink, and also grow said feathers from his numerous follicles. The feathers are coated with an agent that incites sensations of heavy tickling, provided it makes contact with exposed skin. He is himself immune to the effects of the agent, and is thus able to handle his feathers if he so chooses, being able to remove them from his person.

Currently, he lacks a certain degree of fine control with his transformation, being primarily limited as a matter of breadth and fluidity. He is able to manifest, through a short but telegraphed sequence of exertion, up to two patches of feathers (each with roughly the surface area of a limb) at a time, with the generation of a new patch causing the previous ones to revert or recede. It is also known that he needs to remain well hydrated in order to make the most of his quirk; failure to do so decreases the potency of the agent, and, at times, may cause the feathers to emerge bereft of the substance.​
Other Talents & Attributes
Uchimura Mifune is a decent enough 'brawler', which is more simply to say he's above-par for his age when it comes to size, strength, coordination and athleticism, enough to make up for his lack of technique or training when against middling competition.

Otherwise, Mifune is rather adept at rout memorization, which carries him in most of his more bookish endeavors. He is also incredibly handy, almost prodigious when it comes tasks like furniture assembly and quick plumbing fixes.​
 
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What makes this character ultimate?: This incarnation of Danny Rand's primary difference comes about as a matter of timing. Spared from the initial plane crash that claimed his parents, Danny takes on his destiny while having already been a fully-formed businessman. Danny's overall persona is a bit more 'polished' than typically depicted, although even as a mogul he still maintains some of the single-minded, man-child aspects that have at times informed the character. Furthermore, it means that Danny - having not been born and raised K'un-L'un, has a decided reluctance to partake in its histories and culture (as such, his origin is given even more serendipity than the original). Perhaps even more crucially, this Danny Rand has the glowing fist, but isn't exactly a world-beater martial artist just yet.

K'un-L'un, then, isn't home for Daniel, exactly, but still a part of his history, a part of his father's legacy. At the beginning of this incarnation's arc, K'un-L'un is under dire threat, necessitating figures such as Lei Kung the Thunderer to flee. Again, the timing shifts are central to this incarnation; Daniel undergoes his training with the Thunderer while also coming under-attack from the villain-of-the-arc.

Historically, Daniel's personal rogues gallery isn't really... a thing, really. Most of the villains I remember are adversaries of the Heroes-for-Hire, and typically seem to fit more if I was to do a Luke Cage. Harold Meachum and Master Khan, two of Daniel's most important villains, remain, but I'll aim to swell their ranks. The Immortal Weapons from the Fraction-run (Dog Brother, Bride of Nine Spiders, my personal favorite Fat Cobra, etc) will be present in New York (reasons: dun dun dun), repurposed to serve as part of his gallery.

Davos, son of the Thunderer and (far as I'm concerned) the ultimate Iron Fist villain, has been aged down to be a part of Danny's generation, not Wendell's. He will begin as a comrade, before his eventual turn is explored.
 
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Alabama – Alabama code section 40-23-68 details what creates sales tax nexus in Alabama. Starting after the South Dakota v. Wayfair Supreme Court ruling on June 21, 2018, Alabama also says that some sellers have economic nexus. Read Alabama's economic nexus law here. Read more about economic nexus here.

Arizona – Arizona's Nexus in Arizona guide details what creates sales tax nexus in Arizona.

Arkansas – The Arkansas Department of Finance and Administration's "Arkansas Rules" publication from 2008 details nexus on page 1, under "F. Doing Business As."

California – Section 6203 of the California Revenue and Tax Code talks about what creates sales tax nexus in California.

Colorado – Regulation 39-22-301.1 from the Colorado Department of Revenue goes into what creates sales tax nexus in the state.

Connecticut – The Connecticut Department of Revenue states that, "Anyone engaged in business in Connecticut, which includes selling tangible personal property for storage, use or other consumption in this state, or selling taxable services, must register with the DRS for a Sales and Use Tax Permit." Due to the passage of Senate Bill 417, this definition will be updated on December 1, 2018.

Florida – Florida calls sellers with nexus "dealers," and defines "dealer" in the Florida code section 212.0596.

Georgia – Georgia calls sellers with nexus "dealers," and defines dealer in Georgia code title 48, section 48-8-2(3). Starting January 1, 2018 Georgia also has an economic nexus law. You can read Georgia's economic nexus law here. Read more about economic nexus here.

http://www.legis.ga.gov/Legislation/en-US/display/20172018/HB/61

Hawaii – Hawaii doesn't have sales tax, but does have a "general excise tax." Most states with any kind of presence in Hawaii, including providing services, will likely be subject to the general excise tax. Hawaii defines doing business in their General Excise Tax law, chapter 237-2 (Starts on p. 4 of this link). Starting July 1, 2018 Hawaii also has an economic nexus law. You can read Hawaii's economic nexus law here. Read more about economic nexus here.

http://files.hawaii.gov/tax/legal/hrs/hrs_237.pdf
SB2514 CD1

Idaho – Idaho considers "retailers engaged in business" in Idaho to have sales tax nexus. Here's how Idaho defines sales tax nexus.

Businesses and sales/use taxes - Idaho State Tax Commission

Illinois – Illinois considers "retailers" in the state to have sales tax nexus. Here's how Illinois defines "retailers," (Page 2) and here (search "Retailer maintaining a place of business in this State"). Starting October 1, 2018 Illinois also has an economic nexus laws. You can read Illinois' economic nexus laws here. Read more about economic nexus here.

http://www.revenue.state.il.us/legalinformation/regs/part150/150-201.pdf
http://www.ilga.gov/legislation/ilcs/ilcs3.asp?ActID=579&ChapterID=8
http://www.ilga.gov/legislation/ful...=2577&GAID=14&LegID=109549&SpecSess=&Session=

Indiana – Indiana considers "retailers" to have nexus in Indiana. Here's how Indiana defines retailers with nexus: Indiana Code 6-2.5-3-1(c) (you may have to choose "Chapter 6: Taxation" then use the search bar within the code). Indiana also has an economic nexus law, but as of this writing it is pending legal challenge. You can read Indiana's economic nexus law here. Read more about economic nexus here.

https://iga.in.gov/legislative/laws/2015/ic/titles/006/articles/2.5/
https://iga.in.gov/legislative/laws/2017/ic/titles/6/#6-2.5-2-1

Iowa – Iowa defines retailers with sales tax nexus in Code of Iowa Section 423-1(43). Starting January 1, 2019 Iowa also has an economic nexus law. You can read Iowa's economic nexus law here. Read more about economic nexus here.

https://coolice.legis.iowa.gov/Cool-ICE/default.asp?category=billinfo&service=IowaCode&input=423.1
https://www.legis.iowa.gov/legislation/BillBook?ba=SF2417&ga=87

Kansas – Kansas statute 79-3702(h)(1) defines what business activities are considered to create sales tax nexus in Kansas.

http://www.ksrevisor.org/statutes/chapters/ch79/079_037_0002.html

Kentucky – Retail activities that create nexus in Kentucky are described in Kentucky statute 139.340(2). Starting July 1, 2018 Kentucky also has an economic nexus law. You can read Kentucky's economic nexus guidance here. Read more about economic nexus here.

http://www.lrc.ky.gov/statutes/statute.aspx?id=28876
https://revenue.ky.gov/News/Pages/S...mote-Retailers-U.S.-Supreme-Court-Ruling.aspx

Louisiana – Louisiana considers entities "Engaging in business in a taxing jurisdiction" to have nexus. This definition can be found in Louisiana Code Sec. 47:301(4). Starting June 21, 2018 Louisiana also has an economic nexus law. You can read Louisiana's economic nexus law here. Read more about economic nexus here.

http://legis.la.gov/Legis/Law.aspx?d=101815
http://www.legis.la.gov/legis/ViewDocument.aspx?d=1102653

Maine – You can find what constitutes sales tax nexus in Maine in their "Sales Tax Reference Guide." Starting October 1, 2017 Maine also has an economic nexus law. You can read Maine's economic nexus law here. Read more about economic nexus here.

http://www.state.me.us/revenue/salesuse/reference-04.htm
http://www.maine.gov/revenue/salesuse/ReferenceGuide2017.pdf

Maryland – Maryland defines what is considered nexus for out-of-state vendors in their Nexus Information for Corporations page here.

http://taxes.marylandtaxes.gov/Busi...ormation/Corporations/Nexus_Information.shtml

Massachusetts – You can find out what constitutes nexus on this page under the heading "Who is a sales/use tax vendor?" Starting October 1, 2017 Massachusetts also has an economic nexus law. You can read Massachusetts' economic nexus law here. Read more about economic nexus here.

http://www.mass.gov/dor/individuals/taxpayer-help-and-resources/tax-guides/salesuse-tax-guide.html
http://www.mass.gov/dor/businesses/...64h-00-sales-and-use-tax/830-cmr-64h-1-7.html

Michigan – Find out what Michigan has to say about sales tax nexus here. Also note that Michigan updated their definition of nexus as of October 1, 2015.

http://www.michigan.gov/taxes/0,4676,7-238-43519_59553_69155-265029--,00.html
https://blog.taxjar.com/michigan-sales-tax-nexus-law/

Minnesota – Minnesota defines sales tax nexus in Minnesota Statute 297A.66.

https://www.revisor.mn.gov/statutes/?id=297A.66

Mississippi – Find out what constitutes doing business/sales tax nexus in Mississippi in Mississippi Code Ann. 27-65-9. Starting December 1, 2017, Mississippi also has an economic nexus law. You can read Mississippi's economic nexus laws here (starting on p. 32.) Read more about economic nexus here.

http://policy.mofcom.gov.cn/english...ager.pageNo=1#mississippi-title-27-65-27-65-9
http://www.dor.ms.gov/Laws-Rules/Documents/Part IV, Sales and Use Tax.pdf

Missouri – Find out what constitutes sales tax nexus in Missouri in the Missouri Revised Statutes here. (If the link doesn't work, search Section 144.635).

http://revisor.mo.gov/main/OneSection.aspx?section=144.635&bid=7449&hl=vendor's+use+tax%u2044

Nebraska – Nebraska Revised Statute 77-2701.13 defines what business activities create sales tax nexus in Nebraska.

http://www.nebraskalegislature.gov/laws/statutes.php?statute=77-2701.13

Nevada – Nevada defines what creates sales tax nexus in the state in a Sales Tax FAQ. Interestingly, Nevada repealed their definition of "retailer maintaining a place of business" in the state in 2007 and have not replaced it. They have, however, provided guidance for out-of-state sellers in the Use Tax – Common Questions and Answers (opens in word doc!) document on their Department of Taxation Website.

http://tax.nv.gov/uploadedFiles/taxnvgov/Content/TaxLibrary/Use_Tax_Questions_and_Answers.doc

New Jersey New Jersey defines what is considered a "seller" under New Jersey law, and New Jersey Technical Bulletin 78-R goes into more detail about what activities create sales tax nexus in New Jersey (p. 2).

http://www.state.nj.us/treasury/taxation/pdf/pubs/tb/tb78r.pdf

New Mexico – New Mexico has a "gross receipts tax" rather than a sales tax. You can most easily find out more about who has to collect and remit gross receipts tax here.

http://law.justia.com/codes/new-mexico/2011/chapter7/article9/section7-9-10/

New York – New York defines "vendors" as having sales tax nexus. You can find the definition of "vendor" in New York Code Section 1101(B)(8).

https://www.tax.ny.gov/pubs_and_bulls/tg_bulletins/st/do_i_need_to_register_for_sales_tax.htm

North Carolina – You can find North Carolina's definition of "engaged in business" (which creates sales tax nexus) here (p. 4 under "Engaged in Business.")

http://www.ncleg.net/EnactedLegislation/Statutes/PDF/ByArticle/Chapter_105/Article_5.pdf

North Dakota – In North Dakota, any "Retailer maintaining a place of business in this state" has nexus. You can find that definition here (p. 2). Starting October 1, 2018 North Dakota also has an economic nexus law. You can read about North Dakota's economic nexus law here. Read more about economic nexus here.

http://www.legis.nd.gov/cencode/t57c40-2.pdf?20151008144407
https://www.nd.gov/tax/tax-resources/laws--regulations/tax-history/sales--use-taxes

Ohio – Ohio discusses what constitutes nexus for out-of-state sellers here Sections (H, I). Starting January 1, 2018 Ohio also has a Commercial Activity Tax (CAT), though it is pending litigation at the time of this writing. Read Ohio's CAT law here.

http://codes.ohio.gov/orc/5741.01v2
https://www.tax.ohio.gov/Portals/0/...l_reports/2017AnnualReport/AR2017.pdf#page=80

Oklahoma – You can click here to read exactly what the Oklahoma Department of Revenue (Oklahoma's taxing authority) has to say about what constitutes sales tax nexus in Oklahoma (page 8 – "Place of Business.")

https://www.ok.gov/tax/documents/rule6509.pdf

Pennsylvania – Pennsylvania considers sellers "having or maintaining a place of business" in the state to have nexus. Here's what Pennsylvania code has to say about what defines "having or maintaining a place of business."

https://revenue-pa.custhelp.com/app...as-no-office,-employees,-or-salespeople-in-pa

Rhode Island – See p.2 of this document for what constitutes "engaging in business in the state" of Rhode Island.

http://www.tax.ri.gov/regulations/salestax/11-20.pdf

South Carolina – South Carolina spells out who has sales tax nexus in the state on this page under "Who is required to file a sales and use tax return?"

https://dor.sc.gov/tax/sales/faq

South Dakota – Any "retailer maintaining a place of business in the state" has sales tax nexus in South Dakota. See their definition here (10-46-1(12).) Effective May 1, 2016 (though pending litigation at the time of this writing), South Dakota also has an economic nexus law. You can read more about South Dakota's economic nexus law here.

http://legis.sd.gov/Statutes/Codified_Laws/DisplayStatute.aspx?Type=Statute&Statute=10-46-1
https://blog.taxjar.com/economic-nexus-laws/

Tennessee – You can find Tennessee's definition of sales tax nexus for out-of-state retailers here. Starting July 1, 2017 (and pending litigation) Tennessee also has an economic nexus law. You can read Tennessee's economic nexus law here. And read more about economic nexus here.

https://www.tn.gov/revenue/taxes/sales-and-use-tax.html
https://www.tn.gov/content/dam/tn/revenue/documents/notices/sales/sales17-01.pdf

Texas – You can find Texas's definition of "engaged in business" in the Texas code Sec. 151.107.

http://www.statutes.legis.state.tx.us/SOTWDocs/TX/htm/TX.151.htm

Utah – Read Publication 37 for what constitutes sales tax nexus in Utah.

http://www.tax.utah.gov/forms/pubs/pub-37.pdf

Vermont – Find out what creates sales tax nexus for out of state sellers in Vermont here (under subheading (9).) Starting July 1, 2018 Vermont also has an economic nexus law. You can read guidance on economic nexus from the Vermont Department of Revenue here. Read more about economic nexus here.

http://legislature.vermont.gov/statutes/section/32/233/09701
http://tax.vermont.gov/business-and-corp/sales-and-use-tax/sales-and-use/wayfair

Virginia – Virginia considers "dealers" to have sales tax nexus. Find out how Virginia defines "dealer" here. (This definition is updating on July 1, 2017. You can read more about Virginia's new definition of "dealer" here.)

http://law.lis.virginia.gov/vacode/58.1-612/
https://blog.taxjar.com/sales-tax-nexus-every-state/

Washington – This publication defines nexus in Washington state.

https://otr.cfo.dc.gov/sites/default/files/dc/sites/otr/publication/attachments/tax_guide_nexus.pdf

Washington D.C. – Sellers "engaging in business in the District" have sales tax nexus in the District of Columbia. Find out what they mean by "engaging in business in the District" by searching for those terms here.

https://otr.cfo.dc.gov/sites/default/files/dc/sites/otr/publication/attachments/tax_guide_nexus.pdf

West Virginia – This page defines what conditions create sales tax business in West Virginia for "retailers."

http://www.legis.state.wv.us/WVCODe/ChapterEntire.cfm?chap=11&art=15A

Wisconsin – View "activities which create Wisconsin nexus" here (11.97(3).) Starting October 1, 2018 Wisconsin also has an economic nexus regulation. You can read guidance from Wisconsin on economic nexus here. Read more about economic nexus here.

https://docs.legis.wisconsin.gov/code/admin_code/tax/11/X/97
https://www.revenue.wi.gov/Pages/Businesses/remote-sellers.aspx

Wyoming – Wyoming considers "vendors" to have sales tax nexus. You can find Wyoming's definition of "vendor" here under "Article 1 – State Use Tax." Starting July 1, 2017 Wyoming also has an economic nexus law. You can read Wyoming's economic nexus law here. And you can read more about economic nexus here.

http://legisweb.state.wy.us/NXT/gat...plates&fn=default.htm&vid=Publish:10.1048/Enu
http://legisweb.state.wy.us/2017/Enroll/HB0019.pdf
 
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Aarcon


Consul of Lyf
"Burn me alive upon the grandest pyre known to time and space."



GENERAL

Name: Aarcon Iasra Zulat
Pronunciation: Ar-Kan e-az-rah Zu-lat
Nickname: Arc
Titles: Consul
Species: Elf
Race: Lecyri
Date of Birth: Winter (Month 9), AR. 998.
Zodiac: The Horned Demon
Age: 308
Place of Birth: Lyf, Lecara

Storyline/Plot: Roseblood

"The dust in the wind: specks of millennia past screaming – begging – to be remembered."



APPEARANCE

Eye Color:
Hair Color:
Hair Style/Length:
Height:
Weight:
Body Type:
Body Modifications/Accessories:

Written Appearance: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque augue augue, condimentum eget interdum a, pulvinar vitae tortor. Vivamus vel condimentum ipsum. Vestibulum venenatis auctor neque. Fusce ac cursus augue, quis efficitur arcu. Praesent non dignissim mauris. Quisque lacinia quam sollicitudin, consectetur quam eget, porta odio.

Aliquam dictum lectus ut dapibus feugiat. Donec suscipit commodo ultrices. Donec sollicitudin nunc eget erat blandit, ac maximus arcu faucibus. Integer eu lectus vestibulum, lobortis sapien ac, scelerisque tortor. Etiam nec euismod diam. Sed nec dui vel tortor consectetur aliquet. Mauris laoreet ligula non felis auctor, et fringilla ante sodales. Ut metus ipsum, gravida eu molestie ac, scelerisque sit amet urna.

PERSONALITY

Personality Traits:
✥ Weary | Perhaps best defined by his sense of existential ennui, Aarcon finds the normal course of his life to be tedious. Accordingly, will take measures to change this.
✥ Intrepid | Will perform the audacious and outrageous to pluck himself out of his tedium. The scale of the endeavor, the risk attached, the consequences; these are all irrelevant.
✥ Logical | Although his intrepid ambitions can carry him into the realms of the irrational, Aarcon has a great capacity for logic and debating, a skilled master of rhetoric.
✥ Ubermensch | A somewhat depressing version of the idea. Aarcon understands the normal operative behaviors of various societies – not just his own, thanks to his occupation – but views them as secondary to his own desperate pursuits.

Strengths:
The ability to analyze situations from a variety of opposing perspectives.
The willingness to operate unbound by morality or reason.
A talent for presenting outlandish ideas in appealing morsels.

Weaknesses:
A tendency to succumb to lethargy, intense bouts of anxious depression.
While his own willingness to act irrationally is sometimes to his benefit, is inevitably blindsided when another party acts contrary to expected logic.
Will oft over-commit to unlikely endeavors.

Quirks:
The only thing that terrifies him as much as earthly insignificance is the prospect of dancing.

MBPT: ENTP

D&D Alignment: Chaotic Neutral


DETAILS

Inventory: (4+)

Occupation: Consul, Diplomat promoting the interests of Lecara Territory, primarily Lyf.

Education: Informal, though stringent, instruction on workings of politics, diplomacy and rhetoric, the quality of which rose as the Lecara territory elves became more versed in such matters. Aarcon's education has been, truthfully, more practice than theory.

Character Arcs/Plots: A constant quest of desperation to cement his place in the world by being the instigator or catalyst of some pinnacle moment in history. His efforts to do so – all caused by some drastic existential crisis and need for grand validation – may or may not prove troublesome to the stability of the realm.

