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PS. Sorry I've been gone a couple days, work has just been slamming me. I'll be good for a while Now though
^^" It's fine. You haven't missed much -- other than more characters coming in and more room spaces getting filled.
 
Name: Luna
Race: Vori
Original race: Human
Gender: Female
Age (apparent): 15
Age (actual): 238


Appearance:
Luna is slightly thin (though perfectly average for a Vori) and stands at an average-ish height of 5"3'. Most of her clothes are black, with gold trim/edges and purple patterns. She usually wears a blazer, shirt, pleated skirt, leggings and low boots that look almost like shoes. Her hair is also black, with purple streaks flowing throughout her hair, matching the bright-purple Vori eyes.


History:
Luna was once a writer of fantasy stories. Time did little to diminish her love for the mystical, even as she grew older. One day, an elegantly dressed teen wearing dark shades over his eyes by the name of Benjamin approached her, expressing a love of her writing. After insisting she accompany him to visit his house, he gave her an offer. The offer to live another, more magical, life, like those in her stories. Assuming it to be hypothetical, she agreed, prompting Ben to reveal his magic to her. Again, he made her the offer, this time explaining the pain involved, and she accepted the offer without question. 10 of the most painful minutes of her life later, Luna stood up as something new. Though she now appeared as she had at the age of 13, her world was forever changed; magic was real and she was a part of it.

Benjamin stuck around just long enough to teach Luna about the Vori, before continuing on his way. The remaining 183 years she spent wandering, learning about and, whenever possible, consuming, the magic that was hidden from human knowledge. In that time, her body aged the human equivalent of about 2 years. Just recently, she caught word of a school for magical creatures and was immediately interested, especially in the hopes of finding more aura nodes to siphon.


Personality:
Luna has a very active imagination and tends to be very public with it. Anything she deems boring, will often be imagined as something more interesting than it really is. She acts very playful and innocent, with a tenacious curiosity, especially for anything magical. As such, she defies the stereotype of elegance that Vori are usually associated with.

The most normal name you'll get out of her is simply "Luna," which is not her given name. More frequently though, it's titles like "Fallen Goddess of the Moon," or something equally absurd. She isn't terribly shy or introverted, but prefers getting to know a few good friends over knowing everyone.

Luna's time is often spent chasing legends (self-made in many cases) or eating books/similarly informative objects. The more productive time is spent hunting down aura nodes with a variety of strange looking equipment. While her first love will always be magic, Luna also enjoys having a great variety of technological devices and machines, especially now that they're so easy for her to understand. Any residence she takes tends to fill with a variety of oddities very quickly. The particular thing that draws the most attention is, what she will only refer to as, "The Secret Box." This is an ornate box about the size of a large cellphone and is sealed several times over with both magical and physical locks.


Magical Powers:

Telekinesis: Luna's main magical focus, which allows her to move objects with magic. This has grown fairly strong as her sole focus, to the point where she can control several objects at a time, or one object very accurately. Additionally, these objects can be considerably heavier than what Luna could physically carry; up to about 10 tons, though larger objects move slower. She will occasionally use this to pretend to carry something massive.

Magic sight: The standard trait of the Vori; their eyes allow them to see where magic is being used. Luna's relative immaturity means that, in most cases, she can only see where it's used and not how it's being applied.
 
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All of my characters have been so silly lately xD

Name: Luna
Race: Vori
Original race: Human
Gender: Female
Age (apparent): 15
Age (actual): 238


Appearance:
Luna is slightly thin (though perfectly average for a Vori) and stands at an average-ish height of 5"3'. Most of her clothes are black, with gold trim/edges and purple patterns. She usually wears a blazer, shirt, pleated skirt, leggings and low boots that look almost like shoes. Her hair is also black, with purple streaks flowing throughout her hair, matching the bright-purple Vori eyes.


History:
Luna was once a writer of fantasy stories. Time did little to diminish her love for the mystical, even as she grew older. One day, an elegantly dressed teen wearing dark shades over his eyes by the name of Benjamin approached her, expressing a love of her writing. After insisting she accompany him to visit his house, he gave her an offer. The offer to live another, more magical, life, like those in her stories. Assuming it to be hypothetical, she agreed, prompting Ben to reveal his magic to her. Again, he made her the offer, this time explaining the pain involved, and she accepted the offer without question. 10 of the most painful minutes of her life later, Luna stood up as something new. Though she now appeared as she had at the age of 13, her world was forever changed; magic was real and she was a part of it.