The idea of pulling the Rughena tribes, insular Lecyri foreign to him, into a more global context (likely to be in a less than harmonious manner) appeals greatly to Aarcon.

Bonded: (Ditto. Name of fairy and brief description.)

Familiar: (Ditto. Name, animal and brief description.)



RELATIONS

Social
  • List and detail relation

Familial
  • List and detail relation


ARMAMENTS

Magic Tier(s): Low, Middling

Attuned Element(s): Earth, Theurgy

Fleuntia: Solis

Main Weapon: Innate strength coupled with the typical razor-nails of the Lecyri. Far from a trained combatant, Aarcon's "edge" in battle is a frenetic willingness to throw his size around.

Secondary Weapon: Protocol and common sense dictate that Aarcon carries a weapon on excursions. He favors a wooden bludgeon. Although he has no particular training in its usage, the weapon is… thankfully self-explanatory.

HISTORY

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque augue augue, condimentum eget interdum a, pulvinar vitae tortor. Vivamus vel condimentum ipsum. Vestibulum venenatis auctor neque. Fusce ac cursus augue, quis efficitur arcu. Praesent non dignissim mauris. Quisque lacinia quam sollicitudin, consectetur quam eget, porta odio. Aliquam dictum lectus ut dapibus feugiat. Donec suscipit commodo ultrices. Donec sollicitudin nunc eget erat blandit, ac maximus arcu faucibus. Integer eu lectus vestibulum, lobortis sapien ac, scelerisque tortor. Etiam nec euismod diam. Sed nec dui vel tortor consectetur aliquet. Mauris laoreet ligula non felis auctor, et fringilla ante sodales. Ut metus ipsum, gravida eu molestie ac, scelerisque sit amet urna.

Nunc ultrices purus quis metus luctus, sed vestibulum odio commodo. Ut auctor laoreet ornare. Ut scelerisque tortor sit amet erat consectetur dignissim. Duis bibendum diam arcu, quis dapibus libero blandit vel. Mauris lobortis auctor neque, quis dictum sapien gravida eu. Etiam consequat maximus ex, non auctor sapien sagittis convallis. Praesent tincidunt dignissim eleifend. Mauris euismod libero ut rhoncus congue. Nunc a accumsan velit. Curabitur porta vulputate quam ut bibendum. Phasellus felis nunc, accumsan facilisis rhoncus dapibus, hendrerit ut diam. Aenean consectetur sem elementum diam condimentum, pellentesque volutpat tellus fringilla. Integer quis erat vulputate mauris iaculis venenatis. Mauris sit amet nibh ut orci dictum cursus ac ut enim. Interdum et malesuada fames ac ante ipsum primis in faucibus. Aliquam non faucibus dui.

Nullam dictum nulla sed felis congue scelerisque. Donec egestas nec nisl at pellentesque. Vivamus pellentesque aliquet est, a dapibus turpis pharetra quis. Ut ultricies sagittis arcu, placerat venenatis nisl. Maecenas eu dolor tincidunt, eleifend nunc sit amet, facilisis leo. Nulla id iaculis tellus. In lacinia tortor non ligula hendrerit viverra. Integer non tellus nec neque mattis facilisis. Donec sed sapien sit amet lacus suscipit egestas. Cras neque justo, ultricies eu est in, tempus molestie nunc. Cras sit amet odio non velit vehicula finibus.


WRITING SAMPLE

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque augue augue, condimentum eget interdum a, pulvinar vitae tortor. Vivamus vel condimentum ipsum. Vestibulum venenatis auctor neque. Fusce ac cursus augue, quis efficitur arcu. Praesent non dignissim mauris. Quisque lacinia quam sollicitudin, consectetur quam eget, porta odio. Aliquam dictum lectus ut dapibus feugiat. Donec suscipit commodo ultrices. Donec sollicitudin nunc eget erat blandit, ac maximus arcu faucibus. Integer eu lectus vestibulum, lobortis sapien ac, scelerisque tortor. Etiam nec euismod diam. Sed nec dui vel tortor consectetur aliquet. Mauris laoreet ligula non felis auctor, et fringilla ante sodales. Ut metus ipsum, gravida eu molestie ac, scelerisque sit amet urna.

Nunc ultrices purus quis metus luctus, sed vestibulum odio commodo. Ut auctor laoreet ornare. Ut scelerisque tortor sit amet erat consectetur dignissim. Duis bibendum diam arcu, quis dapibus libero blandit vel. Mauris lobortis auctor neque, quis dictum sapien gravida eu. Etiam consequat maximus ex, non auctor sapien sagittis convallis. Praesent tincidunt dignissim eleifend. Mauris euismod libero ut rhoncus congue. Nunc a accumsan velit. Curabitur porta vulputate quam ut bibendum. Phasellus felis nunc, accumsan facilisis rhoncus dapibus, hendrerit ut diam. Aenean consectetur sem elementum diam condimentum, pellentesque volutpat tellus fringilla. Integer quis erat vulputate mauris iaculis venenatis. Mauris sit amet nibh ut orci dictum cursus ac ut enim. Interdum et malesuada fames ac ante ipsum primis in faucibus. Aliquam non faucibus dui.

Nullam dictum nulla sed felis congue scelerisque. Donec egestas nec nisl at pellentesque. Vivamus pellentesque aliquet est, a dapibus turpis pharetra quis. Ut ultricies sagittis arcu, placerat venenatis nisl. Maecenas eu dolor tincidunt, eleifend nunc sit amet, facilisis leo. Nulla id iaculis tellus. In lacinia tortor non ligula hendrerit viverra. Integer non tellus nec neque mattis facilisis. Donec sed sapien sit amet lacus suscipit egestas. Cras neque justo, ultricies eu est in, tempus molestie nunc. Cras sit amet odio non velit vehicula finibus.




 
Last edited:
Aarcon


Consul of Lyf
"Burn me alive upon the grandest pyre known to time and space."



GENERAL

Name: Aarcon Iasra Zulat
Pronunciation: Ar-Kan e-az-rah Zu-lat
Nickname: Arc
Titles: Consul
Species: Elf
Race: Lecyri
Date of Birth: Winter (Month 9), AR. 998.
Zodiac: The Horned Demon
Age: 308
Place of Birth: Lyf, Lecara

Storyline/Plot: Roseblood

"The dust in the wind: specks of millennia past screaming – begging – to be remembered."



APPEARANCE

Eye Color:
Hair Color:
Hair Style/Length:
Height:
Weight:
Body Type:
Body Modifications/Accessories:

Written Appearance: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque augue augue, condimentum eget interdum a, pulvinar vitae tortor. Vivamus vel condimentum ipsum. Vestibulum venenatis auctor neque. Fusce ac cursus augue, quis efficitur arcu. Praesent non dignissim mauris. Quisque lacinia quam sollicitudin, consectetur quam eget, porta odio.

Aliquam dictum lectus ut dapibus feugiat. Donec suscipit commodo ultrices. Donec sollicitudin nunc eget erat blandit, ac maximus arcu faucibus. Integer eu lectus vestibulum, lobortis sapien ac, scelerisque tortor. Etiam nec euismod diam. Sed nec dui vel tortor consectetur aliquet. Mauris laoreet ligula non felis auctor, et fringilla ante sodales. Ut metus ipsum, gravida eu molestie ac, scelerisque sit amet urna.

PERSONALITY

Personality Traits:
✥ Weary | Perhaps best defined by his sense of existential ennui, Aarcon finds the normal course of his life to be tedious. Accordingly, will take measures to change this.
✥ Intrepid | Will perform the audacious and outrageous to pluck himself out of his tedium. The scale of the endeavor, the risk attached, the consequences; these are all irrelevant.
✥ Logician | Although his intrepid ambitions carry him into the realms of the irrational, Aarcon has a great capacity for logic and debating, a skilled master of rhetoric.
✥ Unfettered | Aarcon understands the normal operative behaviors of various societies – not just his own, thanks to his occupation – but views them as secondary to his own desperate pursuits.

Strengths:
The ability to analyze situations from a variety of opposing perspectives.
The willingness to operate unbound by morality or reason.
A talent for presenting outlandish ideas in appealing morsels.

Weaknesses:
A tendency to succumb to lethargy, intense bouts of anxious depression.
While his own willingness to act irrationally is sometimes to his benefit, is inevitably blindsided when another party acts contrary to expected logic.
Will oft over-commit to unlikely endeavors.

Quirks:
The only thing that terrifies him as much as earthly insignificance is the prospect of dancing.

MBPT: ENTP

D&D Alignment: Chaotic Neutral


DETAILS

Inventory:
- Various treatises, most pertaining to teachings of logic and rhetoric.
- Fabric lantern, an Endless Light in its center.
- A strangely large medley of quills.
- A seal representing his status as Lyf's Consul, similar in practice to the crest of the nobles.

Occupation: Consul, Diplomat promoting the interests of Lecara Territory, primarily Lyf.

Education: Informal, though stringent, instruction on workings of politics, diplomacy and rhetoric, the quality of which rose as the Lecara territory elves became more versed in such matters.

Character Arcs/Plots: A constant quest of desperation to cement his place in the world by being the instigator or catalyst of some pinnacle moment in history. His efforts to do so – all caused by some drastic existential crisis and need for grand validation – may or may not prove troublesome to the stability of the realm.

The idea of pulling the Rughena tribes, insular Lecyri foreign to him, into a more global context (likely to be in a less than harmonious manner) appeals greatly to Aarcon.



RELATIONS

Social
  • Inundata Coreal Lesolis; Former Instructor of Logics, Elven
  • Nindrol Inaren; Former Instructor of Foreign Culture, Elven
  • Ruven Ralow; Bodyguard/Hairstylist, Human
  • Theodemar Luqirelle; Understudy, Elven

Familial
  • Kuornos Zulat; Father
  • Kenia Dara Zulat; Mother


ARMAMENTS

Magic Tier(s): Low, Middling

Attuned Element(s): Earth, Theurgy

Fleuntia: Solis

Main Weapon: Innate strength coupled with the typical razor-nails of the Lecyri. Far from a trained combatant, Aarcon's "edge" in battle is a frenetic willingness to throw his size around.

Secondary Weapon: Protocol and common sense dictate that Aarcon carries a weapon on excursions. He favors a wooden bludgeon. Although he has no particular training in its usage, the weapon is… thankfully self-explanatory.

HISTORY

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque augue augue, condimentum eget interdum a, pulvinar vitae tortor. Vivamus vel condimentum ipsum. Vestibulum venenatis auctor neque. Fusce ac cursus augue, quis efficitur arcu. Praesent non dignissim mauris. Quisque lacinia quam sollicitudin, consectetur quam eget, porta odio. Aliquam dictum lectus ut dapibus feugiat. Donec suscipit commodo ultrices. Donec sollicitudin nunc eget erat blandit, ac maximus arcu faucibus. Integer eu lectus vestibulum, lobortis sapien ac, scelerisque tortor. Etiam nec euismod diam. Sed nec dui vel tortor consectetur aliquet. Mauris laoreet ligula non felis auctor, et fringilla ante sodales. Ut metus ipsum, gravida eu molestie ac, scelerisque sit amet urna.

Nunc ultrices purus quis metus luctus, sed vestibulum odio commodo. Ut auctor laoreet ornare. Ut scelerisque tortor sit amet erat consectetur dignissim. Duis bibendum diam arcu, quis dapibus libero blandit vel. Mauris lobortis auctor neque, quis dictum sapien gravida eu. Etiam consequat maximus ex, non auctor sapien sagittis convallis. Praesent tincidunt dignissim eleifend. Mauris euismod libero ut rhoncus congue. Nunc a accumsan velit. Curabitur porta vulputate quam ut bibendum. Phasellus felis nunc, accumsan facilisis rhoncus dapibus, hendrerit ut diam. Aenean consectetur sem elementum diam condimentum, pellentesque volutpat tellus fringilla. Integer quis erat vulputate mauris iaculis venenatis. Mauris sit amet nibh ut orci dictum cursus ac ut enim. Interdum et malesuada fames ac ante ipsum primis in faucibus. Aliquam non faucibus dui.

Nullam dictum nulla sed felis congue scelerisque. Donec egestas nec nisl at pellentesque. Vivamus pellentesque aliquet est, a dapibus turpis pharetra quis. Ut ultricies sagittis arcu, placerat venenatis nisl. Maecenas eu dolor tincidunt, eleifend nunc sit amet, facilisis leo. Nulla id iaculis tellus. In lacinia tortor non ligula hendrerit viverra. Integer non tellus nec neque mattis facilisis. Donec sed sapien sit amet lacus suscipit egestas. Cras neque justo, ultricies eu est in, tempus molestie nunc. Cras sit amet odio non velit vehicula finibus.


WRITING SAMPLE

As far as the scholarly pursuit of diplomacy was concerned, there were academic debates as to the significance of festive events, of galas. There were questions posed, for example, of where they stood in relation to what was traditionally regarded as the core of diplomacy; of negotiation, of terms, of verbal riposte and counter-riposte. When Aarcon Iasra Zulat, born in a period of uplifting for his ilk, studied the art of diplomacy, it was the words and content that was held paramount above all else.

Advocates belonging to opposed schools of thought rose amongst the ascendants of Lecyrian diplomacy, stating that the spectacle often trumped the negotiations and agreements, the inflection of one's rhetoric taking precedence over the meaning of one's words, that the beauty of the ball transcended the earnestness of the pact. When he was young, and far removed from his stature as a well-regarded Consul, scholarly debates such as these had given him some measure of dread.

Then, sadly, it was simply because Aarcon could not dance to absolve himself from oblivion.

The Lecyrian had to admit, there was merriment and joy to be found in events like these, however fleeting. He sometimes found solace in remembering confetti, floating in permanence thanks to some Theurgist. Or perhaps some particularly bored Air Elementals. He remembered decades ago, how Lady Areila danced, and how they marvelled at her grace, the ease in which she moved her frame, a whirling dervish of cloth. She had earned herself great presence and renown that day, and tales were told of how marvelous her dress was, that beautiful dress colored…

… Aarcon found that he could not remember what color it had been. A pity.

For the moment, however, the atmosphere was acceptable. He had made himself an observer, a difficult task given his large stature. He watched the Lords and Ladies as they postured, bodies contorted by the tension of pretense even in celebration. Some, granted, were well and truly taken by the festivities. But the ones Aarcon cared for were in full collection of their facilities, eminently conscious of their body language.

Words pierced through the mire of thoughtfulness and sent cold chills stabbing through the Lecyrian's vertebrae.

"Ah, Consul Aarcon Iasra Zulat of Lyf! Would you care to…"

This was frightening, for almost three hundred years later, Aarcon had still not learned how to dance.




 
Last edited:
Aarcon


Consul of Lyf
"Burn me alive upon the grandest pyre known to time and space."



GENERAL

Name: Aarcon Iasra Zulat
Pronunciation: Ar-Kan e-az-rah Zu-lat
Nickname: Arc
Titles: Consul
Species: Elf
Race: Lecyri
Date of Birth: Winter (Month 9), AR. 998.
Zodiac: The Horned Demon
Age: 308
Place of Birth: Lyf, Lecara

Storyline/Plot: Roseblood

"The dust in the wind: specks of millennia past screaming – begging – to be remembered."



APPEARANCE

Eye Color: Hazel, although his ailed left eye is glazed white.
Hair Color: Wispy White
Hair Style/Length: Mid-back, straight
Height: 7'0"
Weight: 220lbs.
Body Type: Broad-framed, but slender.
Body Modifications/Accessories: N/A

Written Appearance:
Handsome enough given his years, a feline-esque countenance weathered by time and giving the impression of an earthly wisdom. Impressively self-aware of his donned expressions, Aarcon finds himself routinely alternating between visages of reserved wisdom and endearing cordiality.

A towering individual even by Lecyrian standards, Aarcon's tall form is an advantage in establishing social presence, but an incredible burden to carry for over three hundred years. A specially commissioned back-brace forcibly stalls the curses of hunching and slouching, keeping Aarcon's posture rigidly – and painfully - straight. Sprawling ornate robes are both intricate and their own right, while expressly worn to draw attention to Aarcon's height.

In contrast to many Lecyrians and by conscious decision, Aarcon's styling of hair is more in line with other Elven races. His formerly proud beard has been shaved cleanly, as it had begun to grow faint and wispy, while his cowl of hair is kept long, but styled in a manner more akin to a Maiden than the braids of a bestial race.

While many aspects of his appearance are carefully cultivated to subvert stereotypes of his people, Aarcon's claw-like nails remain untouched, unaltered. This is also a calculated decision; while he's done much to assimilate aesthetically with nobility, the claws are meant to indicate a steel beneath his formal manner.

PERSONALITY

Personality Traits:
✥ Weary | Perhaps best defined by his sense of existential ennui, Aarcon finds the normal course of his life to be tedious. Accordingly, will take measures to change this.
✥ Intrepid | Will perform the audacious and outrageous to pluck himself out of his tedium. The scale of the endeavor, the risk attached, the consequences; these are all irrelevant.
✥ Logician | Although his intrepid ambitions carry him into the realms of the irrational, Aarcon has a great capacity for logic and debating, a skilled master of rhetoric.
✥ Unfettered | Aarcon understands the normal operative behaviors of various societies – not just his own, thanks to his occupation – but views them as secondary to his own desperate pursuits.

Strengths:
The ability to analyze situations from a variety of opposing perspectives.
The willingness to operate unbound by morality or reason.
A talent for presenting outlandish ideas in appealing morsels.

Weaknesses:
A tendency to succumb to lethargy, intense bouts of anxious depression.
While his own willingness to act irrationally is sometimes to his benefit, is inevitably blindsided when another party acts contrary to expected logic.
Will oft over-commit to unlikely endeavors.

Quirks:
The only thing that terrifies him as much as earthly insignificance is the prospect of dancing.

MBPT: ENTP

D&D Alignment: Chaotic Neutral


DETAILS

Inventory:
- Various treatises, most pertaining to teachings of logic and rhetoric.
- A back-brace to force rigid uprightness.
- A strangely large medley of quills.
- A seal representing his status as Lyf's Consul, similar in practice to the crest of the nobles.

Occupation: Consul, Diplomat promoting the interests of Lecara Territory, primarily Lyf.

Education: Informal, though stringent, instruction on workings of politics, diplomacy and rhetoric, the quality of which rose as the Lecara territory elves became more versed in such matters.

Character Arcs/Plots: A constant quest of desperation to cement his place in the world by being the instigator or catalyst of some pinnacle moment in history. His efforts to do so – all caused by some drastic existential crisis and need for grand validation – may or may not prove troublesome to the stability of the realm.

The idea of pulling the Rughena tribes, insular Lecyri foreign to him, into a more global context (likely to be in a less than harmonious manner) appeals greatly to Aarcon.



RELATIONS

Social
  • Inundata Coreal Lesolis; Former Instructor of Logics, Elven
  • Nindrol Inaren; Former Instructor of Foreign Culture, Elven
  • Ruven Ralow; Bodyguard/Hairstylist, Human
  • Theodemar Luqirelle; Understudy, Elven

Familial
  • Kuornos Zulat; Father
  • Kenia Dara Zulat; Mother


ARMAMENTS

Magic Tier(s): Low, Middling

Attuned Element(s): Earth, Theurgy

Fleuntia: Solis

Main Weapon: Innate strength coupled with the typical razor-nails of the Lecyri. Far from a trained combatant, Aarcon's "edge" in battle is a frenetic willingness to throw his size around.

Secondary Weapon: Protocol and common sense dictate that Aarcon carries a weapon on excursions. He favors a wooden bludgeon. Although he has no particular training in its usage, the weapon is… thankfully self-explanatory.

HISTORY

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque augue augue, condimentum eget interdum a, pulvinar vitae tortor. Vivamus vel condimentum ipsum. Vestibulum venenatis auctor neque. Fusce ac cursus augue, quis efficitur arcu. Praesent non dignissim mauris. Quisque lacinia quam sollicitudin, consectetur quam eget, porta odio. Aliquam dictum lectus ut dapibus feugiat. Donec suscipit commodo ultrices. Donec sollicitudin nunc eget erat blandit, ac maximus arcu faucibus. Integer eu lectus vestibulum, lobortis sapien ac, scelerisque tortor. Etiam nec euismod diam. Sed nec dui vel tortor consectetur aliquet. Mauris laoreet ligula non felis auctor, et fringilla ante sodales. Ut metus ipsum, gravida eu molestie ac, scelerisque sit amet urna.

Nunc ultrices purus quis metus luctus, sed vestibulum odio commodo. Ut auctor laoreet ornare. Ut scelerisque tortor sit amet erat consectetur dignissim. Duis bibendum diam arcu, quis dapibus libero blandit vel. Mauris lobortis auctor neque, quis dictum sapien gravida eu. Etiam consequat maximus ex, non auctor sapien sagittis convallis. Praesent tincidunt dignissim eleifend. Mauris euismod libero ut rhoncus congue. Nunc a accumsan velit. Curabitur porta vulputate quam ut bibendum. Phasellus felis nunc, accumsan facilisis rhoncus dapibus, hendrerit ut diam. Aenean consectetur sem elementum diam condimentum, pellentesque volutpat tellus fringilla. Integer quis erat vulputate mauris iaculis venenatis. Mauris sit amet nibh ut orci dictum cursus ac ut enim. Interdum et malesuada fames ac ante ipsum primis in faucibus. Aliquam non faucibus dui.

Nullam dictum nulla sed felis congue scelerisque. Donec egestas nec nisl at pellentesque. Vivamus pellentesque aliquet est, a dapibus turpis pharetra quis. Ut ultricies sagittis arcu, placerat venenatis nisl. Maecenas eu dolor tincidunt, eleifend nunc sit amet, facilisis leo. Nulla id iaculis tellus. In lacinia tortor non ligula hendrerit viverra. Integer non tellus nec neque mattis facilisis. Donec sed sapien sit amet lacus suscipit egestas. Cras neque justo, ultricies eu est in, tempus molestie nunc. Cras sit amet odio non velit vehicula finibus.


WRITING SAMPLE

As far as the scholarly pursuit of diplomacy was concerned, there were academic debates as to the significance of festive events, of galas. There were questions posed, for example, of where they stood in relation to what was traditionally regarded as the core of diplomacy; of negotiation, of terms, of verbal riposte and counter-riposte. When Aarcon Iasra Zulat, born in a period of uplifting for his ilk, studied the art of diplomacy, it was the words and content that was held paramount above all else.

Advocates belonging to opposed schools of thought rose amongst the ascendants of Lecyrian diplomacy, stating that the spectacle often trumped the negotiations and agreements, the inflection of one's rhetoric taking precedence over the meaning of one's words, that the beauty of the ball transcended the earnestness of the pact. When he was young, and far removed from his stature as a well-regarded Consul, scholarly debates such as these had given him some measure of dread.

Then, sadly, it was simply because Aarcon could not dance to absolve himself from oblivion.

The Lecyrian had to admit, there was merriment and joy to be found in events like these, however fleeting. He sometimes found solace in remembering confetti, floating in permanence thanks to some Theurgist. Or perhaps some particularly bored Air Elementals. He remembered decades ago, how Lady Areila danced, and how they marvelled at her grace, the ease in which she moved her frame, a whirling dervish of cloth. She had earned herself great presence and renown that day, and tales were told of how marvelous her dress was, that beautiful dress colored…

… Aarcon found that he could not remember what color it had been. A pity.

For the moment, however, the atmosphere was acceptable. He had made himself an observer, a difficult task given his large stature. He watched the Lords and Ladies as they postured, bodies contorted by the tension of pretense even in celebration. Some, granted, were well and truly taken by the festivities. But the ones Aarcon cared for were in full collection of their facilities, eminently conscious of their body language.

Words pierced through the mire of thoughtfulness and sent cold chills stabbing through the Lecyrian's vertebrae.

"Ah, Consul Aarcon Iasra Zulat of Lyf! Would you care to…"

This was frightening, for almost three hundred years later, Aarcon had still not learned how to dance.




 
Aarcon


Consul of Lyf
"Burn me alive upon the grandest pyre known to time and space."



GENERAL

Name: Aarcon Iasra Zulat
Pronunciation: Ar-Kan e-az-rah Zu-lat
Nickname: Arc
Titles: Consul
Species: Elf
Race: Lecyri
Date of Birth: Winter (Month 9), AR. 998.
Zodiac: The Horned Demon
Age: 308
Place of Birth: Lyf, Lecara

Storyline/Plot: Roseblood

"The dust in the wind: specks of millennia past screaming – begging – to be remembered."



APPEARANCE

Eye Color: Hazel, although his ailed left eye is glazed white.
Hair Color: Wispy White
Hair Style/Length: Mid-back, straight
Height: 7'0"
Weight: 220lbs.
Body Type: Broad-framed, but slender.
Body Modifications/Accessories: N/A

Written Appearance:
Handsome enough given his years, a feline-esque countenance weathered by time and giving the impression of an earthly wisdom. Impressively self-aware of his donned expressions, Aarcon finds himself routinely alternating between visages of reserved wisdom and endearing cordiality.

A towering individual even by Lecyrian standards, Aarcon's tall form is an advantage in establishing social presence, but an incredible burden to carry for over three hundred years. A specially commissioned back-brace forcibly stalls the curses of hunching and slouching, keeping Aarcon's posture rigidly – and painfully - straight.

In contrast to many Lecyrians and by conscious decision, Aarcon's styling of hair is more in line with other Elven races. His formerly proud beard has been shaved cleanly, as it had begun to grow faint and wispy, while his cowl of hair is kept long, but styled in a manner more akin to a Maiden than the braids of a bestial race.

While many aspects of his appearance are carefully cultivated to subvert stereotypes of his people, Aarcon's claw-like nails remain untouched, unaltered. This is also a calculated decision; while he's done much to assimilate aesthetically with nobility, the claws are meant to indicate a steel beneath his formal manner.

PERSONALITY

Personality Traits:
✥ Weary | Perhaps best defined by his sense of existential ennui, Aarcon finds the normal course of his life to be tedious. Accordingly, will take measures to change this.
✥ Intrepid | Will perform the audacious and outrageous to pluck himself out of his tedium. The scale of the endeavor, the risk attached, the consequences; these are all irrelevant.
✥ Logician | Although his intrepid ambitions carry him into the realms of the irrational, Aarcon has a great capacity for logic and debating, a skilled master of rhetoric.
✥ Unfettered | Aarcon understands the normal operative behaviors of various societies – not just his own, thanks to his occupation – but views them as secondary to his own desperate pursuits.

Strengths:
The ability to analyze situations from a variety of opposing perspectives.
The willingness to operate unbound by morality or reason.
A talent for presenting outlandish ideas in appealing morsels.

Weaknesses:
A tendency to succumb to lethargy, intense bouts of anxious depression.
While his own willingness to act irrationally is sometimes to his benefit, is inevitably blindsided when another party acts contrary to expected logic.
Will oft over-commit to unlikely endeavors.

Quirks:
The only thing that terrifies him as much as earthly insignificance is the prospect of dancing.

MBPT: ENTP

D&D Alignment: Chaotic Neutral


DETAILS

Inventory:
- Various treatises, most pertaining to teachings of logic and rhetoric.
- A back-brace to force rigid uprightness.
- A strangely large medley of quills.
- A seal representing his status as Lyf's Consul, similar in practice to the crest of the nobles.

Occupation: Consul, Diplomat promoting the interests of Lecara Territory, primarily Lyf.

Education: Informal, though stringent, instruction on workings of politics, diplomacy and rhetoric, the quality of which rose as the Lecara territory elves became more versed in such matters. Centuries of expertise.

Character Arcs/Plots: A constant quest of desperation to cement his place in the world by being the instigator or catalyst of some pinnacle moment in history. His efforts to do so – all caused by some drastic existential crisis and need for grand validation – may or may not prove troublesome to the stability of the realm.

The idea of pulling the Rughena tribes, insular Lecyri foreign to him, into a more global context (likely to be in a less than harmonious manner) appeals greatly to Aarcon.



RELATIONS

Social
  • Inundata Coreal Lesolis; Former Instructor of Logics, Elven
  • Nindrol Inaren; Former Instructor of Foreign Culture, Elven
  • Ruven Ralow; Bodyguard/Hairstylist, Human
  • Theodemar Luqirelle; Understudy, Elven
*Listed elves are Lecyri.

Familial
  • Kuornos Zulat; Father
  • Kenia Dara Zulat; Mother


ARMAMENTS

Magic Tier(s): Low, Middling

Attuned Element(s): Earth, Theurgy

Fleuntia: Solis

Main Weapon: Innate strength coupled with the typical razor-nails of the Lecyri. Far from a trained combatant, Aarcon's "edge" in battle is a frenetic willingness to throw his size around.

Secondary Weapon: Protocol and common sense dictate that Aarcon carries a weapon on excursions. He favors a wooden bludgeon. Although he has no particular training in its usage, the weapon is… thankfully self-explanatory.

HISTORY

Born on a cold, melancholic Winter night, Aarcon's youth was nonetheless defined by warmth of Lyf's hustle and bustle, a period of social growth and impressive commerce. Young Aarcon, even before he could utter a single word, or muster movement on his own two legs, understood inherently the beauty in all of it; members of all races peddling their wares, the jovial bedlam of a burgeoning society.

It was a Life in Freneticism, and it was perfect.

Known as a clever (sometimes overly so) child, Aarcon was a favorite of his instructors, impressing them with both mischievous wit and a stalwart studious nature. Extroverted, and a confident orator with a knack for wordplay, he was pushed towards literary endeavors, both as an expression of artistry and for the practicable goal of communication.

The latter focus appealed to Aarcon, as he had heard tales of the diplomats that came and went. Sometimes they would rave of glorious processions, other times they would whisper in hushed tones of ominous signs of conflict. In both cases, Aarcon was magnetized; to see the world, to experience it in all its wonder and horror, would be ever so lovely.

For a while, this was true.

From Kingsport to Arora, to the Skyport of Caershire, it was all beautiful. To his credit, Aarcon was an incredibly promising Emissary, serving as understudy and assistant to the Consul that forged the lucrative trading agreement between Lyf and Queensport. As the decades past, Aarcon would become a full-fledged Consul in his own right, deftly positioning Lyf to usurp other entities of their spot in upcoming trade treaties, shooting down tariffs that would negatively impact Lyf's economy.

So much flowered and meaningless rhetoric.

So many formal dinners being fed wondrous food and masked cordiality.

So much tedious paperwork.

Suddenly Kingsport and Arora weren't quite so lovely. And the Skyport of Caershire wasn't quite so impressive.

It was a Life in Stasis, and it was horrifying.


WRITING SAMPLE

As far as the scholarly pursuit of diplomacy was concerned, there were academic debates as to the significance of festive events, of galas. There were questions posed, for example, of where they stood in relation to what was traditionally regarded as the core of diplomacy; of negotiation, of terms, of verbal riposte and counter-riposte. When Aarcon Iasra Zulat, born in a period of uplifting for his ilk, studied the art of diplomacy, it was the words and content that was held paramount above all else.

Advocates belonging to opposed schools of thought rose amongst the ascendants of Lecyrian diplomacy, stating that the spectacle often trumped the negotiations and agreements, the inflection of one's rhetoric taking precedence over the meaning of one's words, that the beauty of the ball transcended the earnestness of the pact. When he was young, and far removed from his stature as a well-regarded Consul, scholarly debates such as these had given him some measure of dread.

Then, sadly, it was simply because Aarcon could not dance to absolve himself from oblivion.

The Lecyrian had to admit, there was merriment and joy to be found in events like these, however fleeting. He sometimes found solace in remembering confetti, floating in permanence thanks to some Theurgist. Or perhaps some particularly bored Air Elementals. He remembered decades ago, how Lady Areila danced, and how they marvelled at her grace, the ease in which she moved her frame, a whirling dervish of cloth. She had earned herself great presence and renown that day, and tales were told of how marvelous her dress was, that beautiful dress colored…

… Aarcon found that he could not remember what color it had been. A pity.

For the moment, however, the atmosphere was acceptable. He had made himself an observer, a difficult task given his large stature. He watched the Lords and Ladies as they postured, bodies contorted by the tension of pretense even in celebration. Some, granted, were well and truly taken by the festivities. But the ones Aarcon cared for were in full collection of their facilities, eminently conscious of their body language.

Words pierced through the mire of thoughtfulness and sent cold chills stabbing through the Lecyrian's vertebrae.

"Ah, Consul Aarcon Iasra Zulat of Lyf! Would you care to…"

This was frightening, for almost three hundred years later, Aarcon had still not learned how to dance.




 
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  • The basis for this world is Modern Day Earth. That is: assuming Magic has sprouted within the past three generations. Magic has done a number of things to society – namely, that about 10% of the world's population is now capable of magic. As such, practitioners of Magic are often woven into Infrastructure, serving to innovate methods of transportation, mass-production, and the like. Discrimination against magic users, due to their part in society nowadays, is mostly deemed 'unreasonable' and even 'ungrateful', although it is certainly not uncommon. More common, however, is the increasing levels of systemic oppression that result from wishes to protect the other 90% of human population from the potential dangers of the 10%.

    Facilities for Magisters are located in prime regions of Magical populations (read Magic section). Magisters are given certification once they are deemed to not be a potential threat to those around them. At a baseline, that is all that is asked of them. Past that, however, there are often two routes strongly encouraged for a Magister to embark upon. Firstly, to lend their hand into aspects of Magical Infrastructure.

    And secondly, to explore all the parts of the World that magic has changed.
  • The course of Nature itself has been changed by magic, entire ecosystems upturned by unexplainable force. Magical beasts abound – winged horses, lions the size of houses, as well as flora that has merged with fauna entirely. Magisters are often hired to discover new species of magical beasts, and also to devise measures to protect unaware human society from their potential dangers.

    Even more than just animals is the change in environmental aspects of the world, man-made or otherwise. Flourishing forests with unexplainable Arctic-like temperatures, trees that grow colossal fruit, mountains that seem to shift positions overnight.

    Particularly notable examples of this are referred to by Magical Historians as the Four Wonders of the New Age

    The Great Wall of China: One of the seven former wonders, Magic has altered this man-made construction in extreme ways. Namely, the Great Wall of China has become a living, serpentine construct of sorts, shifting and moving in circles around the country's border.

    The Islands, Icarus: Perhaps a rather unfortunate name, given the tale of Icarus, this is a massive flying continent, orbited by scattered floating islands that seems to have materialized from nowhere. While its altitude begets a cold climate, plant life here seems resistant to the effects of weather, and Icarus is deemed potentially livable. Currently, there are disputes as to how to divvy up the Island between countries/continents.

    The World Turtle: Named after the old legend, The World Turtle is the inverse of Icarus, an Island that seems to submerge itself once a month, and resurface in an entirely different location. While this generally means that the Island is unfit for habitation, it is itself a paradise, and when it surfaces, full of lush fruit to harvest, and a beautiful place to visit.

    The Plains of Eternal Lightning: A stretch of plain in Alberta, Canada where lightning and thunder abound for what seems like eternity, rendering the earth scorched. Entirely unsafe to visit, but there are those who hope to harness its electricity for power.
  • Again, the way Man lives has been changed forever by the presence of Magic. Infrastructure has been altered significantly, and society shaped, for what many claim is the better. Some of the greatest examples of this are as follows.

    Craftworks: Vehicles crafted by Transmuters and powered by even novice Evokers, or perhaps simply brought into existence by Conjurers, air-travel at a lower altitude then airplanes, and avoiding the crowded traffic of road vehicles are commonplace now – jetpacks, air-shops, hovercraft abound.

    Mass Production: Expert Conjurers can be counted on to duplicate and conjure items for mass-production, breaking rules of resources and scale-economy that were formerly relied upon.

    Healthcare: Some Evokers are particularly adept at bestowing their magical energy with healing properties, capable of curing and undoing ailments. Particularly tough ailments, such as cancers, however, require generationally gifted healers, who often charge harsh premiums. It is a matter of debate as to whether these talented Magisters should be registered and regulated by the government.

    Politics: So deeply engrained in matters of infrastructure and public security, Magisters are an integral part of and subject of political discourse and procedure. A global committee – the Oculus Council – exists to oversee Magisters everywhere.
  • Those Worthy: At last, the time has come to find out what awaits in the Flying Island, Icarus. Magical, dangerous beasts and flora? Unholy magical energies that could drive one insane? But before that, we must first gather those worthy to embark upon Icarus. Tests will be held, an 'exam' or even a 'competition' to speak, amongst prospective explorers to determine their worth.

    An Age of Amorality: One of the nightmarish scenarios has come to pass – a coalition formed of Magisters with the disposition of psychopaths and serial killers, who wish to use their skills for deadly means. A group of magical killers, who regard themselves as the 'Thirteen Precepts" had previously committed massacres in Los Angeles and Tokyo, before fading anyway into nothingness.

    Recently, they performed a thirteen massacres in various locations, each committed by a member of the group, before – again – fading into nothingness. All of them, save for one. She currently remains held, but all attempts to make her speak have been ineffective.


MAGIC​

  • Magical potential exists in about 10% of the world's current population, with the vast majority of these cases having arisen since birth. Bloodline does seem to be a factor, as it is heavily recurrent within families, although not entirely so.

    Exposure to magical force seems to be the other primary cause, with said exposure typically being of a traumatic nature (being assaulted by Magisters, explosions of a magical nature). Survivors of said trauma that have been monitored show a near 90% chance of gaining magical potential, provided they are around the age of around 30 or lower. There have been zero cases of manifestations past the age of 31.

    The infrastructure to help those who have manifested exists in a handful of core locations – Canada, the United States, the European Union, England, Russia, China, Japan, India, South Korea, Brazil, Chile, Australia. Those with magical potential in those regions are welcome to state-of-the-art teaching and training facilities – those outside of those regions are typically encouraged (most times, forced) to relocate to make use of these facilities. The reasoning for this is simple: those who cannot hone their magical potential are a danger to themselves and everyone else around them.

    The Untamed is the typical slang for those who have not been taught to control their potential – people who can cause calamities in times of emotional distress, or for no reason at all.

    Education for a Magister consists of learning the fundamentals of controlling ones innate magical energy so as not to lose control, as well as ethics for the use of magic in a world where not everyone is privy to such power.

    More specifically, Magisters are taught to explore the Fundamentals of the Four Pillars. (see specific tab)

    Education ends the moment they are deemed to be in control of their own powers, and also capable of defending themselves from those unable to do so. There are no time requirements to this, although Instructors are typically given a curriculum which achieves the baseline level of competency within 4 years. (baseline competency generally denotes 3 core criterion: not blowing things up on accident, a review of ethical principles, and knowing ones Specialization)
  • THE FOUR PILLARS (Abjuration, Conjuration, Evocation, Transmutation)

    There are four general schools of magic, which most forms of magic can fall under. Most Magisters have a specialization and an anathema – a school in which they excel, and a school in which they are naturally adverse to.

    Abjuration - altering physical qualities such as strength, speed, or even one's resistance to magic.
    Conjuration - utilizing magical energy to materialize objects or summon entities.
    Evocation - transforming the qualities of raw magical energy itself and expelling it into the world.
    Transmutation - utilizing magical energy to alter the core 'truth' of an object of oneself.

    Common/Example Applications:
    Abjurer: manifests in the simplest manner of the magical schools, simply as an increase in physical quality (even to superhuman levels) and magical resistance.

    Conjurer: Object Manifestation (often times, specialized conjurers will summon trademark magical objects that can exhibit properties from the other schools). Summoning (the summoning of otherworldly entities, or packs of animals, etc)

    Evoker: Elementalists (transmuting magical energy into bursts of wind, or streams of flame), illusionists (transmuting magical energy into illusionary phantasms), raw bursts of powerful magical energy to overwhelm and dispel existing magic, healing energy

    Transmuter: An incredibly versatile class, most transmuters are typically specialized in a single (possibly two) chosen forms of transmutation. Transmutation of the self can include: disguising, shapeshifting, obtaining an elastic body, invisibility, etc

    Transmutation of other objects can include things such as animation, necromancy, elementalists that manipulate existing fire, water, alchemy etc

    ---

    Magisters are taught to explore the Fundamentals of the Four Pillars. As a rule, every Magister has an inclination to one of the Four Pillars – furthermore, their use and manifestation of magic typically differs from most other Magisters. The Pillar that they lean towards is referred to as their Specialization (the school of magic which requires less effort on their part, for higher yield), while their special manifestation of magic is referred to as their Excelsia – a repertoire of magical techniques that are largely unique to them. An Excelsia is typically associated with the owner's Specialization, although may incorporate elements of the other three Pillars.