Benjamin stuck around just long enough to teach Luna about the Vori, before continuing on his way. The remaining 183 years she spent wandering, learning about and, whenever possible, consuming, the magic that was hidden from human knowledge. In that time, her body aged the human equivalent of about 2 years. Just recently, she caught word of a school for magical creatures and was immediately interested, especially in the hopes of finding more aura nodes to siphon.


Personality:
Luna has a very active imagination and tends to be very public with it. Anything she deems boring, will often be imagined as something more interesting than it really is. She acts very playful and innocent, with a tenacious curiosity, especially for anything magical. As such, she defies the stereotype of elegance that Vori are usually associated with.

The most normal name you'll get out of her is simply "Luna," which is not her given name. More frequently though, it's titles like "Fallen Goddess of the Moon," or something equally absurd. She isn't terribly shy or introverted, but prefers getting to know a few good friends over knowing everyone.

Luna's time is often spent chasing legends (self-made in many cases) or eating books/similarly informative objects. The more productive time is spent hunting down aura nodes with a variety of strange looking equipment. While her first love will always be magic, Luna also enjoys having a great variety of technological devices and machines, especially now that they're so easy for her to understand. Any residence she takes tends to fill with a variety of oddities very quickly. The particular thing that draws the most attention is, what she will only refer to as, "The Secret Box." This is an ornate box about the size of a large cellphone and is sealed several times over with both magical and physical locks.


Magical Powers:

Telekinesis: Luna's main magical focus, which allows her to move objects with magic. This has grown fairly strong as her sole focus, to the point where she can control several objects at a time, or one object very accurately. Additionally, these objects can be considerably heavier than what Luna could physically carry; up to about 10 tons, though larger objects move slower. She will occasionally use this to pretend to carry something massive.

Magic sight: The standard trait of the Vori; their eyes allow them to see where magic is being used. Luna's relative immaturity means that, in most cases, she can only see where it's used and not how it's being applied.
Looks good to me!

Luna will be in room 506, with Vivi the Devo.
 
Question, how many characters or players do we need for the IC to take off?
 
FINALLY. Sorry this took so long, hope it looks mostly acceptable. Most of the lore is probably extraneous, but I did enjoy writing it. Some self-references might be in a weird order, but I don't think it's a huge issue right now. ^^

THE Nül

Name (singular & plural): Nül (pronounced "nyool")

Powers/Abilities:

A type of reflexive reality manipulation magic.
  • A Nül has the capability to transform itself into a fearsome beast, trading mental self-control and sentience for raw power and instinctive action.
  • A Nül may choose any beast form it knows of; it is unwise for a Nül to devise its own form, until it is skilled in shapeshifting and retaining control.
  • A Nül may choose to only shapeshift part of its body into that of another creature, allowing for such physical additions as wings, teeth, or claws.
  • Naturally, the size and strength of any shape a Nül shifts into is limited by the Nül's mystical power.
  • If a Nül only completes a partial shapeshift, such as a dragon's claw or a serpent's fangs, the qualities of the body part which have been altered are dependent upon the Nül's magical power.
  • Empathic shapeshifting is a branch of this power, but volatile, weak, and not easily mastered. A Nül may temporarily grant minor bodily alterations to the willing target. The strength and power of an alteration is dependent on the Nül providing the shapeshift.
A type of reality manipulation magic.
  • A Nül may choose to teleport to a location known by them, bringing along any objects or entities which they desire. This power then cannot be used for a full revolution of the planetary body they are on when the teleportation was cast.
  • Nül may teleport objects to or from themselves. A direct line of sight is not needed, providing the Nül knows the object's location. Typically, Nül have a special place on their homeworld in which to store any precious items.
  • Nül may phase through solid matter, providing it is of a mundane material and construction. Substances such as dirt, stone, wood, and objects formed from these are examples of passable items. Substances such as magical barriers or intense elemental barrages, because of their inherently volatile state, cannot be phased through, at least not without immense magical power and strength of will.