    One of the Fundamental Rules of Magic is that one's skill in their non-speciality Pillars will never, ever hope to match their skill in their Specialty Pillar.

    Most Magisters also have a Pillar of magic they struggle with, requiring more effort to utilize, and for lesser yield. This is referred to as their Anathema.

    Example:

    Bob specializes in Abjuration, while Joe specializes in Conjuration. While both can certainly be trained in the other three Pillars, Abjuration and Conjuration respectively come the easiest to them.

    Bob's Excelsia is a combination of his talent in Abjuration and training in Transmutation; by spinning his arm, he is able to transmute magical energy surrounding his arm into excess strength, and tack it onto his own power through Abjuration, resulting in a generationally powerful punch.

    Joe's Excelsia consists of let's say, the Conjuration of some robot rabbit construct, who breaths fire and also uses it as fuel to power its ROCKETJUMPS. (courtesy of Joe's additional training in Evocation).

    Let's further say that Bob's anathema is Evocation, while Joe's is Abjuration. It would be highly inefficient – to the point of even impossibility at some level – to incorporate aspects of these schools into their Excelsia.
  • The Exceptions

    The Exceptions are varying types of magic applications that can be used by even those with zero magical potential. Typically, these manifest in the form of items that carry magic, and that are in turn utilized by inexperienced wielders. The common theme of Exceptions is that the power is not directly held by the wielder.

    Enchantments: Enchanted objects (which are typically created either through Conjuration or Transmutation of mundane objects) come in a variety of forms - blades of fire, guns that expel lightning, crystal balls that can discern one's location. Most of these will run on a 'charge'/'ammo' system, as only a transcendently gifted Magister can create a permanent enchantment. Permanently enchanted items are referred to as 'Wonders', and are highly coveted for both their power and use in research. Someone who sells a 'Wonder' will generally be well-off for the rest of their life.

    Contracts: Magic bestowed, either upon an otherwise mundane individual or perhaps a Magister seeking more power, at a heavy cost. Contracts are typically made with Aspects of Supernatural Entities, and, in practice, typically involve the Aspect - who carries the power - merging with the bestowee. As a rule, Contracts never end well for those who engage in them.

    The common end result of a Contract seen to fruition, or a Contract broken, is the Aspect brought into the world as an uncontrollable beast, or worse yet, a psychopathic entity entirely aware of its wants and desires.
 
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"This will hurt you, more than it hurts me."
NAME: Maxwell Fulham
MONIKER: ---
AGE: 24
GENDER: Male
SEXUALITY: Heterosexual
ETHNICITY: Caucasian
YEARS AT ACADEMY: 2
BASIC DESCRIPTION: A tall, lanky personification of aloof, Maxwell carries himself in a way that lends to solitude. He prefers to sit, alone, slouched and withdrawn within himself. When he strides, his posture is immaculate, yet his movements impatient, harsh, and severe. His expressions are typically grim, and Maxwell very rarely allows himself a smile.

His dress code is typically lax, as his power can't help but ruin every single piece of clothing he lays his hand on. As such, he prefers coupling a simple pair of dark jeans with mono-colour shirts, which invariably are frayed and tattered, holds riddling the fabric.
POWERS:
  • Bone Manipulation: Maxwell is able to alter his bone structure to a dramatic extent, able to shift his existing bones, increase/decrease bone density or causing the rapid growth of bone spurs that can be shaped into various weaponry and projected from the body. As a somewhat required secondary power, Maxwell is able to cover up self-inflicted wounds caused by this ability's usage by generating some form of calcified material to serve as stop-gap bandaging.
    Weakness: This hurts, very much so. Not the kind of pain that one simply gets used to.
  • Flight: An offshoot of the above ability, Maxwell is able to fly by intuitively forming a pair of wings that jut out from his shoulder-blades, casting him as some sort of particularly macabre angel. Furthermore, he lowers the density of the rest of his bone structure, allowing his flight to be swift and immaculately controlled.
    Weakness: Wings of this nature, as well as his newly softened bone structure are typically more brittle, and thus far more susceptible to external force.
PROMPT:
The thing stared back at him, its gaze empty. Understandable, of course – for what were eye-sockets if not exactly that?

Two stones erected themselves in the desert, steadfast before the coarse wind. Maxwell sat upon one of them, gazing intently at his opposite number. Before him sat the wraith, a disembodied mass of bones, its hand desperately reaching out to touch him. Its right arm paused longingly as it reached the full breadth of extension, and then limply fell by the wayside, detaching from the shoulder-joint, and shattering completely before dispersing. Shards of bone lost amidst grains of sand.

"This will sound somewhat lewd." Maxwell began. "But I think, Master Skeleton, that you belong inside of me."

Suddenly Maxwell's body began to melt, his facial features contorting in gruesome ways – eyeballs beneath his nose, which had found itself on the patch of skin that was once his forehead. He was melting, of course. For he had no skeleton, and was simply a patchwork of skin, liquefying beneath the sweltering heat. His mouth was now on the side of his face, orbiting his eyes, murmuring.

"I n-need you, Master Skeleton. W-work to be done…"

And so there was.

===

Maxwell opened his eyes, the turbulence of aerial travel gently rocking him back to existence. He raised his fingers to his face, pressing roughly against his face. His mouth was numb, and his eyes were crusted over, but they were as they should be. On his face and not melting away. Bad dream, he gathered. In fifteen seconds the flight attendant would appear, and two minutes later, she would reach him and he would ask her for some hot sake to ease his troubled mind. Hot sake. One of the perks of a flight to Tokyo.

As promised, she emerged with her cart of beverages and her practised charisma.

But how had he known that?

Still, the attendant reached him as he had predicted. The girl at the window seat had asked for a Coca-Cola. Of course she did, Maxwell knew she would. He just didn't know why.

"What can I get you, sir?"

"Hot… hot sake. Thank you."

"Aren't you a little young for alcohol, sir?"

No. Impossible. How. Then he realized.

"Ah. I am dreaming."

And suddenly, Maxwell Fulham was a child again, a child in the middle seat. His sister had the window seat, mother and father were right behind him. His sister had asked for water, not Coca-Cola, though it was her favorite drink – the dentist had said she needed to lay off the sodas. And he himself had asked for an apple juice.

The seat-belt lights began flashing, and Maxwell screamed.

Turbulence, yes. Always turbulence. Maxwell felt the blood cascading in his cranium, before black overcame him.

===

He opened his eyes again, a child no longer, and a cup of hot sake in his hands. He paced to and fro, hoping to find solace in the tranquil patterns upon his carpet, before realizing there was no carpet there. Just the blue of the sky, and the incorporeal flooring of clouds. This was…

Maxwell shifted his head, to see an airplane, broken, split down the middle, and a single man with his arms outstretched. His right arm bore one half of the craft, his left the other. Sweat poured down his brow, and Maxwell could imagine the sting it caused as each droplet entered his eyes. Veins popped on the man's temple. He was struggling. He was losing. Maxwell approached him, downing a gulp of sake.

"Hello."

The struggling man beamed, even as his arms threatened to abandon him altogether. "Young Master Fulham! Boy, am I sure glad to see you! I'm!"

"Captain Endeavour. You fly as fast as a hawk, with the strength of an elephant." Another sip of sake. "Can an elephant hold up an entire aeroplane?"

Endeavour smiled his toothy smile. "No, an elephant certainly cannot! I do believe I will have to drop one of these halves, if you don't mind me saying, Mr. Fulham. Killing hundreds, and making an orphan out of you and your sister! Would that be a problem?"

Maxwell smiled, taken by the man's easy charisma in the face of adversity. "Certainly not! Drop away I say! Drop away!"

And so he did. Captain Endeavour breathed a sigh of relief as he watched hundreds plummet to their death. "Boy, a jolly relief that was! I don't think they skipped breakfast! You won't hold a grudge, will you?"

"A grudge? Surely not, I say!" Maxwell folded his free hand over his gut, as a wave of laughter threatened to consume him entirely. Oh, what fun this was! Speaking like Old English gentleman, drinking hot sake in the stratosphere, floating aimlessly as if in a.

"Dream."

"Master Fulham?"

"You are not real."

"But I'm as real as real can be! As real as the eyes can see!"

"Not a real hero, that is. A real hero would be perfect. A real hero would be infallible. You're just a fraud. Here, have the rest of my hot sake. And wake me the fuck up already."
 
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"Please don't poop in the sink."
NAME: Abigail Carmona
MONIKER: Unknown to most, formerly the night-time vigilante 'Crane'.
AGE: 34
GENDER: Female
SEXUALITY: Heterosexual
ETHNICITY: Eurasian
YEARS AT ACADEMY: Slightly under a year.
WHAT CLASS DO THEY TEACH: The Janitor (Secretly, acts as a line of defence in the event the Academy is breached).
BASIC DESCRIPTION: 'The Janitor who walks like a Queen'. A sleek, athletic frame carries itself with purpose and regal stature, all the while donning janitorial regalia. Which, all things considered, could be worse - the Academy did a nice job with the outfit; dark piercing green emblazoned with the Harkwell logo, perfect with a pair of skinny black jeans.

Abigail's demeanour is insubstantial, but somewhat unpleasant. The teens and young adults have a phrase: "resting bitch face". Her constant tendency to chew gum (Juicy Fruit!) even spikes the mixture with a bit of sass! Even in the calmest of times, she has the expression of an eagle, eyes narrowed and unusually observant. Looking for specks of dust to clean, obviously.

POWERS:
Abigail Carmona is an incredibly low-powered individual, although her decade of service as a lone vigilante has given her a variety of skills useful for combating evil-doers. Her most significant edge is arguably that few know of her past identity as 'Crane' - the element of surprise.
  • Expert Martial Artist: Abigail is trained in a variety of martial arts meant for the purpose of non-lethal subjugation, her fields of speciality are hand-to-hand combat and stick-fighting, with the former being exemplified in masterful grappling and submission technique, and the latter demonstrated through facility with Bo staff and Eskrima sticks. Her body is well-honed to the task, nimble, lithe and with surprising strength.
    Weakness: As it happens, sticks don't stop bullets or energy blasts. Additionally, thirty-four is rather old for a non-powered being who relies on physicality - she is wondrously skilled, but removed from her prime years.

  • Resourceful: In the relatively short period of time she's served at Harkwell's Academy, she has acquired perhaps the most extensive and intense knowledge regarding every nook and cranny of the institution. Short-cuts, chemicals in labs that can be combined to form explosives and essentially every variable within the Academy are neatly memorised by Abigail's keen mind. Anyone going up against Abigail in the Academy has to deal with home-court advantage.
    Weakness: We could probably do with keeping more big guns around on campus.

  • Master Clock: Abigail's power: an otherworldly inner clock and sense of timing - and it extends far beyond simply her facility for martial arts. She perceives literal everything in terms of speed, velocity, acceleration and time - and is able to instinctively track all of it, as if she was some type of human master clock. Most basic application: she always knows what time it is to the second. More advanced: she can observe the average walking speed of a man, while receiving the schedule of next inbound train to the city, and instinctively find her way to where the two would intersect.
    Weakness: This is not any form of pre or post-cognition - average speeds are just average speeds,
    and people - and their destinations - can change. This is mostly effective in matters with some degree of constancy.

PROMPT:

The best laid plans…

For as long as she could remember speaking words and putting thoughts into sentences, crook and businessman alike built plans through 'steps'. Step one, step two, counter-measure for step two, skip to step four. Revisit step three. Plans, tactics, stratagems choreographed like dance routine. A dance routine in a vacuum, no adoring crowd, no hecklers with baseball arms and tomatoes in hand, no flashing lights. People planned, and planned, but never enough.

But she was 'Crane' who moved like the tides moved with the oceans, we swam in the shadows of others. She did not plan in steps, she planned in seconds. An infiltration like this could take up to thirty minutes - one thousand eight hundred seconds. And she needed to know what was happening, and what needed to happen, in every single one of them.

Second number one thousand seven hundred and thirty-two. Chop lands on base of nameless guard's neck as he rounds the corner. Simple, elegant. Crane's traversal along the shadows of the light-tower, and cat-like descent from the wall made up the prior six. Her landing was efficiency, seamlessly transitioned into a roll and a quick leap upwards. The guard went limp, body threatening to collapse. Too loud.

After all, the second guard was right next to him.

Crane reached around the guard, snagging the lapel in the center of his chest to stop the abrupt fall. Her left arm wrapped around the neck of the second guard, as her feet - one by one - ascended the wall; her body was almost parallel to the ground at this point. Then she allowed her momentum to swing her forward and around her quarry, her body, leverage and all, serving to catch the guard in an ad hoc sleeper.

One thousand seven hundred and thirty-nine seconds. Two guards down. No time to celebrate.

Her daughter was here, somewhere, alone and confined. Some sort of 'Chosen One', they said. She would have snorted - the very concept was as if ripped from a Young Adult novella - had they not taken her. They had been fast; one whole second to cross her living room, pluck her daughter from her side, and depart just as swiftly as they had came.

They took Emilia. They held her, for seven years.

And her freedom hinged on one thousand and eight hundred seconds.

The rest was… almost easy. Four more between where she was, and where she needed to be. Four manuevers, performed with such grace it could almost be confused for simplicity. First, Tiger over Waterfall. Second, Strike of Weeping Widow. Third, Monkey Steals the Peach. Fourth, Spine-Snapping Spider.

Then there she was. Her back was turned, but it was Emilia. She recognized the bow in her hair, the bow that she had when she was taken. She had kept it; she must have remembered.

Second number one thousand eight hundred: I hold my daughter in my arms.

"Emilia." Her tongue stuck in her mouth as her eyes welled up. "I'm here. Mom's here. I-."

"I'm the Chosen, mother. Forgive me."

Emilia was fast, but not so fast that she couldn't be perceived. Two seconds as her body contorted, one leg stepping outwards, as the other leg followed behind like the readied whip of the harsh overseer. Vicious Bamboo Strike. Two seconds that Crane could never forget, as her daughter's foot slammed against the side of her face.

From her periphery, she could see it. Darkness.

Second number one thousand eight hundred and five: I will never hold my sweet child again.
 
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⚜ELETON⚜​
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⚜LET OUR HANDS NEVER BE EMPTY⚜
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.


  • [bg=#A7928E]
    Eleton is located centrally, a vast Kingdom where everything leads to the middle. The Nobility of Eleton spend their days in the City of Ecramond, a heavily walled district, where the lion's share of produce and harvest is channeled, and then funneled back outwards when the rich have taken their fill. Prosperous merchants are relocated to a ring-shaped district that surrounds Ecramond, while the less prosperous, or the immovable remain further out, vulnerable. Respectively, these are the Middle, and Outer-Rings. The walls of the Middle-Ring, both inside and out, are dotted and riddled with Standing Wall Gardens (see Cultural), rendering the walls as a mosaic of nature and stone.

    Such city design has informed the surrounding of Ecramond, and a veritable circle of farms has emerged, constantly protected by armed patrol. Eleton exists in a hub of natural resources, and the Kingdom itself almost serves as a wheel system in which to feed the nobility.
    [/bg]
  • [bg=#A7928E]
    In decades past, Eleton existed within a rigid system of nobility, with the less fortunate being exploited for their labor. Outright inklings of revolt were quelled by the system's offerings of hope: offer an exceptional enough craft, or great enough labor, and one could rise to the rarefied middle-class. There even existed the rare hope that once in the middle class, one could find themselves in the circles of nobility. Through this delicate balance of uplifting, the nobility of Eleton skillfully mastered the citizenry, causing their lessers to look upon them with almost reverence.

    This phenomenon can be represented in Eleton's very design, with the City of Ecramond in the center, the Middle-Ring housing the notably successful, and the less protected Outer-Ring sustaining the rest.

    With such a focus on craft and labor, several fields have become prominent as the citizenry attempt to establish themselves. Many focus on producing common commodities with the utmost quality and efficiency, meaning Eleton is an agricultural hub, other more subjectively adjudged crafts have become prominent. The influx of produce has given rise to 'cook' as a profitable trade. Eleton cuisine is amongst the finest the realm has to offer, with its citizenry having tirelessly delved into cooking process as well as various spices. Very rarely will you see lower class citizenry with such refined palettes.

    One particularly unique cultural aspect of Eleton agriculture is the 'Standing Wall Garden', essentially through a system not dissimilar from potted plants, Eletonians are capable of erecting microcosms of farms onto walls, maximised the size of their harvest.

    Fashion and artistry are noted fields, although not particularly pervasive - fashion and art is made almost exclusively to cater to the desires of nobility. Portrait-painting is a very profitable endeavor in Eleton.

    The integration of the Tribespeople, however, changed the culture dramatically. The Tribespeople introduced a new concept - rising in status through taking, as opposed to having it bestowed. Suddenly, the balance of Eleton was broken; citizens began demanding more rewards for their labor, as opposed to simply hoping. More and more, citizens became enamored with what the Tribes represented - freedom and a way to carve ones mark into the world.

    More and more, the nobility of Eleton loses their grip over the Kingdom.

    As a final note, it must be noted that while there is mercantile focus to Eleton's culture, Eletonians have been, traditionally, insular. This explains how a craft-centric Kingdom could be on the verge of economic collapse.
    [/bg]
  • [bg=#A7928E]
    The nobility and general citizenry of Eleton are monotheistic, with numerous churches and places of worship. Their strength of belief as a whole, however, diminished while the Tribespeople laid waste to them. Famously, the Two-Hundred Justified, the self-proclaimed hand of the God, engaged the Tribespeople in battle, and were humiliated in combat.

    The Tribespeople believe in numerous deities, assigning one to various phenomenons of nature. It is not enough to have a Deity of Wind - there must be a Deity of Violent Gales, as well as a Deity of Soft Breezes. As a whole, separate tribes hold more stock in certain deities, while more or less forgetting the rest entirely. Shamans, a rare sort altogether, scribe compendiums of all recorded Deities.

    Ivernus, Deity of Furious Flames, is something of a popular one, especially amongst Eleton citizenry newly integrated into tribes. Ivernus represents movement, swift action and uprising.
    [/bg]
  • [bg=#A7928E]
    Eleton utilizes a ring system, with the center being the walled City of Ecramond, residential area of the Nobles. Outside of that is the Middle-Ring, where middle-classed merchants given favor by the nobles can reside in, as well as peddle their wares. Even further beyond that is the Outer-Ring, left vulnerable and unprotected by walls. The Walls only have a single gateway on the south, as befitting the insular Kingdom.

    The climate is generally of a warm summer, which goes hand in hand with experienced agriculturalists to ensure bountiful harvests. Farms are not only kept within the Middle and Outer Rings, but also upon the walls themselves, to ensure the greatest yield.

    Middle-Ringers are generally organized according to trade, with Harvest Districts located opposite the Artisans District. Conversely, the Outer-Ringers are not at all organized, being more akin to individual groups that pay tribute to the nobles.
    [/bg]
  • [bg=#A7928E]
    Despite its central location, Eleton - and in particular Ecramond - have remained steadfast throughout the years in spite of constant attack from surrounding tribes. In large part this is due to their callous treatment of outer-ring laborers. The Nobility have long since decided to cower in defense, while the lower-class perishes. The lower-class in turn has long since become used to dying for nothing, and being forced to rebuild simply to appease the nobles. This sort of complacency caused immediate decay within Eleton's armies and defenses.

    Still, their complacency rendered it a moot point, until the Scourge struck. Jagger Palefox arrived as if a plague, bringing with him an unthinkable number of tribes, finally united under, more or less, a single banner - no more scattered assaults, this was the heat of hell, focused beneath a single glass. Even more worryingly, was their surprising facility in siege warfare - Jagger's brother Aldren Palefox, a prodigy in his own right, had managed to teach himself the fundamental tenets of the art. A Chieftain amongst Chieftains, Jagger's brutal advance finally shook the current King Alleric from his lazy slumber.

    For better or worse, King Alleric would pacify Jagger the only way he knew how: through riches. Through monetary power alone, King Alleric persuaded Jagger Palefox, and the majority of the attacking tribes to serve as Eleton's own army - which then began to summarily strike down the remainder of the pillagers.

    What few knew, however, was the true cost of it all. King Alleric, unknown to all but his most inner circle, had essentially emptied the coffers to satiate the Scourge. Furthermore, Jagger had demanded free reign of the Kingdom for him and his people. Essentially, through brute force, Jagger Palefox had turned his tribesmen into full-fledged citizens of Eleton.