Lifespan:
Nül live well into the late hundreds of Earth years, if they aren't killed by a monster before then. Nül are born and grow similarly to human beings, but owing jointly to their shapeshifting capabilities and the curious properties of their homeworld, they maintain a youthful appearance long into their maturity.

Physical Description:
Nül are slim humanoids, slightly shorter than the average human. In general, Nül share the same physicalities and behaviorisms as humans, except where described differently below.
  • The skin of a Nül is very pale. Many Nül choose to decorate themselves with all manner of vibrant war paints.
  • A Nül's eyes are fierce aquamarine.
  • A Nül's canine teeth are significantly more pronounced than a human's, almost giving them the look of fangs. When the mouth is closed, no difference can be observed.
  • A Nül's hair tends to grow much longer than a human's. Hair color varies across any shade imaginable.
  • In general, Nül wear tightly form-fitting clothing that covers their torso and legs, but aside from that, anything goes. Nül don't dress much for appearances, but rather for utility. That is to say, they are not immodest, but they don't dress up for show, and wear what their lifestyle requires for suitable performance.
Nül are typically loners at heart, and often prefer to wander the vast swamps of the Mire, instead of congregating with more of their number. A Nül usually has little to no contact with other members of its race, preferring isolation in favor of community. In recent decades, this tendency has grown even more pronounced; perhaps sustained shapeshifting has increased the Nül's propensity to subconsciously seek out new lands, much like the behavior of wild beasts.

The only place of cultural significance to the Nül upon their homeworld is the place of central regency and worship, the Mireshrine, which sits upon the largest stretch of firm ground. Here, in a manner that goes against their usual lonely behavior, Nül join together to research, practice, and give respect to their ruler and its representative. While research is carried out cooperatively, there are still scientists and mages who prefer to work in smaller groups, or even lock themselves in solitary confinement while they perform experiments. All research is governed and regulated by the Mireshrine's ruling class, and it is remarkably fair and just in comparison to how other races have historically treated the pursuit of knowledge.

Significant scientific advances throughout history include mechanized weaponry, implants and augments, and interstellar travel. Significant magical discoveries include transmutation, limited creation, ley lines, the unification of magic and metals, and a 'universal theory of everything'. Most Nül are unable to harness the raw magic power required to operate such advanced magical theories, but technological breakthroughs are available for everyone. It is consequently common to see Nül who wander the Mire with sharp mystical weapons, rifles, scrolls, enchanted protective gear, and sometimes even tamed beasts.

The government of the Mireshrine is a hereditary monarchy, stemming from an extinct theocracy. The first king and queen were chosen by the Nül's deity before recorded history began, but generally there has been little divine interference throughout the years, although there are still a large number of worshippers who gather at the Mireshrine's temple. The royal family's bloodline has remained strong, since the Nül have no tendencies to quarrel or war for a throne whose power resides mainly in regulation of research. It is pointless to fight over territorial possession; most disputes are settled quickly and fairly between agressors. For the Nül, life is enough of a burden without conflict.

Frightening, fierce monsters of all shape and size are widespread across the world of the Mire, and have forced the Nül to research ways of protecting themselves. This, in turn, pushed the Nül toward expanding their knowledge in all areas of life. The Mireshrine was erected some millenia ago in order to facilitate research and the pursuit of personal and cultural growth. Discoveries of science, magic, and their own history soon became commonplace to find within the Mireshrine. Eventually, just after the first interstellar craft was launched and first contact with extraplanetary species was made, the Miric Archives were established in a deep vault in the Mireshrine, in order to preserve the Nül's own history, culture, and discoveries.

The similarities between Nül scientific progress and that of other sentient races throughout the universe is astounding. Nül magical scholars speak loftily of how ley lines could perhaps be the underlying influence in this respect, and Nül scientists claim that research marches forward in the same manner to all who follow a scientific method. Many Nül just shrug, and are quite content to simply accept the mind-boggling similarities.
Nül dwell upon a planet known to them as the Mire. The surface of the Mire is nearly entirely covered in dark, viscous swamps, with little solid ground, although there are a number of moderately-sized regions where the temperature falls drastically, forming icy tundra. There is only one location on the planet that has a warmer and drier climate than the rest; it is here that excavations have been attempted to reach the Mire's core. All of these expeditions failed to penetrate beyond the planet's crust, sadly, due to the numerous subterranean creatures of horror.