    Such an integration would not happen cleanly.
    [/bg]
  • [bg=#A7928E]
    Eleton's army has traditionally been laughing-stock, with the Kingdom instead relying on stony-walls and well-fortified keeps. While the nobility is largely scholarly, the art of war is not commonly taught, considered a savage's field. Defensive siegecraft, particularly as a subset of engineering, is more commonly practised, although still rudimentary.

    On the other hand, the Tribespeople of Eleton - employed by King Alleric as Eleton's new standing army - are a diverse, versatile military unit. A unified army of various tribes, a medley of terrain-related experience pervades its soldiers - forest, plains, hills combat are all as if second nature. The armies are known to be swift both on foot and on steed, fearsome, and well-organized despite their appearance. Most notably is their (sometimes exaggerated, sometimes justified) reputation for depravity and amorality, a demoralizing fact for many.

    Their effectiveness can be largely dedicated to the Palefox brothers, Jagger and Aldren, whose forebearers united the tribes. Both are considered to be immensely talented (if despicable), known as amongst the realm's finest commanders all throughout Ellemar.
    [/bg]
  • [bg=#A7928E]
    The climate is of a warm summer, fit for bountiful harvests. Winters are blissfully short, ensuring that agriculture may thrive.
    [/bg]
  • [bg=#A7928E]
    The Nobles, as they are simply called, represent a powerful and influential minority. Lower-class and middle-class exist. As Eleton's economy is fatally insular, members of the lower-class essentially become middle-class through the favour of the Nobles. The Nobles reside in the City of Ecramond, while the middle-class are allowed residence in a more well-protected Middle-Ring, although Outer-Ringers are allowed to enter the Middle-Ring to make purchases.

    The introduction of Jagger Palefox and the Tribespeople have dramatically shifted the landscape, inciting civil unrest amongst Outer and Middle-Ringers alike. In accordance with the agreement between King Alleric and the brothers Palefox, the Tribespeople have free reign of Outer and Middle-Ring, while the chieftains of the tribes should be allowed entry into Ecramond.

    Terms, as demonstrated, are generally quite literally (Nobles, Outer-Ringers, Tribespeople). However, the citizenry of Eleton are referred to as Eletonians.
    [/bg]
  • [bg=#A7928E]


    The Scourge: Jagger Palefox, not satisfied with what was essentially his victory over Eleton, embarks to raze villages of his choosing, coming dangerously close to other Kingdoms. An insatiable tyrant, he seems motivated only by a wish to establish his superiority through warfare.

    A Quest of Love: Searching for ways to improve the normally insular Kingdom's standing in the world, King Alleric dispatches a retinue to accompany his daughter Cassandra Millford to Thornwild. It is his hope that he may offer Cassandra's hand in marriage to whomever should ascent the Kingdom's throne.

    Damian Dust and his sentimental bunch are close in pursuit, with Damian hoping to pry the love of his life Cassandra from the retinue. Unknown to him, he himself is marked (for death) by pursuing assailants.

    Civil Unrest: The sudden, and almost wanton arrival of the Tribespeople to the inner circles of Eleton have incited envy and inspiration alike in the lower-class, causing no small amount of civil unrest. King Alleric and his advisor Tomnor attempt to quell it through whatever means necessary.

    Meanwhile, the influential, and oft-humiliated noble Morris Robinlace attempts to instigate conflict between factions. His first motive: to arrange the death of one Damian Dust, a near legendary figure amongst the tribes.

    A Failing Economy Young Ainsley Goldfletch, left to the duty after the death of her father the treasurer, attempts to secure a loan, or trade agreements from another nation, in order to muster up the gold necessary to appease the Palefoxes.

    [/bg]
  • [bg=#A7928E]
    King Alleric Millfort rules. Queen Lanya has been deceased for quite some time, succumbing to poor health.

    Next in line is Alleric's lone son, Lanyer Millfort - scatter-brained and slow, although stout of body and shockingly strong.

    Alleric has five daughters, Vennifer, Cassandra, Taliyah, Rosalin, and Lesi.

    The Tribespeople

    Each tribe decides its own leader, as well as the leader of their unified alliance. Jagger Palefox is the current Chieftain, while his brother Aldren is considered by most, and even Jagger himself, to be second-in-command. The heir is not decided by inheritance, and is instead decided by the will of the tribespeople. The will of the tribespeople, incidentally, tends to be swayed by copious amounts of blood. For this reason, the sons of Clan Palefox have a tendency of emerging victorious.
    [/bg]

 
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.

  • [bg=white]
    Important names and faces
    [/bg]

  • NAME || Alleric Millford
    AGE..... || 56
    ROLE.. || King of Eleton
    CLASS || Noble (Royalty)
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    The Millfords have been, historically, known for one thing: their girth. Years of gluttony and overindulgence have rendered Alleric as a mound of flesh, and taken their toll upon him. Prone to ailments given his condition, Alleric has had his left leg amputated, and requires a carriage and numerous attendants to be capable of movement.

    Layers of fat pervade his face to the point of rendering it expressionless, fat where bone structure and facial features should be. Still, Alleric's demeanour is jovial, if the apt representation of jovial is a constant red blush. His hair has grown white and wispy, and his once majestic beard has turned rat-like.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    lleric Millford lived much of his life in peacetime, enjoying the prosperous times that Eleton 'endured' for decades. It was only after he lost his leg, and became unable to walk under his own power, that the Kingdom of Eleton faces its first real threat in centuries; the tribes, united by one Jagger Palefox.

    With a woefully untrained army, incompetent commanders, and far too much to lose, Alleric Millford made a decision that would change the face of Eleton, forever: he bought Jagger Palefox's loyalty with gold, almost all that the Kingdom had to offer.

    A King who has spent most of his life in decadence, he now faces a myriad of challenges that threaten Eleton's future. The Kingdom's coffers - the only force protecting Eleton from Jagger - are empty; to that end he sends Earko Goldfletch to negotiate a loan for a neighboring nation. In the meanwhile, he must balance the wishes of the nobility, the citizenry and the tribespeople alike.

    Finally, he sends his daughter, Cassandra Millford, off, to offer her hand in marriage to whomever may ascend to the throne of Thornwild.
    [/bg]

  • NAME || Damian Dust
    AGE..... || 17
    ROLE.. || Heir-Chief of Clan Dust, 'Foot-Prince', 'Princess-Thief'
    CLASS || Tribesman
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Clan Dust is known for their tanned skin, and Damian Dust is no exception. A beautiful man, two blue eyes adorn his sandy skin like oasis within the desert, and his brown locks remain lush despite grime and sweat alike.

    The 'Foot-Prince', he has consummate build of a runner, lean, but of wiry strength, and supreme focus in motion. At rest, he is a lazily swaggering soul, carrying himself in the world with nonchalance.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    A young man but, as with any other tribesman worth his salt, a storied man. Despite his young age, he is regarded by the tribespeople with a certain awe, his every breath carrying the weight of myth and legend. Supposedly.

    Damian Dust's father was amongst those executed during the 'Decimation of Dust, Storm, and Shattermill' (see Jagger Palefox's entry). Although he did not openly resent the Chieftain, Damian Dust nonetheless felt rage at his father's death, and devoted himself to the mastery of his body, to be swift, to have lungs of iron. His quickness was soon noted, and made him fit to serve as a scout.

    During the Tribe's Katet Games, however, Damian Dust transcended his role as scout. He famously won both the foot-race and the horse-race, establishing himself as the fastest runner, and the best rider amongst all the tribesmen. For his success, he was named the 'Foot-Prince' and ascended to heir-apparent of Clan Dust.

    But the most acclaimed achievement of young Damian is his famous fornication with the youngest daughter of King Alleric of Eleton, Cassandra Millford. As the tale goes, he knocked Cassandra's husband (who, in reality, was a vicious, abusive man) unconscious and proceeded to sleep with Cassandra, over the man's resting body. The truth and the falsehood in this story are oft debated, but two things are clear: Damian and Cassandra did consummate their alleged feelings, and Cassandra's husband was indeed beaten.

    The nobles quickly became uproarious, demanding Damian's execution. Yet Cassandra loved Damian, and Alleric was loathe to execute such a well-regarded tribesman, for fear of reprisal from the Palefoxes. For getting away with his various misdeeds, Damian Dust became a tribal legend, uttered in the same breath as men the likes of Eligor and Jagger Palefox.
    [/bg]

  • NAME || Jagger Palefox
    AGE..... || 37
    ROLE.. || Chieftain of the Tribes
    CLASS || Tribesman (Elevated Noble)
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Jagger has inherited the birthright of all sons of Clan Palefox - handsome and pale, with the severity of a spectre. His entire form has been made rigid and well-muscled from decades of warfare. The Warchief's defining mark is his ruined eye, glazed over with grey gloss to match his mane of ashen hair. His lone good eye surveys the surroundings, always moving where its twin cannot. Some tell of a glint in Jagger's eye, devious and cruel - some say the eye reflects the scenes of massacres to come.

    Unlike the rest of the tribes-people, who favour relatively looser jerkins of leather, Jagger Palefox has grown accustomed to Eleton's heavy armor. Within his combat regalia, he is as if a Goliath, his towering height accompanying his fearsome visage.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    The Shaman of Clan Palefox overlooked two infant brothers as they slept in their cradles - declaring that one would be a scourge upon the world, and the other a legend. Eligor of Clan Palefox, the father of the children, had solemnly nodded at this, and killed both the shaman and mother alike, so as to make the prophecy true, bound to reality through their blood.

    In the decades to come, Jagger Palefox would prove himself, truly, as the scourge.

    The forebearers of Clan Palefox had united half of the clans, keeping them together through the promise of illicit gains, and the threat of gruesome death. Even as a child, this resonated to Jagger Palefox, who had grown to be formidable for his age. As a young boy, he was taller, stronger, and faster than the others. While brutes were easy enough to come by amongst the tribes, Jagger was not just a brute - he was smarter. Possessed of both low-cunning, and a certain observant intellect, Jagger Palefox proved himself to be a natural when it came to his people's way of life; he participated in his first raid at the tender age of twelve, leading one three years after that. Eligor had fathered a monster.

    When Eligor passed, Jagger Palefox was five years over twenty, and established his rule over the clans with a bloodied fist, and a promise of something more: for the first time in hundreds of years, Jagger Palefox lead the tribes in an all-out war upon the Kingdom of Eleton. Half of the tribes were united under the Palefox legacy, while Jagger's brother Aldren had skillfully convinced the rest of the free tribes to join in the assault.

    For years, the brothers Palefox terrorised the Kingdom of Eleton, laying waste to its citizenry and demolishing its untrained armies. Such was the breadth of his atrocity, that King Alleric famously resorted to pacifying Jagger's faction through the payment of gold.

    Immediately, Jagger Palefox aligned his tribes against all others who did not acquiesce to this development. His infamous forced-march to reinforce the Eleton capital was known throughout the realm as 'the Decimation of Dust, Storm and Shattermill'. As the tale goes, Jagger Palefox dispatched the clans Dust, Storm and Shattermill, and - in order to ensure an effective forced march - commanded them to form groups of ten.

    If the stories are to be believed, the last person from each group of ten to reach the capital was executed for his failing. Even so, Jagger Palefox's forces came upon the enemy like thunder and lightning, smashing their ranks into oblivion. For this, Jagger - who had spent years destroying them - was referred to by the citizens as "the Hero of Eleton". By others: "the Scourge".

    But no matter: in one fell swoop Jagger Palefox had uplifted his people, and slaughtered all tribes that were not under his command.
    [/bg]

  • NAME || Aldren Palefox
    AGE..... || 40
    ROLE.. || Grand Commander
    CLASS || Tribesman (Elevated Noble)
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Born pallid and handsome, Aldren has grown older and wearier, although some say that he was such even as a child. His ashen hair and his unkempt beard give him a feral edge, but his visage sags from contemplation, although his grey eyes remain sharp, constantly focused.

    A rigidly built man, he has gained a layer of fat in his older age, although his movements remain nimble and spry. He regales himself in the garb of a shaman, a dark earthen robe encompassing his body, medallions and bone-pendants adorning his neck.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    The second child, who lay next to Jagger as the Shaman spoke his words, was the brother, Aldren Palefox. Jagger Palefox had proven himself to be the scourge, which left Aldren to the role of legend.

    To this very day, Aldren has become fascinated with obtaining that title.

    Jagger's elder by three years, Aldren nonetheless lived in his brother's shadow. A strong child, and a strong man in his own right, he nonetheless deferred to Jagger's brutality, finding that it lessened his own burden in life. Still, Eligor noted the child's wisdom, even in his youth: where Jagger was cunning, Aldren was contemplative, deliberate. The elder Palefox even enjoyed absorbing the knowledge of readings from ransacked libraries, finding a strange fascination with linguistics and sciences. He was tempered steel, where Jagger was a feral claw. He was Jagger's second shadow, forever ensuring that Jagger would remain unscathed in his conquests.

    When Jagger Palefox declared war on Eleton, Aldren swiftly brought the remaining tribes into the fold, ensuring that his brother's will would be done.

    And it was.

    Upon the historic alliance between Eleton and the Tribespeople, Aldren was named Grand Commander of the Armies. Rumor has it that he has become obsessed with learning the ways of nobility and politics, spending his days immersed in scriptures and treatises.
    [/bg]

  • NAME || Cassandra Millford
    AGE..... || 19
    ROLE.. || Princess
    CLASS || Noble (Royalty)
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    A pretty enough young lady, she too has fallen to the Millford curse, having grown rotund, round of face and body. Still, she has a kindness about her, a delicate way in which she carries herself, offering a smile to all. Her long, auburn hair is a marvel, while her green eyes are earnest, gazing wondrously where others only 'look'.

    For a princess, she chooses to dress humbly, favoring earthen colors. Never one for the fame and attention of her rank, she often chooses to shy away in social gatherings, preferring to stay in the shadows of her siblings.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Cassandra Millford is the youngest of six siblings, coming into the world after Vennifer, Lesi, Rosalin, Taliyah and the eldest brother, Lanyer. Living in a time of riches and decadence, she was spoiled by nobility, and all that she could ever desire was given to her. Yet what she most desired was the love that her mother had only spoken of in fairy tales and fables.

    She was betrothed at the age of eighteen, to a man of noble standing; Morris Robinlace, the former Commander of Eleton's standing army. So handsome, so strong was this man, that Cassandra felt sure that the love she dreamed of awaited her. She was wrong. He was a cruel man, a vicious man, who his mark on her.

    One fateful day, years after Jagger Palefox had brought his tribes into the Kingdom, did she meet a wonderful man; Damian Dust, the 'Foot-Prince', as he was called. The nimble-footed tribesman had followed her, he did, perhaps taken by her, perhaps curious; mayhaps he had never seen a princess before. This practice continued, until Cassandra eventually found herself begging that one day Damian would find his way to her, so at last they could speak.

    He did. And they fell in love, a forbidden love. With a broken heart, Cassandra told Damian the truth, that the fullest extent of love they could have were those brief moments when their eyes crossed in the market, and he followed her for as long as he could.

    So he kept following her.

    Now, one day, Cassandra and her husband had rounded into a quiet place, and her husband had been awfully cross.

    He hit her.

    And then he fell to the ground, the Foot-Prince's foot upon his chest.
    [/bg]

  • NAME || Ainsley Goldfletch
    AGE..... || 17
    ROLE.. || Treasurer's Daughter
    CLASS || Noble
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    A noble girl, her face carries the severity of one who is aware of her station, perhaps overly so. Stern, confident, the fire of her character matches the red of her hair, while her delicate, porcelain features hint at her grace. Her demeanour, temperament and even stature are stony, rigid - she will not betray her worry, and she will not betray her weakness. Never. For her Kingdom, for her father.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Daughter and only child of Eleton's Treasurer, Earko Goldfletch, Ainsley was a bookish sort from a very young age. Her ambition in life was not to marry a man of equal stature, it was to achieve a station equal to her father's, a fantastical dream giving the social landscape of Eleton. Still, she committed to her studies, to watching her father work, until one day, Earko relented. With the coffers dry, and needing to giving the Kingdom some way to continue appeasing Jagger's tribespeople, Earko departed with a retinue to seek a loan from neighbouring nations, Ainsley in tow.

    Earko, however, fell victim to a brigand's stray arrow, leaving the task at hand in jeopardy. Determined, the young Ainsley - the most noble of the retinue - will not falter. She knows her task is instrumental to the Kingdom's survival.

    She will not fail.
    [/bg]

  • NAME || Nuada
    AGE..... || 26
    ROLE.. || Avowed Protector
    CLASS || Commoner (Clergy)
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    She is imposing, strong in ways Eleton nobility could not begin to fathom from a woman. Her body defined, quick, responsive, yet compact and powerfully constructed. Callouses adorn her hands, and bruises her face, yet even still a sort of handsomeness lingers upon her visage, keen green eyes and narrowed jaw giving her a calm, wise, almost avian appearance. Clad in plate armor, and blessed with her family's ancestral sword, she is strength personified.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    There was a time when the citizenry of Eleton looked to God almost as they looked to the nobles, those men of stature playing at omnipotence with coin in their hand.

    That time died when Jagger Palefox massacred the Two-Hundred Justified, humiliating their righteous order. That is what Nuada, daughter of Tuatha, believes. So, she steadfastly seeks redemption for her order, in the hopes that the people will look to God once more.

    She embarks on Cassandra Millford's diplomatic journey, hoping that she will restore the Two-Hundred's honor as the Princess's holy protector.
    [/bg]

  • NAME ||Morris Robinlace
    AGE..... || 35
    ROLE.. || Lord
    CLASS || Noble
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    A classically handsome man, broad-shouldered and stoutly powerful. His hair is cut short, and his beard a well-kempt symbol of virility. Once fat of face, he has grown into his features, square jawed, with expressive eyes of green. He is constantly composed beneath a veneer of graceful nobility, although his eyes often betray constant impatience and annoyance.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Morris Robinlace was young when nepotism earned him his posting as Commander of Eleton's standing army. This was a great honor. Unfortunately, it was an honor received when Jagger Palefox and his tribal army descended upon the kingdom like fury made legion. Woefully unsuited to the task, he was constantly humiliated and defeated in battle, ridiculed by the tribesmen as the Iron Man from Clan Dungbrains.

    Perhaps he thought his greatest humiliation would be losing his status as Commander to Aldren Palefox.

    He was wrong; his greatest was when that accursed Damian Dust stole his wife from him over his unconscious body. The King himself had seen fit to dissolve their marriage, having apparently found a better use for his daughter.

    Now a noble man without a royal calling, he seeks to utilize his influence to undermine the tribespeople, and - hopefully - get that Damian fellow killed.
    [/bg]

  • NAME || Tomnor Riddlerain
    AGE..... || 36
    ROLE.. || King's Protector
    CLASS || Noble (Knight)
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Even in his youth, he was a worried man, eyebrows furrowed, lips frowning as if expecting the worst to happen. Time has turned his hair from blonde to silver, and allowed the rest to maintain. His blank eyes betray the morose, pessimistic soul within, even while his trained body moves forward with powerful purpose. As the King's protector, he spends most of his days in chainmail, with a leather jerkin over top.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Tomnor's life is one of sadness. A prominent noble who gave up his station to join the Clergy and the Two-Hundred Justified, before becoming one of the few survivors of Jagger Palefox's assault. Afterwards, he left the Clergy to start a family of his own, only to realize that his seed was infertile. Eventually, Tomnor, a man of incredible martial prowess, was left to guard a King who could not move from his own bed.

    His nobility has been restored, although the rest of the Riddlerains despise him for having left, and he has allowed his marriage to dissolve on account of his infertility. He has spent most of his new life saddened and depressed, a trait he shares with the newly burdened King Alleric. Through their common suffering, Tomnor, a novice at politics, has become perhaps his most trusted advisor.

    Recently, Aldren Palefox has entrusted his son, Gillard, to Tomnor as a ward, with the King's blessing.
    [/bg]


.
⚜MAIN CHARACTER⚜

no-lightbox
⚜Gillard (Palefox) Riddlerain⚜
AGE || 18 | ROLE || Ward | CLASS || Tribesman (Elevated Noble)

Son of Aldren Palefox, most expected the typical upbringing for any Palefox male - instilled regiments of brutality and force. Aldren would not allow it for his son, having set aside commandeered readings and treatises for Gillard to read. A rarity for a Tribesperson, Gillard was fully literate at a very young age. And as a rarity for a Palefox, he was unusually unaccustomed to violence - his father saw fit to teach him enough to get by, but not nearly enough to live up to his legacy.

Much of Gillard's early years were during the Tribepeople's razing of Eleton, though he was ten when his Aldren Palefox unexpectedly became Grand Commander of that very same Kingdom. At that age, Gillard was sent off to serve as a ward beneath Tomnor Riddlerain, who was to be appointed as the King's Protector. Gillard would later learn that Aldren had insisted this be amongst the conditions for peace between Eleton and the Palefoxes.

Tomnor Riddlerain felt no love for Gillard, yet had enough compassion to spare him from being a 'Palefox' in a Kingdom that hated and feared his namesake; he allowed Gillard to take on the surname 'Riddlerain'. A studious sort, he became enamored from what he learned of Eleton from Tomnor and KIng Elleric alike. Such created an interesting dichotomy.

He was not merely Palefox. He was not merely noble. He was both.
DETAILS

NICKNAME/ALIAS || The Noble Savage
POLITICAL LEANINGS || For Unity Between the Tribes and the Citizens
MOUNT|| A Destrier, affectionately named 'Dog'.
WEAPON|| A bow and arrow.

"We are everyone we see, everyone we speak to."


INTERNAL RELATIONSHIPS || Aldren Palefox (Father), Jagger Palefox (Uncle), Tomnor Riddlerain (Ward), Damian Dust (Friend)

EXTERNAL RELATIONSHIPS || Leave blank. To be determined after initial acceptance and plotting.



APPEARANCE

HAIR || Brown-Blonde
EYES || Grey
BUILD || Lean
MARKINGS || None

Long blonde hair accompanies the pallid face of the Palefox son, encompassing his narrow, angular face down to the back of his neck. A lean, yet tall man, he is handsome enough, although his face could be considered 'gaunt' by some and 'plain' by others. His motions are awkward, limbs gangly, indicating that he is not the martial prodigy his father and uncle are.


PERSONALITY

In accordance to Aldren's wishes, Gillard is a beacon of knowledge, although unfocused, due in part to the random, haphazard nature of the readings he was privy to as a Tribesperson. Curious, and constantly observant, he has the Shaman's thirst for knowledge, and none of the bloodlust commonly associated with his ilk. His curiosity also leads into empathy, and he removes all pretense of nobility or tyranny in addressing even Lower-Ringers, who he regards with a certain degree of guilt; he takes blame for the actions of his forebears.

Having been entrenched in a world of papyrus and ink, Gillard is sometimes blind to social dynamics, particularly in regards to his own status - a tribesman elevated to noble. He is blind to those who despise him, would make an enemy of him, and those who fear him in equal measure. In conclusion, a kind-hearted, intelligent soul, burdened by youthful naivete.

MAJOR STRENGTH || Intelligent

GREATEST FLAW || Unaware

QUIRKS || His gaze has a tendency to wander, and he himself is prone to daydream.

PROCLIVITIES || Reading, asking too many questions.

SOFT SPOTS || Farmers.



 
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  • Nice Execution!
Reactions: rissa

Cassandra 'Cassia' Muninn



Millennium City, New York


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general data


Full Name: Cassandra Muninn

Age: 21

Sex: Female

Date of Birth: September 29th, 1995

Height: 5'9" | Weight: 132lbs

Hair Color|Style|Length: Black|Straight|Long

Written Appearance: A slender, pliable figure who moves as gently as the wind, quietly as the wisp. A weak figure, she stands - nonetheless - at an impressive 5'9", although poor posture and a thin layer of quiet baby fat (a product of sub-par, limited dietary choice) somewhat lessens the effect of her stature. However, being long of leg often allows her to stride forth with a cool, purposeful confidence.

She is pale to near sickly, with delicate features more androgynous than outright feminine. Dark lashes, hair, and eyes offer a striking contrast to porcelain skin. Her visage is typically one of nonchalant calm, dispassionate and aloof.

Her wardrobe is almost entirely black - as religious as she is, she nonetheless must admit a fascination for the Grim Reaper figure. Her long overflowing choice of black garment is a testament to this.


personality
"My God is a godly one."

Cassia's defining feature, perhaps, is her devotion to God (of the Judeo-Christian variety). Peculiarly, her devout nature seemingly does not compel her to any sort of moral fiber (and also not the very extreme opposite spectrum of zealous immorality). She believes her God is kind and cruel in equal measure, and thusly has a pliable nature. Endlessly dishonest - both to others and herself - manipulative, and selfish - these are primarily symptomatic of her belief in a God who pulls the strings, removing agency - and therefore moral obligation - from her own self.

Despite all of this, Cassia fundamentally prefers to see the Good side of her God, as opposed to the Cruel, preferring sweet over bitter, and comedy over tragedy. She is, perhaps to her own distress, more empathetic than her actions indicate, with a desire to do good… but lacking, in her mind, the fundamental element to do so. This, sadly, causes her to live on each day with more and more regret, perhaps subverting her own belief in God's agency trumping her own.

Strengths: Survivalist, cunning, steadfast.
Flaws: Manipulative, alienating, selfish, regretful, dwells.
biography
As the saying goes, one belongs to New York instantly, regardless of station, race or birth; the bourgeoisie and the disenfranchised alike finding themselves congealed within the melting pot. The implication, to some, is New York as the Holy City, a Mecca, brimming with a godly energy. To walk the streets of New York - glancing at one's reflection through stained-glass storefronts, fogged over by the steam of communion hot dogs, 100% beef dipped in holy water - was to kowtow before God. To sit upon traffic jammed taxi cabs was the very essence of contemplative prayer; indeed, the most powerful places of prayer in this known world surely must be red lights and crowded intersections.

Cassia Muninn was the three hundred and seventy-eighth most holy of her graduating class, the forty-fifth most devout delinquent on Houston Street, whose tributes to God were ice crystal and hashish. She did not believe in God the being, rather she believed in God the kaleidoscope. She believed in God as the mirror in front of which her mother and her played dress-up. Likewise, she believed in God as the fragmented shards of their shattered house window, interlaced with the bullets and the blood of her parents; and she believed in God as the tinted glass of the car that had sped by. She believed in God as the most kind, but reviled him as cruel in his own way, saw him as whip-bearing overseer, yet also the water-carrier at the end of the desert.

But most importantly, she believed in God as New York, and Cassia belonged to God just as much as she belonged to New York, the concrete jungle, the crystal cave, the blooded desert, and the wine oasis. She was a slave to the whims of God, and to the red, yellow, and green lights upon that New York Intersection. And this, truly, was what, for seemingly eternities, had set her free.

So she lived her days out, watching those who lost themselves in New York, who found themselves in New York, or who had found New York just to lose themselves. And Cassia, who stood vigil at the Intersection, shepherded those who, like her, were lost and alone, offering them sustenance in sacred needle and crystal snow. They called her 'Dealer', and her disciples 'Fiends', base criminals and junkies. But Cassia believed she was enlightened for she still believed in God as both kind and evil; and she sought to emulate Him, offering shelter to the downtrodden, but stealing from those outside the flock.

Eventually, it was unclear, even to Cassia herself, if she believed that God would forgive her the dichotomy, or if God meant for her to act as such, or even if it was God himself who had acted, using her body as conduit. Yet, within the unclarity was happiness - she was the Shepherd, Keeper of the Weak, and she cared for the poor folk of Millennium City, of New York, serving as both a hand of God's protection, and a hand of God's cruelty.

But she was wrong, you see. For New York is not God, New York is Gods. New York is Gods, and Demons, and Devils, and Imps and Monsters, callous, wanton, whimsical, of many a thing greater than the Human. And she… she was not a Hand of God, she was Cassandra Muninn - a once bright and promising child who lost mother and father in a shooting, who became a drug-dealer, who became a thief, a crook, who became base, but never strong, never fit to be the Shepherd. If only the descent of meteors had taught her just how lowly she was - alas, that task was handed to others.

Human traffickers, peddlers of women and children, came in the night, while the Shepherd and the flock were in drug-slumber. Cassia had noticed first, for the crystal and the needle had not touched her, but her skinny, atrophied arms were numb, dull and unresponsive. They took her, just as they took her flock. When she awoke, bound and blindfolded in a rusted crate upon a rusted boat at sea, readers, is when Cassia realised that she had not found freedom through slavery.

Instead, she had found horror through freedom. Because she realised that God was not kind, and God was not cruel. God was not the play-set dress-up mirror that made her so happy when she was young, and God was not the window the bullets had pierced. God did not protect, and God did not - Cassia found that God was, simply, unmoving.

And so she, for the first time in her life, truly - truly - prayed.

"Oh… God, I cannot see, and I am cold, and my arms they… barely have the strength to shiver.
I wished... so badly to be your Shepherd, that for years, I had even believed that I was.

I'm not your Shepherd, I am just a girl, alone and desperate and wanting,
And so fucking stupid,
And the worst kind of liar; I lie to myself.

But please, let me save them. Once, for real, just one, actual moment of salvation, no matter how fleeting.
Let me be the shepherd."

After she prayed, she wept - wept so intensely that the moisture in her throat dissipated, that she felt herself desperately begging for water. All the while, the world around her and the vessel shook, yet she wept all the same, convinced that her prayers would go unanswered.

Then it seemed as if Heaven itself turned on its head, as she heard the sound of hungering waves clashing against frightful hull, felt the world spin as the ship keeled over. The screams of their captors rang in Cassia's ears as they began to sink; and she thought to herself, finally, that perhaps God was kind.

She awoke, alone, upon the surface of the water. The ship, nowhere to be found, captors and flock alike taken by the depths. Her heart sank as she accepted… her God's kindness was never without cruelty. Only this time, the revelation did not set her free.

She was not the Shepherd.
powers
Cassia is a hydrokinetic, able to create, shape and manipulate water. She is also able to manipulate other liquids, although it requires significantly more concentration, as the chemical makeup is significantly different. Furthermore, she is able to alter water in between states (vapor, solid), although she typically loses control of the water once its state has been changed.

Strengths: - Despite her inexperience with hydrokinesis, the power she's been blessed with seems to have a surprising amount of intuitiveness to it, enabling her to manipulate and move water efficiently and quickly.

- Cassia furthermore has a certain intuition when it comes to changing state and even properties of water. As of this moment, Cassia is able to efficiently change the temperature of water, and is able to cause water to become sticky, and viscous, although her control over the latter is clumsy, slow, and impractical to use on the fly.

- Finally, some aspects of her hydrokinesis seem to be subconscious. The subconscious aspects appear to be primarily represented in two ways; 1) subconscious moving of water to allow for easy swimming/floating and 2) subconscious manipulation of water to prevent drowning.

Weaknesses: - While Cassia is somewhat prodigious at the more nifty aspects of hydrokinesis, pure force is not her forte. While she can move water, she is unable to propel it at speeds forceful enough to cause kinetic harm.

- Along those lines, sheer mass is an issue for her as well. At any one moment she is only able to create about a bottle's worth of water. From a pre-existing body of water, Cassia can manipulate an amount roughly equivalent in size to the average person. (Naturally, this means that the feat performed in her Biography is essentially a one-off, caused by a particularly stressful trigger event).

- Creation of water itself is an involving process, requiring high amounts of concentration to perform, and with a time requirement perhaps not worth the yield.


 
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The Brothers Palefox
Departing Eleton - POV: Aldren Palefox



The crown was heavy, Aldren reasoned, not because it was pressed under the weight of one colossal burden, but rather a thousand small ones. A single enemy could be dispatched with a single sharpened blade, but a rope with a thousand knots required delicate fingers. Eleton, Aldren further reckoned, was such a rope, with knots aplenty. The scorn of the entrenched nobles. The reckless abandon of his, no, Jagger's tribes. Their mutual hatred and cultural disdain. A fat King fit only to topple over in the face of the storm. A foolish Chieftain will did not weather the storm, but delighted in it.

If handled poorly, the rope was as if a noose.

The pendant around his neck felt tighter, for some reason, and Aldren pulled at it, tugging the brooch away from his wrinkled neck. He coolly regarded every noble face that glared at him. Individually, they were as flies, but the swarm was suffocating in its own way. It required a certain strength to wade through. The Innermost of Eleton's three walled circles was as thus. Once upon a time, it had been a sanctum for the nobles, a sanctuary for them to drown themselves in decadence. Now that the tribes had forced their way in, it was the rotten core of an apple, and the nobles could not abide it.

But they would have to.

The Nobles were a knot on the rope, and they would have to be handled in turn. Destroyed, appeased, or otherwise. Yet there were not his priority for the day.

"Brother! O, Brother! Look at the faces of these fat, farting nobles, pretending they don't know what horse dung smells like!" There was no good humor in those remarks, just the imitation of them. Poorly crafted simulacrums of joviality, contrived erratically. And there was no warmth in those eyes, not when one was scared and glossed over from blindness.

Jagger Palefox. His brother. And another knot.

His brother stood a man-at-war, clad in heavy armor, with the best horse-riders upon his back - from Clan Steedwind, Morrowfire. Even the Nobles betrayed hints of awe in their narrowed eyes and furrowed brows, but Aldren felt only tired disappointment. Jagger Palefox stood a man-at-war, but there was no war. Yet, as was his birthright, the Scourge would doubtlessly make one.

"Jagger. Where are you going?"

Jagger's laughter was rock-shards scraping against skin. He respected few, and loved no one else, not even Aldren. What Jagger loved was things - no, not things - but the taking of things. Aldren had won him his tribe, had won him his kingdom, but he was but a tool used to indulge Jagger's whims. "Brother, the men grow restless. And the horses, they crave blood. I ride for pleasure and red rain, as is our way."

Aldren felt his brother's hand upon his shoulder, and promptly threw it away. "Jagger, we have rode for many years together, having learned since we were but young. In my experience, brother, horses do not crave blood, they crave grass and hay, and they yearn for the yield of the harvest just as the men and women of your new Kingdom do. You have not forgotten your new Kingdom, yes? Hero of Eleton?"

More laughter, more rock-shards. "My tribes-people feed off the land, as easily as a Rahn-Djinni opens its mouth and feeds off the wind. As for the rest of these noblemen and women… they've fat enough on their bellies to last twelve winters, why should I care for their hungers? And this, this is not my Kingdom."

Aye, Jagger Palefox would never hold Eleton in as high esteem as he did. In Jagger's eyes, Eleton was at its pinnacle when it was the enemy, mounds of crops to burn, hordes of nobles to eviscerate. Subdued and neutered, Eleton was little more than garbage to the man. Aldren cursed his brother, the man with the disposition to toss aside the Kingdom he had all but won.

"For you, Jagger, I brought the clans and tribes into the fold. For you, Jagger, I outfought and outwitted Lords and Knights. Eleton was our spoils, Jagger. This is our Kingdom."

And for a solitary moment, something real shone in Jagger Palefox's eye - anger, perhaps. Yes, for a moment he was livid, before he resumed his detached whimsy. "No, Eleton is nothing - and besides, the fat King still sits upon his cushioned throne. But my Kingdom lies before you, Aldren."

Aldren felt himself tugging again at the bone-talisman around his neck, "What manner of nonsense do you speak of?"

Jagger spun like the storm, gesticulating wildly and openly, brandishing his arms like blades as he presented the clansmen behind him. His voice was as if gold melting under fire, and pooling through the halls - he was as gifted an orator as he was a savage, and his words were invigoration without effort.

"You see before you, brother, the steeds of Clan Morrowfire. They are my castle walls. You see before you, brother, the heavy infantry of Clan Shattermill. They are my moat. And you see before you, brother, the cavalry archers of Clan Stormclad; they are my high tower. And so you see before you, brother, my Kingdom."

There was blood upon Aldren's lip, he had been biting so hard; for he stood before Jagger Palefox, the man that would turn the rope into a noose. "And where, brother, do you intend to bring your Kingdom?"

And yet the answer did not matter, for Jagger Palefox was the Scourge, and wherever he went, it was all the same.

===

The Sad King
Eleton - POV: King Alleric Millford of Eleton


 
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Character Sheet

HOUSE: Massey of Stonedance
NAME: Landon Massey
TITLE(S): Lord of Stonedance, Master of Laws (Moniker: The Retching Lord)

AGE: 37 (b. 274 AC)
GENDER: Male

APPEARANCE: Landon Massey was born small and slight of frame, traits that even a lifetime of Knighthood and drinking have found difficult to overcome. Still, middle-age has finally made headway. A lithe, tall body has begun to give way to the soft, flabby curse of wine-gut, and true strength has been cast aside in favor of drunken, belligerent imitations of it. Jowls have begun to develop on what was once a sharp, penetrating visage, and rat-like whiskers left behind due to inattentiveness plague the once clean-shaven man. Graying hair and soft, dispassionate eyes complete the countenance of a man perhaps past his prime.

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The Lord's choice style of dress is nondescript and atypically plain, although he prefers the bulk of armor to conceal his burgeoning midsection. Curiously, he very rarely displays the triple-spiral sigil of House Massey, sporting a single spiral of azure as his coat of arms.

HOUSE MEMBERS:
(Not all-inclusive, NPCs in King's Landing are bolded.)

Lady Brandis (Smallwood) Massey: Thirty-four. Wife, visiting King's Landing.
Karson Massey: Ten. Son, lives in King's Landing.
Lord Langford Massey: Deceased. Brother, former Lord of Stonedance. Executed for the crime of slavering.
Lady Janei Massey: Twenty-nine. Sister, widowed.
Ser Linden Massey: Cousin. Head of Stonedance while Landon is in King's Landing.
Ser Emmon Massey: Cousin. Brother of Linden.

BIOGRAPHY: Born in 274 AC, Landon Massey is the son of the Late Lord Jon Massey, who inherited the seat following the events of the Bloodpit, and Lady Celes of House Blount. At the time of his birth, House Massey - who had raised up arms in rebellion - found their ancestral home of Stonedance under siege. While their strategically advantageous position across from the ample food supplies of Pentos made the siege difficult, the house's coffers began to run dry from their arrangement with the Pentoshi. Furthermore, Lord Jon Massey found himself horrifically unsuited for times of war, and withered away as stress feasted upon his body.

Lord Jon Massey succumbed to a feeble, sickly demise a year before Aerion Targaryen's death, leaving Langford Massey, the eight years young elder brother of Landon, Lord of Stonedance. Landon would vividly remember his brother trembling as he prepared to begin the trek towards King's Landing, fearing what retribution Queen Roslyn might deliver. In the end, Langford had simply bent the knee and returned to Stonedance, a home made hollow and near destitute by war and Pentoshi price mongering.

When Landon's brother returned, he had grown petulant and moody. Perhaps he had always been as such. Perhaps it was the death of the promise, one of a magnificent seat and bountiful wealth, that made it so. No matter the truth, Langford was... unkind to Landon, in ways he would carry with him. Despite such hardships, Landon found that he excelled in other aspects of his childhood; he was a likable sort, and his mind was pliable to the teachings of Stonedance's maester.

While Maester Briden preached studiousness, Landon was drawn to more fanciful flights of imagination, of stories imbibed, told, or experienced, of adventure. Quickly, the ever curious and wandering Landon had an intimate understanding of all of Stonedance's various nooks and crannies. This talent lead to him uncovering a secret meeting between young Langford and a Pentoshi emissary in the midst of Queen Roslyn's Fifteen Year War, and a discussion that defied the Queen's instruction of House Massey. It was then that Landon learned what Langford's fallen fortunes had caused him to become: a slaver.

Still, he remained silent, even amidst Langford's continued abuse. When he came of age, Landon left Stonedance - as well as Langford's grasp - to squire for Ser Myles of House Smallwood. A competent sort, he acquitted himself well in his service, primarily menial doings and the odd skirmish against untrained brigands. A modest hand with a blade, and an exceptional one with a morningstar, he was deemed fit for Knighthood when he turned eighteen, and received such an honor.

Ser Landon Massey's true trial by fire, however, came during the Greyjoy Uprising, when the Lannisters roused various allies from the Riverlands in order to quell the rebellion. Still a guest of House Smallwood, he partook in the war effort against the Iron Islands. He served with distinction, noted in particular for his ability to maintain discipline within camps or aboard ship, and a talent for sniffing out wrongdoers. He gained a fascination of sorts with the low cunning of thieves, even becoming enthralled by their brand of 'genius'. Some even noted that he would almost seem apologetic when they were dragged away to their deaths or maiming.