Apart from the Mireshrine, few settlements ever spring up across the globe. While this in itself presents few dangers to the Nül, and many have become accustomed to life on the Mire, it is nevertheless a place of great gloom and despair. This is majorly due to the absence of any great solar body close to the Mire's spatial location; without a star to give light, the Mire would be a land of eternal night, if not for the presence of bioluminous organic species that inhabit the Mire. Twilight thus prevails over the Mire at all times, and while there are certain ways for Nül to provide themselves with a source of light, generally the Mire has the appearance of an early night in the wilderness.

However, there are certain areas upon the surface of the Mire that do not follow the usual rote. Throughout the Nül's recorded history, various planetary features have risen and fallen; it is, after all, a relatively young world, and perhaps still a little bit unstable. Thus, earthquakes, volcanic eruptions, long-lasting thunderstorms, and other dangerous planetary activity is not uncommon. Especially in places of extreme danger, there lurk monsters of extreme power, and travelling Nül must take care to avoid such locations. The Mire is largely unmapped due to the multiple threats present in every corner of the globe, and while satellite imagery has given basic knowledge of the planet's appearance, spatial interference prevents accurate mapping.

According to Nül lore, the Mire is believed to have been formed upon a spatial location of great mystical power. Perhaps it is this power which gives such great aid to the Nül's unnatural abilities and magical advancements. It is unknown to the Nül how, exactly, the Mire was created so far away from other planetary bodies; it is also unknown to what extent their inherent powers stem from the spatial anomaly that may or may not actually be present somewhere deep within the Mire. While all Nül are granted the abilities of space-phasing and shapeshifting, only the most powerful and ancient Nül can have any form of mastery over magic in its rawest form. It is these elder Nül who govern the creation and operation of all magical artifacts.

Time is marked on the Mire by the death of the stars. Each time a supernova is observed, a new age begins, and is celebrated with a royal festival. A singular planetary revolution of the Mire takes precisely 24 Earth hours, astonishingly, and hours upon the Mire are divided identically.
Apparent Aging
So in the race description under "Lifespan" there's this: Nül are born and grow similarly to human beings, but owing jointly to their shapeshifting capabilities and the curious properties of their homeworld, they maintain a youthful appearance long into their maturity. Nül are less similar to humans (and maybe closer to vampires in that respect?), and a ton slower, in regards to aging. So a Nül at 50 might still look 20, at 200 might look to be in only their late 30s, and at 600-700 maybe upper 40s. Only the really old Nül actually look "old". Hope that gives a good general picture of how I'd imagined it.


Interspecies Relations
Nül are just getting into the whole "universe" scene; they've just invented long-distance space travel like 20 years ago or something, so they're still exploring and discovering new races. I'd imagine they would have at least have general information about all the races that will be attending Omnibus though, and all information is free to all Nül!
Short Description (Nül): The race of shapeshifting, spacebending, advanced magitech rangers.
Short Description (Mire): The realm of the Nül. A swampy, twilight planet, many lightyears out in uninhabited space.
 
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Question, how many characters or players do we need for the IC to take off?
Well for right now I'm actually less worried about the number of characters/players and just how much time I'll have to actually start/manage the IC...

I start college next week, and not only do I still have a lot of packing and organizing to do (which I've been putting off partially because of my involvement with Omnibus...), I'm also going to be a lot busier once classes actually start. o_o Thing is, I'm just not sure exactly how much busier I'll be, especially with my new job, which may-or-may-not take a lot of time out of my schedule (given the fact that I'll probably have a lot of downtime while I'm on the clock and I might actually be able to use a lot of that time to do other things... but, who knows).

So until I can get into the groove of things and figure out what my semester's going to be like? I really have no idea when the IC will be up.

Buuuut that's ok, because there are still lots of people who are working on race/character sheets. So, it's not like we're just sitting around doing nothing in the meantime. :P
 
In keeping with my own tradition, I went through and gave a love to all the race/character sheets. Just in case anyone was wondering why all the sudden ratings. Great job so far everyone, the cast is fascinating!
 