He was also known, unfortunately, for his bouts with seasickness. Ser Landon Massey thrashing about with morningstar in hand, vomit flying to and fro was a storied sight amongst soldiers, even earning him the moniker of 'the Retching Knight'. That he was among the first across the breach in the attacks on both Old Wyk and Saltcliffe, however, lent the mocking title some measure of esteem.

It was a frantic, captivating sort of life that he had been entrenched in while serving alongside the Riverlanders. That, and the wine, had helped him forget the greying, decrepit, failing House from whence he had came. The time did come, eventually, for him to return to Stonedance. What greeted him was the ancestral seat, having decayed even further than he remembered, and the pitiful brother who held it. Langford Massey, a wiry, ratlike man just past his thirtieth nameday, remained a bitter child at heart, mockingly greeting his brother, 'the Riverlander'.

Worse yet, Langford had continued his part in the slave trade, using the earnings to sustain what few pleasures he could afford, to the persistent detriment of the House. Shaken - angered, perhaps - by the state of affairs, Landon broke over ten years of silence, and reported the crimes of his brother to King's Landing. Langford, to his credit, maintained a veneer of calm before his execution.

"Someday, brother," He had said, "When you feel as small as the rest of us, you will understand what I did."

His actions earned him further repute across the Crownlands. Many regarded the newly instated Lord of Stonedance as a lawful sort, a dutiful man who could unerringly uphold the laws of man. Others, still, regarded the transpirings suspiciously, wondering if Landon had returned for the sole purpose of condemning his own flesh and blood to the block. Members of his own house, too, regarded him with varying degrees of suspicion and scorn, particularly those who saw his actions as pandering to the same Queen responsible for Bloodpit.

All the same, he was the Lord of Stonedance, and with his lordship came a period of rebirth for his House. Though perhaps an unexpected choice, he was invited to King's Landing to serve as Commander of the City Watch. He performed his duties with faith, diligence, and distinction for many years. His elevation into the Small Council as Master of Laws, then, serves as the pinnacle of his impressive rise.

Currently, and - in truth - for many years, Lord Landon has lived in a state of numb. Having left for King's Landing two years after his return to his ancestral home, and one year after his marriage, he is as if a stranger to much of his House and family, visiting rarely. Noted, to this day, for his fondness of personally partaking in City Watch patrols, Landon Massey drowns himself within his duties. Somewhat unfortunately, he has also acquired a fondness for alcohol in excess, thus elevating him from 'Retching Knight' to 'Retching Lord'.

Timeline
274AC: Born as the second son of House Massey, diminished by war.
280AC: Sent to the Riverlands to serve as a page and squire to House Smallwood.
292AC: Knighted by Ser Myles Smallwood.
297AC: Fights with distinction during the Greyjoy Uprising, serving as part of the vanguard in attacks on Old Wyk and Saltcliffe.
298AC: Returns to Stonedance in the Crownlands, and eventually reports Lord Langford Massey's crimes of slavering. Becomes Lord of Stonedance following Langford's execution.
299AC: Weds Lady Brandis of House Smallwood.
300AC: Rides to King's Landing, having accepted his post as Commander of the City Watch. Leaves his wife behind, although not before the consummation of their marriage.
300-310AC: His tenure as Commander of the City Watch is regarded reasonably well. While the safety and overall occurrence of crime in King's Landing under his tenure verges between middling and undesirable, he is noted for his outstanding proficiency in bringing culprits to justice.
301AC: Karson Massey, first son of Landon Massey, is born in Stonedance. Per Landon's request, is sent to King's Landing upon his sixth nameday.
310AC: Becomes part of the Small Council as Master of Laws.

CLAIM: In the interest of stability and continuity during tense times, the Hand of the Queen.
 
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Lyriana an'Benat (Left) and 'Captain Cersiana Caliviser' (Right)


Name: Lyriana an'Benat
AKA: Various; Lyri, Captain Cersiana Caliviser, Whisper.
Age: 31
Race: Human - Edrosi (Krei)
Appearance: Lyriana's skill in the esoteric art of face-changing (see blurb in Specialization section) is given testament by the memorable nature of her true countenance. Distinctly pale skin (a side effect of her masks shielding her from the sun) remains unblemished, her soft visage belying her age. Her eyes are held wide and a - rare for the area - piercing blue. The right eye, wide though it is, droops ever lower than the left in a case of amblyopia. Her thin nose and modestly full lips are rigidly set, pursed and aloof when duty calls.

Her hair is kept boyishly short, for the convenient adoption of disguise and donning of wigs. Outside of disguise, Lyriana is known to wear a wig of dark, lustrous hair kempt by various horse-oils - a mark of vestigial vanity.

Not particularly tall, nor particularly short, Lyriana is lithe and hardened by years of grueling regimen, yet pliable and responsive when prompted. There is an economy in her movement, a quickness of reaction and fluidity, that she is capable of suppressing at a moment's notice.

Personality: Those who've seen the true face of Lyriana typically note her stoicism, and assume it pervades every portion of her being. This is untrue; Lyriana is passionate about a great many things, and dreams about richer matters such as fine foods and silks and beautiful men. What dispassion belongs to her is strategically - and dutifully - aimed. Lyriana will not find passion in the deaths of others, as a matter of both effectiveness and morality. Within the dispassionate rituals of procedure and execution lies the truest essence of the craft: the job. That it is, in the end, a job is not lost on her, and she remains ruthless in the line of service, making the most out of a talent for planning as well as improvisation.

As a matter of personal preference, Lyriana tends towards assuming the role of personable and good-humored characters. While subdued on the job, Lyriana appreciates a well-constructed joke, a cordially held conversation and any opportunity to learn more about the various new streets and crowds she finds herself within. The characters she becomes on the job are an exemption from her policy of dispassion - there have been moments where she finds herself fantasizing of her pretend lives, envisioning what life would become if she adopted her new role and shirked her old duties. A matter of only theory, to be sure, for if nothing else, Lyriana is the perpetual master of bending to those above her.


Magic: None.
Weapons of Preference: Typically, favors twin daggers. Bountiful remnants of her hair, bound and treated by alchemical oil, can be used as if ad hoc garrotes, and sometimes figure their way into the wigs of her disguises.

Specialization: Assassination. A skilled and steady hand with a knife (or two, specifically), combined with a talent for disguise make Lyriana an exceptional assassin with transferable skills in other departments.

Lyriana an'Benat is an experienced practitioner of shifting; the art of changing one's body and face through practical effect, material and theatrics. Through specially curated molds of clay and berry-harvested paints, Lyriana is able to create bodily prosthetics for limb, skin, and face, in essence changing her color, her very shape, and the details of her face. While marvellous in its own right, there are a variety of shortcomings to the technique. The primary one is the time required for application - hours of preparation for a disguise to last the day. Amongst others: inability to replicate extreme size discrepancies, eye color, the challenges of imitating voice, overall discomfort.

If time is of some concern, Lyriana is not opposed to less… architectural methods of disguise, understanding the core tenets of the craft. Wardrobe, theatrics, improvisation, voicework, posturing, the careful drawing of attention to choice details to hide others. Prosthetics are props; a part of the repertoire, but not the end-all be-all.

Captain Cersiana Caliviser: Her current disguise of choice for her travels in Faledrin. Captain Cersiana Caliviser, the Whaling Princess, is an accomplished Fallenite whaler, known as much for her talents at sea and the procurement of sea-life (which Lyriana has gained as a matter of study and from her upbringing in Krei) as she is for her bawdry and belligerent charisma. A sturdily built woman with those same sharp blue eyes, and hair the color of the evening sea. This disguise is typically used as her 'base', a safe-form for every day existence, as opposed to being used for infiltration. That she remains primarily at sea when not scouring for information insulates her from outside threats.


History: A soldier is a soldier, and nothing else, according to the dutiful man - but what of that which came before the soldier? Lyriana was born to two members of a travelling actor's troupe. Her mother was ever the vibrant performer, favoring characters that were manic, noble, and adventurous in equal measure. Her father was responsible for the props - wooden swords and horses, and masks to turn men into monsters and clowns. Krei - with all its burning energies, and its peoples with their esoteric garb - agreed with the couple, who settled down not long after Lyriana's birth.

She had been born while the sun was at its apex, and perhaps it was fitting; she was a lively child, bouncy and eager. Her childhood had been a pleasant one - mother and father had been retired, yet would go to extravagant lengths to perform and entertain for their lovely daughter, donning clay masks and feather outfits, speaking in outrageous voices and clever rhyme. Lyriana's earliest passions, then, were the crafts her parents had called their own, and her earliest dreams? To use the wonderful crafts of mother and father to travel the known world as they did.

Still, even the brightest lands had a way of shading out the light. Lyriana was a passable thespian-aspirant - could memorize a line, could move well on the stage. Despite that, troupes seldom looked for 'passable'. The most progressive of troupes deemed her to be without the necessary prowess. The lesser troupes overlooked her for the unevenness of her eyes, which had been much more pronounced in her youth.

Unwilling to burden her family, she looked for alternative ways to advance her aspirations. Perhaps through some other labor she would learn more of the world, of life, and perhaps, when time had passed, she would be all the better for it. Lyriana chose the soldier's route, believing that she would find glory in her travels, and thousands of stories to tell, to bring back with her on the stage. In hindsight, she had been hopelessly naive. The soldier's path threatened to break her a dozen times over, and a soldier's path was not so easily relinquished. She would learn to bend past her limits, or she would break.

So, she bent.
She had been weak of body. And in bending, she became strong.
She had been weak of mind. And in bending, she became disciplined.

The travels made her a more worldly sort, though there was little glory in it, and even less happiness. Military engagements were taxing affairs, after all, and Lyriana courted death on more than one occasion. Given her innocent appearance - and ostensibly the fact that she was a comely woman - she was often tasked as reconnaissance, finding her way deep into enemy territory when necessary. Still, she did not break. She bent, living daringly between the maws of death. Over the years, she found solace in service, in duty, bending in order not to break.

Six years of soldiering was a long time, all things considered, to come home. She had found not glory in her travels, but steel. Yet even steel yearned to soften - Lyriana wished to retire, and once again pursue her dreams of thespianship. When she returned, however, there was an offer. Eternal loyalty and service to the King, to remain mum while given the secrets of the Whispers.

Perhaps it was because she was still naive. Or perhaps it was because she was naive no longer. But she, again, deferred the dream she once held. She recited the vows to her King, and then she bent.


Writing Sample:

Instruction on the Art of Shifting

"The face," she noted, pointing towards the depiction of a grinning woman on papyrus, an outline for a future disguise. "should be more handsome than beautiful. 'Pretty' is fine, preferable, even, dealing with nobility. But unless the character needs it, never beautiful. A beautiful face will stay with someone in their lonesome, tender moments - their thoughts will wander back to you, and they'll remember you like a man - or a woman - remembers the only dream they've ever managed to remember. No good."

Her fingers jumped from freckle to freckle on that papyrus drawing, and then to shaded pockmarks - not near so many as to be unwelcome, but enough to tell stories of the hardened woman with the storm-wind in her face. It was the subtle telling of a story, the inference to be placed in their mind, a tale that hid the sinister truth. She continued.

"But a kind, handsome face, they'll forget, just a few moments after. But when they see you again, they'll smile. They'll remember you as a happy flicker, and nothing more - they'll speak to you, if you will it, and they'll leave you just as fast, if you will it. That's something we can use."

The new inductee was enraptured, she noted. That was good, perhaps - a point of focus for him to base his new fledgling career upon; in a craft that in many ways was worse than battle, but cleaner. The look on his face was not passion, passion required time, if it were to come at all - Lyriana hoped that it would never be passion. What she taught was only art in the hands of a performer, it was a tool in the hands of a Whisper. One did not, should not, wield a tool with passion, only precision. The two of them had been soldiers, after all, not pretentious artisans.

"Still, these are just tools, meant to trick their heads into thinking what you want - to make them stare at your left hand, before you strike with your right. This," Lyriana pointed to the papyrus drawing again, and the mounds of clay that would form the disguise, "is mostly worthless. Just ink and clay, clay and ink. A shifter who doesn't understand the mind hides less than a naked old man, you understand?"

The silent nod of the understudy indicated reception. "Good. And speaking of naked old men, let's eat dinner... I jest. But I could use a feast or two before I face down months of fried whale meat. One of those Faledrin charms you might learn of one day."
 
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AHHHH I HAVE TO CODE THIS SHIT

Concept: The Ten Kingdoms of Atria are ruled by a single King, yet divided by time and distance. To that end, the First Train, a rolling marvel powered by magic, will be constructed to cut through the myriad plains, mountains and tundra of the Ten - finally uniting them as one. This story follows the workers, travelers and other esoteric figures that will live, work, and perhaps die in the mobile encampment following the First Train.

The journey will be arduous, treacherous, and beset by conflict arising from politics, class struggle, the greed of men, and the horrors of magic gone terribly wrong.

===

The Ten Kingdoms

The supercontinent of Atria is largely pangaea-ic, a single landmass that spans the entirety of the known world. While dotted with bodies of water, it is undivided by major ocean or sea, save for the Tenth Kingdom - Aslera-Across-the-Sea - which broke off from the mainland centuries ago, and the Roaming 'Kingdom', the Vaunted Fleet, which sails around the great ocean that encompasses Atria. Largely of temperate climate, the leftern-most extremities run hot, while the right runs cold.

The Ten Kingdoms of Atria - a misnomer, as few truly qualify as 'Kingdoms' - are ruled by Lyonel III, who hails from the central kingdom of Brillia. Brillia, then, is considered the prime Kingdom of the Ten, and the hub of the known world. The Ten Kingdoms were subjugated, mostly through military conquest, over the course of eighty-seven years - with the campaign lead by Lyonel I of Brillia, continued by Lyonel II of Brillia, and finally ended by Lyonel III of Brillia.

The Ten Kingdoms fall under the rule of the Brillian King, but do not adhere to Brillian Law. The Ten Kingdoms each have their own cultures, customs and sets of law, and are each lead by their own 'Sub-Monarch', who in turn pledges loyalty to the Brillian King. The First Train, which will expedite travel across the Ten, is intended to set the stage for consolidation of laws, customs and currencies; ease of travel, it is known, will allow for effective oversight and the viable establishment of a unified system.

===

Thades:
(Noun: Thadens, Adjective: Thaden)
Government: Mercantile Oligarchy, Plutocracy ('The Council-Benevolent')
Climate: Tropical, wet

The 'Land Beneath the Sun', Thades is a lively land, with an energetic people. The most heavily populated of the Ten, its various ports, bountiful harvests and variety of esoteric craftspeople ensure that it is also amongst the richest, even on a per capita basis. Doing primarily business with the Vaunted Fleet (who also serve as a proxy to their business with nations on the other side of the world), Brillia and the Havenborn, the First Train would greatly improve Thades' already mighty economy.

Thadens are typically sun-tanned and high-spirited, although the latter is so rarely a guarantee. Thades is just as receptive to craftspeople and artisans as they are to hard-laborers and warriors, and far from prejudiced against outsiders. Therefore, the Thaden workforce is highly varied, and those within it much the same. The Council-Benevolent, the ruling merchants of Thades, exploits the workforce, motivating them through honeyed words and promises (mostly delivered) of prosperity.

Thades is perhaps the most significant link to the First Train, as Thades is the eastern-most Kingdom (barring the Vaunted Fleet on its eastern excursions), and the city from which the First Train will begin. The vast majority of the First Train is being bankrolled by the Council-Benevolent, who are in direct confrontation with the Tranquil of the Xo - who are beginning a similar initiative from their place as the western-most Kingdom.

Magic: The Thadens are an accepting people, although not when those with magical 'gifts' are concerned. Some prior incarnation of the Council-Benevolent were killed when a 'carrier' - as those with magic are referred to in Thades - lost control of his facilities and exploded. Carriers, when discovered, are imprisoned. Only the select few who are willing to work the rest of their days for the benefit of the Council-Benevolent's initiatives are allowed to see the sun again. And inevitably, those 'lucky few' will be worked to death.

Culture: Heavy consumer culture, buoyed by excellent economic performance. Multiple fields (crafts, arts, entertainment, food) in Thades have a wide variety of differentiation and competitors, each which offer vastly different fare - Thades, too, has the consumer capital to sustain such a market composition.

Common foods are heavily spiced, and/or seafood oriented. Athletic competition is popular in Thades, with an equivalent to football/soccer - known as, blissfully enough, football - being ubiquitous.

===

The Vaunted Fleet:
(Noun and Adjective: The Vaunted)
Government: Autocracy (Sail-Master Tunon)
Climate: Varies.

The Vaunted have no lands to call their own, only the greatest fleet the world has ever seen. Five thousand ships - including thirty Dreadnoughts - house the one-hundred-thousand or so populous. Chained together, the five thousand ships become a veritable moving island, with wooden bridge linking one ship to another.

The Vaunted date back to the very beginnings of Atria. As the legends go, they were the sons and daughters of Ranon, the hated brother of Atria's first king. Fearing for his life, and knowing that nowhere on Atria was safe for him, he built the first ship of the Vaunted Fleet and took to the seas. How the fleet became five thousand is a mystery to most, as the Vaunted Fleet are largely a detached, and enigmatic peoples. Indeed, of the Ten Kingdoms, the Vaunted Fleet were, truthfully, never subjugated. The nature of Atria's geography meant that no Kingdom could justify building a fleet to combat the Vaunted, for any such fleet would seldom see use against the remaining Kingdoms.

The Fleet is self-sustaining due to their exploitation of magics (see below), and proficiency in fishing. They deal in trade with the other nine Kingdoms, and serve as a proxy for the farthest Kingdoms in Atria. In this regard, the First Train threatens the livelihoods of the Vaunted Fleet greatly, as it renders their services obsolete.

Magic: The Vaunted value carriers highly, even buying them off of lands such as Thades, having found that carriers could not be bred. The Magic of the carriers allows the winds to blow ever-favorably upon their sails. Incredibly, the carriers are able to spring bountiful harvests into motion upon the wooden deck of ships, thus enabling the Vaunted to be more or less self-sustainable. Still, carriers are seen as commodities, not people.

Culture: The Vaunted believe in adjudging people by their merit. Sail-Master (titles of the Vaunted are often linked to the function they serve aboard their ship) Tunon was considered the most fit to represent the Vaunted on the basis of his work ethic and skill at sea.

Ranon's Day - a day when the fabled red-star soars across the skies - is the day when the sons and daughters of Ranon will seize Atria as revenge against the hateful First King. When Ranon's Day eventually occurs, the ten-thousand men of the Vaunted will land upon the Shores of Atria and lay waste to its people.

===

Aslera-Across-the-Sea:
(Noun and Adjective: Asleran)
Government: Oligarchy ('The Tranquil')

Grand practitioners of magic.
Oriental/Indian.

===

Brillia
(Noun and Adjective: Brillian)
Government: Monarchy (King Lyonel III)

The golden city.

===

Dufan
(Adjective: Dufanese)
Government: Monarchy (Low-Emperor Dudu)

===

Xo'Draxlor
(Noun and Adjective: Xo, the Xo)
Government: Mercantile oligarchy, bankocracy (Various)

===

Deadwaste
(Noun: The Wastemen)
Government: Meritocracy ('The Risen')

(The Wastemen, unfortunately, are not playable)

There are many who do not consider Deadwaste as deserving their place amongst the Ten Kingdoms. This is not for nothing, for the Wastemen have earned their name. Deadwaste is a greying land covered in an unholy fog - theorized to be fumes of magical energy turned poison. And its people? Its people are dying. Or, rather, dead.

The Wastemen are fearsome because they are, firstly, afflicted with a deathly plague, heavily contagious to those who touch them. The plague renders their skin rotting, mottled and grey, and causes them to puke black bile. Inevitably, each and everyone of the Wastemen dies at the end of the day…

… only to rise again the next. Still plagued, still decaying, but alive.

Although nominally one of the Ten Kingdoms, they - like the Vaunted - have never been subjugated. Indeed, the Lyonels were wise enough to realize the only course of action in regards to the Wastemen was to bypass them completely. Thankfully, the Wastemen have never been known to wander past the boundaries of Deadwaste.

===

Haven
(Noun, Adjective: Havenborn)
Government: Aristocracy

French-style monarchy

===

Vitos
(Noun, Adjective: Viton/s)
Government: Tribal

Warring tribal factions

===

The Serene Forest
(The Serene, The Treefolk)
Government: Tribal

Elven tribe

===

Magic

Expends life-force, eventually killing the user.
Tech has been invented allowing carriers to mind link with objects, with said objects being able to perform functions in the hands of their owner.
Carriers who give their life-force to empower their owner's objects are known as conduits.
 
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The "Bluebook"​

The colloquially named 'Bluebook' is the PRIT's compendium of persons and organisations of interests, typically associated with Powered activity - although also including those part of any other assignment the PRIT is privy to.

In practice, this section will be updated with important new NPCs as they are introduced, as well as updating entries for older NPCs and organisations. The following Bluebook should be considered an Out-of-Character entity, as it will also include information revealed in-thread, but not revealed in-character, or at least, not to all characters (feel free to ask me what is reasonable to know ICly, and what is not.)


  • Name: Allison Munir
    Age: 17 (dob. 10/10/2000)
    Sex: Female
    Pertinence: Subject was last seen sleeping - disappeared the next morning. No signs of breaking and entering, no signs of struggle. Choice pieces of clothing missing from wardrobe, as well as her dog; reason to believe left of own volition, or was perhaps persuaded to similar effect. Subject is of some political significance; daughter of Governor Arnold Munir. Ascertaining her whereabouts and safe retrieval paramount.

    Other: Sleep-walker.

  • Name: The Camerata
    Date of Formation: ??/??/2016 (Likely Range: August-November)
    Leading Member(s): Andrea Camerata, Gennaro Camerata, Gaspare Camerata, Jeremy Camerata.

    The Camerata Clan likely began when the four Camerata siblings manifested - interestingly, based off the timing and location of incident reports, it is theorized that each Camerata brother gained their powers in a short window of time, if not simultaneously. Their original victims match up with our theory that they began as an offshoot of La Cosa Nostra, but later incidents firmly tie them to the massacres of the Bonanno and Lucchese families. Informants now name the Camerata clan as the core power of La Cosa Nostra.

    Have absorbed the established criminal infrastructures of their predecessors, and have shown a penchant for aggressive expansion. An uptick in LCN-linked crimes are expected to continue; the Cameratas have demonstrated a preference for violence over negotiation, and are more prone to escalation. Currently embroiled in turf war against the Honglou, and are tentatively allied with the Honyubi in this regard.

    Second eldest, Gennaro Camerata, is identified as the leading member. Gaspare and Jeremy are known as loyal enforcers, while Andrea's place in the power dynamic is mostly unknown.


    Name: Gennaro Camerata
    Age: 40 (dob. 11/24/1976)
    Sex: Male
    Rank: Boss (Camerata)
    Pertinence: Powered. Boss of the newly created Camerata Clan, and a central figure in ongoing gang hostility. Tied to Governor Arnold Munir; attempted extortion to secure expanding properties. A figure of interest in the disappearance of Allison Munir. A figure of interest in no less than forty cases of murder and vicious assault.



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    From left to right, Andrea, Gennaro, Gaspare, and Jeremy.

  • Name: We Chosen Few
    Date of Formation: ??/??/2013
    Leading Member(s): Edward Vriesen ('Superbeing'), Carl Reiner.

    Neo-Nazi faction given leveraging power in the criminal world due to the manifestation of formerly-reformed Edward Vriesen's powers, which - in sadly ironic fashion - has finally cemented his original beliefs of belonging to a chosen master race. Concentrated membership has increased dramatically due to the image of 'Superbeing', and de facto leader Carl Reiner's talent for hateful, yet convincing, rhetoric. Lack organization outside of ideological bond and hero worship. Employ a haphazard business model; member-sects pursue their own forms of profit, and kick up to leaders to earn favor and influence. Common endeavors include attacks on other criminal entities.

    Members of the 'Chosen Few' are known for extremism in confrontation. Hostile Powered members, in particular, should be terminated with extreme prejudice.


    Name: Edward Vriesen
    AKA: Superbeing
    Age: 36 (dob. 09/15/1981)
    Sex: Male
    Rank: Leader
    Pertinence: A wild-card presence in the criminal hostilities, as the Chosen Few are not directly commanded by any central figure. Regardless, his presence is symbolic for the organization. Claims to have spoken to JUDE - an untenable lead, but should be considered if he is ever apprehended.
    Power: Possesses superhuman levels of strength, stamina and explosive speed.

  • Name: Honyubi (Four-Fingers)
    Leading Member(s): Unknown.

    An American offshoot of the Yakuza, consisting primarily of Japanese members as well as a small percentage of ethnic Koreans. A direct affiliate; the main branch has been known to 'export' highly trained Powereds to assist the Honyubi in ongoing confrontation. In return, the Honyubi have been known to kidnap American Powereds and subject them to exploitation by the Yakuza. Currently allied with the Camerata Clan to combat the Honglou.

    Are possessed of extreme discipline and discretion; few members have ever been positively identified, and none were considered to be in high standing. Their name derives from their practice of removing a single finger upon membership, as a mark of loyalty.

  • Name: Honglou (Red Hall)
    Leading Members: Ruan Xiaoyi, 'Da-Ma'

    Remnants of Triad and Tong offshoots that were eventually consolidated under the leadership of the Ruan family. Not known to possess ties with China/Hong Kong-based Triad leadership, but maintain a sizable membership all the same. Are considered to be highly volatile, unprofessional, and with a penchant for needless escalation. These characteristics - as well as the Camerata Clan's tendencies towards much the same - have lead to an all-out war between the two organizations.

    Leadership of the Honglou is family based. Ruan Xiaoyi is the first sibling of thirteen - all of whom have some part to play in the running of the Red Hall. Our reports indicate that Da-Ma (literally, Big Mother) is the true power, as she advises Xiaoyi in matters of critical import. Da-Ma is the aunt of the thirteen siblings.

  • While the organizations listed above are considered to be the primary pertinent powers throughout New York and New Jersey, the list is not exhaustive. The Irish Mob exists, although it has been waning for quite some time - still, rumors of a new powered leader merits some vigilance.

    It is common for smaller criminal entities - unbound by ethnicity or familial ties - to operate in the shadows of the Cameratas, the Honyubi, the Honglou. Those who are entirely unaffiliated should be considered the most dangerous, as their motivations are typically more intense, or perhaps even sadistic in nature.
 
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The Calamity That Wasn't

On the fifteenth day of April, 2013, satellites and ships traversing throughout the Pacific saw the Harbinger of end times.

CkdqlxZ.jpg

A gargantuan colossus of tendrils and feathers, black sinew mottled together like endless string. It stood within the ocean, and its entire torso poked out from the waters. It was not faceless, but it was inscrutable, its eyes peering out - aimlessly, at first, until the first ship-crew swore that it gazed at them through its peripherals. For seventy-three days, it stood vigil - and not a single ship or plane dared cross its path.

The media dubbed it as some sort of scientific anomaly. American media - tinged with Judeo-Christian rhetoric as it was - likened it to the Four Horsemen, a sign of the end. The world erupted into bedlam, as they anticipated the next move of this… foreign invader. The committees that held themselves accountable for our safety and protection, in a wistful gallows-humor sort of way, dubbed it 'JUDE'.

As it happened, the hooplah was for naught, as Jude descended into the depths, and did nothing. It was dubbed, then, as the Calamity That Wasn't. More accurately, however, it was the Catamity That Hadn't Been… Just Yet.

The first incidence of Powered Human came on the day of its submerging.


  • The current year is 2017, and the world is still shaken from the Calamity That Wasn't. While the - dubbed by some as - 'Lovecraftian' giant appeared to do little in the way of world-ending, his submerging beneath the Pacific Ocean came on a fateful day. The first known case of a human exhibiting metaphysical powers. 'The Burning Man' as he was called, erupted into flames within minutes of Jude's submerging.

    He did not die, as the flames in truth did not burn him, they became him just as he became the flames. The world's first pyrokinetic. On the very same day, thousands of incidents of Powered individuals became known - with many of them ending in chaos at best, tragedy at worst.

    Eventually, the world realized it would just have to cope. The rising of a new sub-race of sorts, the Powereds, necessitated changes in policy, and the way the world approached matters of infrastructure, military and economy. A select few Powereds were potent enough to register as international-level military threats all on their own, while even more arose that had it in them to shift the power dynamic on a municipal to city level. Over the years, came the startling realization that, for whatever reason, power incidence was higher amongst the 'problem populous'; the socio-economically disadvantaged who had a tendency to turn to crime and violence.

    This occurred on a global scale. America's own answer was to establish the PRIT - the Protective/Powered Response and Investigation Team - a unit comprised of Powereds and Normals alike, instituted to combat the dangers to come.
  • About ten percent of the world population - no small figure - can be considered a Powered, humans blessed with unfathomable abilities - to bend nature, themselves, minds and other such phenomena. The comic book dreams of superhumans made reality.

    As stated in the Lore section, incidence of Powereds seem to be highest amongst the socio-economically troubled, those likely to turn to crime and violence. Despite this, however, there is no outright proven link between the manifestation of powers and one's current situation at time of manifestation. While there have been cases of those near-death manifesting powers to save themselves, there have also been cases of well-adjusted, happily married middle-aged men who on one otherwise incredibly uneventful day, suddenly manifest. Along similar lines, Powereds are not necessarily known to have abilities that correspond with their background or personality (although, of course, the numbers game means that it certainly does happen).

    The nature of Powereds have changed the dynamics of the nation entirely. In particular, their rate of occurrence amongst prospective criminals have led to an era of increased criminality and violence. Criminal organizations - now typically armed with their own retinue of Powereds - hold an increased influence in society; after all, extortion is much easier done by a superhuman.

    One final lore note is that an even smaller percentage of Powereds are known to experience recurring voices and visions in their head. The voices are known to vary - being voices from an individual's past, or newly conceived ones entirely - but the visions have a recurring theme: the face of Jude, flickering in and out. Those that experience these visions are termed 'Listeners', and in many cases serve as the foundation for new religious sects and cults.

    OOCly, however, it should be noted that player characters should not have the following types of powers: mind-reading, mind-control, time travel, and instantaneous teleportation of self or others.
  • All player characters will be part of, or at least heavily associated with, the PRIT.

    The PRIT (Powered/Protective Response and Investigation Team) came about when the powers that be quickly realized that experience was all well and good, until you became horrifically outgunned by a superhuman. The PRIT was established to, first and foremost, pluck Powereds off the street, and then mold them into upstanding operatives with a singular directive: maintain order against those who would use their powers for crime. Naturally, results have been mixed.

    In practice the PRIT is an esoteric, poorly organized group of Powereds and Normals who nonetheless have quite a bit of experience dealing with other Powereds. While some of their number - typically Normals taken from other areas of law enforcement and government work - are model professionals, maverick-syndrome and problems with authority run rampant throughout the rest of PRIT. With that said, they have a track record for effectiveness in light of the job's difficulties; the mavericks of the PRIT, for this reason, have grown fond of the PRIT's primary nickname - The Fuck Squad.

    The PRIT is considered a federal entity, and are given a high degree of autonomy. As far as jurisdiction goes, they naturally have first crack at any matter that deals with a Powered. The player characters of the PRIT will function in the New Jersey and New York jurisdictions (which are merged jurisdictions). The PRIT has a variety of sites - abandoned warehouses, garages and the like - scattered throughout that can be used as a home-base.

    It should be noted that while PRIT members are typically known to do their own thing, there is one commonly spouted mantra. When it comes to Powereds: shoot first, and shoot to kill.
  • Rules
    1. Iwaku rules apply, of course.
    2. Not a stickler for post length, but posts should contribute in some way. Of course, this is a two-way street, and if one needs help in this regard, they need only message moi.
    3. We're projected to have Blue Stars, so keep it tasteful and appropriate. The setting may be dark, but it doesn't need to be egregiously graphic.
    4. Everybody posts at a different rate - try and put one in at least bi-weekly though.
    5. Use common sense and courtesy in all things!
  • Character sheets can be coded to your heart's content. Feel free to add sections, as long as the core is there.

    Name:
    Age:
    Sex:
    Appearance: (Iwaku typically doesn't seem to enjoy Anime character images, so we'll also bar those, if only for continuity and conformity. Image, or appearance, or both is fine).
    Personality: (Doesn't have to be long or particularly developed, unless the character calls for it - really only required to put in things that are inferrable. Development and expansion through RP is the way to go, otherwise.)
    History: (Doesn't have to be a novella either! Write what you think is pertinent, and if I think more should be touched upon, I'll request it. Stuff that should probably be included: how did they join PRIT, are they a fresh Powered recruit or someone already affiliated with law enforcement, when they manifested (if they did), other central facts.
    Skills/Abilities: (You don't have be Powered, nor is there an issue if every character turns out be Powered. Mind-control, mind-reading, time travel and instant teleportation are barred powers.

    We should also keep power levels in mind; at an upper-level,powers strong enough to level a block are actually perfectly acceptable, but in IC, the characters would naturally be handled more rigidly by their superiors/colleagues - and, of course, actual usage would be heavily regulated and/or have certain consequences.

    Otherwise, this is also where you'd mention non-Powered talents and skills; marksmanship, interrogation, or even nice happy day things like singing and dancing. Feel free to add a new section if you want, but commonly used equipment can probably also go here).
  • The story of our particular unit will begin with the case of missing girl Allison Munir, daughter of New Jersey Governor Arnold Munir, and her dog. A documented 'Listener', persons of interest in her case include the notorious Camerata Clan, as well as myriad other criminal elements; the Governor is a central figure in the current criminal war, being a target for extortion in regards to approval of certain land and property claims.



The "Bluebook"​

The colloquially named 'Bluebook' is the PRIT's compendium of persons and organisations of interests, typically associated with Powered activity - although also including those part of any other assignment the PRIT is privy to.

In practice, this section will be updated with important new NPCs as they are introduced, as well as updating entries for older NPCs and organisations. The following Bluebook should be considered an Out-of-Character entity, as it will also include information revealed in-thread, but not revealed in-character, or at least, not to all characters (feel free to ask me what is reasonable to know ICly, and what is not.)

  • Name: Lilian Simone
    Rank*: Director
    Age: Early 40s
    Sex: Female
    Description: Ice and steel through and through, Lilian Simone is the politically savvy Director of the PRIT, who reports directly to the Departments of both Justice and Homeland Security. Known for her ability to 'play the game', her recent endeavors include more stringent regulation of PRIT Operatives.









    Name: Nathan Dyer
    Rank: District Commander (New York-Jersey)
    Age: 40s
    Sex: Male
    Description: One of the first documented Powereds, and one of the very first inductees of the PRIT. A gritty military man before his recruitment, he nonetheless opts for a free-flowing, laissez-faire style of command, setting tasks but avoiding micro-management. Well-liked, and highly effective, although considered to be a likely casualty of Lilian Simone's new initiative.

    *Rank: Rank in the PRIT is mostly applicable at levels of high command. Outside of that, seniority and merit dictate the internal hierarchy.

  • Name: Allison Munir
    Age: 17 (dob. 10/10/2000)
    Sex: Female
    Pertinence: Subject was last seen sleeping - disappeared the next morning. No signs of breaking and entering, no signs of struggle. Choice pieces of clothing missing from wardrobe, as well as her dog; reason to believe left of own volition, or was perhaps persuaded to similar effect. Subject is of some political significance; daughter of Governor Arnold Munir. Ascertaining her whereabouts and safe retrieval paramount.

    Other: Sleep-walker.

  • Name: The Camerata
    Date of Formation: ??/??/2016 (Likely Range: August-November)
    Leading Member(s): Andrea Camerata, Gennaro Camerata, Gaspare Camerata, Jeremy Camerata.

    The Camerata Clan likely began when the four Camerata siblings manifested - interestingly, based off the timing and location of incident reports, it is theorized that each Camerata brother gained their powers in a short window of time, if not simultaneously. Their original victims match up with our theory that they began as an offshoot of La Cosa Nostra, but later incidents firmly tie them to the massacres of the Bonanno and Lucchese families. Informants now name the Camerata clan as the core power of La Cosa Nostra.

    Have absorbed the established criminal infrastructures of their predecessors, and have shown a penchant for aggressive expansion. An uptick in LCN-linked crimes are expected to continue; the Cameratas have demonstrated a preference for violence over negotiation, and are more prone to escalation. Currently embroiled in turf war against the Honglou, and are tentatively allied with the Honyubi in this regard.

    Second eldest, Gennaro Camerata, is identified as the leading member. Gaspare and Jeremy are known as loyal enforcers, while Andrea's place in the power dynamic is mostly unknown.


    Name: Gennaro Camerata
    Age: 40 (dob. 11/24/1976)
    Sex: Male
    Rank: Boss (Camerata)
    Pertinence: Powered. Boss of the newly created Camerata Clan, and a central figure in ongoing gang hostility. Tied to Governor Arnold Munir; attempted extortion to secure expanding properties. A figure of interest in the disappearance of Allison Munir. A figure of interest in no less than forty cases of murder and vicious assault.



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    From left to right, Andrea, Gennaro, Gaspare, and Jeremy.

  • Name: We Chosen Few
    Date of Formation: ??/??/2013
    Leading Member(s): Edward Vriesen ('Superbeing'), Carl Reiner.

    Neo-Nazi faction given leveraging power in the criminal world due to the manifestation of formerly-reformed Edward Vriesen's powers, which - in sadly ironic fashion - has finally cemented his original beliefs of belonging to a chosen master race. Concentrated membership has increased dramatically due to the image of 'Superbeing', and de facto leader Carl Reiner's talent for hateful, yet convincing, rhetoric. Lack organization outside of ideological bond and hero worship. Employ a haphazard business model; member-sects pursue their own forms of profit, and kick up to leaders to earn favor and influence. Common endeavors include attacks on other criminal entities.

    Members of the 'Chosen Few' are known for extremism in confrontation. Hostile Powered members, in particular, should be terminated with extreme prejudice.


    Name: Edward Vriesen
    AKA: Superbeing
    Age: 36 (dob. 09/15/1981)
    Sex: Male
    Rank: Leader
    Pertinence: A wild-card presence in the criminal hostilities, as the Chosen Few are not directly commanded by any central figure. Regardless, his presence is symbolic for the organization. Claims to have spoken to JUDE - an untenable lead, but should be considered if he is ever apprehended.
    Power: Possesses superhuman levels of strength, stamina and explosive speed.











  • Name: Honyubi (Four-Fingers)
    Leading Member(s): Unknown.

    An American offshoot of the Yakuza, consisting primarily of Japanese members as well as a small percentage of ethnic Koreans. A direct affiliate; the main branch has been known to 'export' highly trained Powereds to assist the Honyubi in ongoing confrontation. In return, the Honyubi have been known to kidnap American Powereds and subject them to exploitation by the Yakuza. Currently allied with the Camerata Clan to combat the Honglou.

    Are possessed of extreme discipline and discretion; few members have ever been positively identified, and none were considered to be in high standing. Their name derives from their practice of removing a single finger upon membership, as a mark of loyalty.

  • Name: Honglou (Red Hall)
    Leading Members: Ruan Xiaoyi, 'Da-Ma'

    Remnants of Triad and Tong offshoots that were eventually consolidated under the leadership of the Ruan family. Not known to possess ties with China/Hong Kong-based Triad leadership, but maintain a sizable membership all the same. Are considered to be highly volatile, unprofessional, and with a penchant for needless escalation. These characteristics - as well as the Camerata Clan's tendencies towards much the same - have lead to an all-out war between the two organizations.

    Leadership of the Honglou is family based. Ruan Xiaoyi is the first sibling of thirteen - all of whom have some part to play in the running of the Red Hall. Our reports indicate that Da-Ma (literally, Big Mother) is the true power, as she advises Xiaoyi in matters of critical import. Da-Ma is the aunt of the thirteen siblings.

  • While the organizations listed above are considered to be the primary pertinent powers throughout New York and New Jersey, the list is not exhaustive. The Irish Mob exists, although it has been waning for quite some time - still, rumors of a new powered leader merits some vigilance.

    It is common for smaller criminal entities - unbound by ethnicity or familial ties - to operate in the shadows of the Cameratas, the Honyubi, the Honglou. Those who are entirely unaffiliated should be considered the most dangerous, as their motivations are typically more intense, or perhaps even sadistic in nature.

 
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