Well for right now I'm actually less worried about the number of characters/players and just how much time I'll have to actually start/manage the IC...

I start college next week, and not only do I still have a lot of packing and organizing to do (which I've been putting off partially because of my involvement with Omnibus...), I'm also going to be a lot busier once classes actually start. o_o Thing is, I'm just not sure exactly how much busier I'll be, especially with my new job, which may-or-may-not take a lot of time out of my schedule (given the fact that I'll probably have a lot of downtime while I'm on the clock and I might actually be able to use a lot of that time to do other things... but, who knows).

So until I can get into the groove of things and figure out what my semester's going to be like? I really have no idea when the IC will be up.

Buuuut that's ok, because there are still lots of people who are working on race/character sheets. So, it's not like we're just sitting around doing nothing in the meantime. :P
Ah, gotcha. Real life stuff should be more important than online roleplays and the like.
 
FINALLY. Sorry this took so long, hope it looks mostly acceptable. Most of the lore is probably extraneous, but I did enjoy writing it. Some self-references might be in a weird order, but I don't think it's a huge issue right now. ^^

THE Nül

Name (singular & plural): Nül (pronounced "nyool")

Powers/Abilities:

A type of reflexive reality manipulation magic.
  • A Nül has the capability to transform itself into a fearsome beast, trading mental self-control and sentience for raw power and instinctive action.
  • A Nül may choose any beast form it knows of; it is unwise for a Nül to devise its own form, until it is skilled in shapeshifting and retaining control.
  • A Nül may choose to only shapeshift part of its body into that of another creature, allowing for such physical additions as wings, teeth, or claws.
  • Naturally, the size and strength of any shape a Nül shifts into is limited by the Nül's mystical power.
  • If a Nül only completes a partial shapeshift, such as a dragon's claw or a serpent's fangs, the qualities of the body part which have been altered are dependent upon the Nül's magical power.
  • Empathic shapeshifting is a branch of this power, but volatile, weak, and not easily mastered. A Nül may temporarily grant minor bodily alterations to the willing target. The strength and power of an alteration is dependant on the Nül providing the shapeshift.
A type of reality manipulation magic.
  • A Nül may choose to teleport to a location known by them, bringing along any objects or entities which they desire. This power then cannot be used for a full revolution of the planetary body they are on when the teleportation was cast.
  • Nül may teleport objects to themselves. A direct line of sight is not needed, providing the Nül knows the object's location.
  • Nül may phase through solid matter, providing it is of a mundane material and construction. Substances such as dirt, stone, wood, and objects formed from these are examples of phasable items. Substances such as magical barriers or intense elemental barrages, because of their inherently volatile state, cannot be phased through, at least not without immense magical power and strength of will.
In addition, many helpful and utilitarian magical charms have been discovered and developed through the hard work of the Nül scholars. Many Nül choose to commit large numbers of charms to memory, but there are so many it is nearly impossible to memorize all the charms. The Miric Archives contain a repository of tomes for any Nül who wishes to study advanced magical applications. Some examples of common charms are Ignition (magical flames), Runechanting (inlay an effect upon a small area or magical item), Omnitongue (speak in and understand any language), Invisibility, Darksight, Muffling, Warding, Scourging, and Healing. As a proof of maturity, all Nül eventually create their own charms for a particular purpose, a difficult process requiring time, study, and lots of practice.

Lifespan:
Nül live well into the late hundreds of Earth years, if they aren't killed by a monster before then. Nül are born and grow similarly to human beings, but owing jointly to their shapeshifting capabilities and the curious properties of their homeworld, they maintain a youthful appearance long into their maturity.

Physical Description:
Nül are slim humanoids, slightly shorter than the average human. In general, Nül share the same physicalities and behaviorisms as humans, except where described differently below.
  • The skin of a Nül is very pale. Many Nül choose to decorate themselves with all manner of vibrant war paints.
  • A Nül's eyes are fierce aquamarine.
  • A Nül's canine teeth are significantly more pronounced than a human's, almost giving them the look of fangs. When the mouth is closed, no difference can be observed.
  • A Nül's hair tends to grow much longer than a human's. Hair color varies across any shade imaginable.
  • In general, Nül wear tightly form-fitting clothing that covers their torso and legs, but aside from that, anything goes. Nül don't dress much for appearances, but rather for utility. That is to say, they are not immodest, but they don't dress up for show, and wear what their lifestyle requires for suitable performance.
Nül are typically loners at heart, and often prefer to wander the vast swamps of the Mire, instead of congregating with more of their number. A Nül usually has little to no contact with other members of its race, preferring isolation in favor of community. In recent decades, this tendency has grown even more pronounced; perhaps sustained shapeshifting has increased the Nül's propensity to subconsciously seek out new lands, much like the behavior of wild beasts.

The only place of cultural significance to the Nül upon their homeworld is the place of central regency and worship, the Mireshrine, which sits upon the largest stretch of firm ground. Here, in a manner that goes against their usual lonely behavior, Nül join together to research, practice, and give respect to their ruler and its representative. While research is carried out cooperatively, there are still scientists and mages who prefer to work in smaller groups, or even lock themselves in solitary confinement while they perform experiments. All research is governed and regulated by the Mireshrine's ruling class, and it is remarkably fair and just in comparison to how other races have historically treated the pursuit of knowledge.

Significant scientific advances throughout history include mechanized weaponry, implants and augments, and interstellar travel. Significant magical discoveries include transmutation, limited creation, ley lines, and a 'universal theory of everything'. Most Nül are unable to harness the raw magic power required to operate such advanced magical theories, but technological breakthroughs are available for everyone. It is consequently common to see Nül who wander the Mire with sharp mystical weapons, basic magical foci, rifles, scrolls, enchanted protective gear, and sometimes even tamed beasts.

The government of the Mireshrine is a hereditary monarchy, stemming from an extinct theocracy. The first king and queen were chosen by the Nül's deity before recorded history began, but generally there has been little divine interference throughout the years, although there are still a large number of worshippers who gather at the Mireshrine's temple. The royal family's bloodline has remained strong, since the Nül have no tendencies to quarrel or war for a throne whose power resides mainly in regulation of research. It is pointless to fight over territorial possession; most disputes are settled quickly and fairly between agressors. For the Nül, life is enough of a burden without conflict.

Frightening, fierce monsters of all shape and size are widespread across the world of the Mire, and have forced the Nül to research ways of protecting themselves. This, in turn, pushed the Nül toward expanding their knowledge in all areas of life. The Mireshrine was erected some millenia ago in order to facilitate research and the pursuit of personal and cultural growth. Discoveries of science, magic, and their own history soon became commonplace to find within the Mireshrine. Eventually, just after the first interstellar craft was launched and first contact with extraplanetary species was made, the Miric Archives were established in a deep vault in the Mireshrine, in order to preserve the Nül's own history, culture, and discoveries.

The similarities between Nül scientific progress and that of other sentient races throughout the universe is astounding. Nül magical scholars speak loftily of how ley lines could perhaps be the underlying influence in this respect, and Nül scientists claim that research marches forward in the same manner to all who follow a scientific method. Many Nül just shrug, and are quite content to simply accept the mind-boggling similarities.
Nül dwell upon a planet known to them as the Mire. The surface of the Mire is nearly entirely covered in dark, viscous swamps, with little solid ground, although there are a number of moderately-sized regions where the temperature falls drastically, forming icy tundra. There is only one location on the planet that has a warmer and drier climate than the rest; it is here that excavations have been attempted to reach the Mire's core. All of these expeditions failed to penetrate beyond the planet's crust, sadly, due to the numerous subterranean creatures of horror.

Apart from the Mireshrine, few settlements ever spring up across the globe. While this in itself presents few dangers to the Nül, and many have become accustomed to life on the Mire, it is nevertheless a place of great gloom and despair. This is majorly due to the absence of any great solar body close to the Mire's spatial location; without a star to give light, the Mire would be a land of eternal night, if not for the presence of bioluminous organic species that inhabit the Mire. Twilight thus prevails over the Mire at all times, and while there are certain ways for Nül to provide themselves with a source of light, generally the Mire has the appearance of an early night in the wilderness.

However, there are certain areas upon the surface of the Mire that do not follow the usual rote. Throughout the Nül's recorded history, various planetary features have risen and fallen; it is, after all, a relatively young world, and perhaps still a little bit unstable. Thus, earthquakes, volcanic eruptions, long-lasting thunderstorms, and other dangerous planetary activity is not uncommon. Especially in places of extreme danger, there lurk monsters of extreme power, and travelling Nül must take care to avoid such locations. The Mire is largely unmapped due to the multiple threats present in every corner of the globe, and while satellite imagery has given basic knowledge of the planet's appearance, spatial interference prevents accurate mapping.

According to Nül lore, the Mire is believed to have been formed upon a spatial location of great mystical power. Perhaps it is this power which gives such great aid to the Nül's magical advancements. It is unknown to the Nül how, exactly, the Mire was created so far away from other planetary bodies; it is also unknown to what extent their inherent powers stem from the spatial anomaly that may or may not actually be present somewhere deep within the Mire.

Time is marked on the Mire by the death of the stars. Each time a supernova is observed, a new age begins, and is celebrated with a royal festival. A singular planetary revolution of the Mire takes precisely 24 Earth hours, astonishingly, and hours upon the Mire are divided identically.
Short Description (Nül): The race of shapeshifting, spacebending, advanced magitech rangers.
Short Description (Mire): The realm of the Nül. A swampy, twilight planet, many lightyears out in uninhabited space.
Kaga has mentioned before that she'd like to avoid non-sentient/bestial races, but given that they have a primarily intelligent form, this should be fine. Looks good to me, race accepted.
 
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Name: Evanescence Neptune Ouroboros
Race:
Nül
Gender: Female
Age (apparent & actual): 15

Appearance:
Neptune has bright green, waist-length hair that is neatly combed. On the Mire, she would usually wear loose robes befitting an inside life. For the initial days on Earth, Neptune has chosen clothing that fits in well with the customs on the planet. A purple camisole, a black pullover, and a light blue skirt comprise her current wardrobe, along with a nice set of black shoes and white stockings. Her eyes are, of course, aquamarine.

dBEhovs.jpg

Bio:
Neptune is a member of the Nül royal family. Her upbringing was different to the usual life of a young Nül child, having ordered days and lessons, instead of travelling about the Mire. Neptune has studied in the Mireshrine for nearly all of her life, focusing on magical applications and theory. Tired of the boresome life in the shrine palace which she was forced to go along with, Neptune would sometimes get the chance to slip away from her caretakers and go off on adventures into the wilderness. She never got very far before she was brought back, but she did manage to land herself in a fair amount of dangerous confrontations with wild beasts, from which she was always rescued before any serious damage could be done.

Neptune thinks she would have gone mad had she stayed in the Mireshrine for any longer. Fortunately for her, the opportunity to leave the confines of the palace arose. A new academy was inviting and welcoming any races throughout the universe! Neptune was curious, but a bit reserved about the different world she would be going to. Everything about it was so vastly different from the Mire, according to preliminary data. In this new world's measurements, Neptune would be approximated as fifteen years old, which is strangely similar to her mental age and maturity.

At the time our story begins, Neptune's parents have packed her away on a transport to Omnibus Academy, where she is about to begin a wholly different life than anything she had ever known. As far as Neptune knows, she's the only one of her kind that's being sent to Earth at the moment. Perhaps others will follow if good reports are sent back to the Mireshrine. Being part of the royal family, she would of course be called upon to represent their species in certain times. Neptune is excited, though; this is a chance at freedom like she had never enjoyed. As the transport lifts away from the Mire, Neptune can be seen gazing out of the viewports. She had never really been able to truly explore her homeworld, and it would be quite a long time before she'd be back.

Turning away resignedly from the ports, Neptune begins to settle in for the trip. Even travelling at top speed, it would take a few days before Neptune would arrive at the academy in this transport. She definitely has a lot of reading material to keep herself busy, though - she packed copies of many magical tomes and scientific records from the Miric Archives.

Other: She prefers to be called by her middle name, "Neptune", or a variation thereof.

Inventory:
This list is not intended to be exhaustive, but to highlight the most noticeable and prominent items Neptune has brought on her journey. Although Neptune doesn't have the need to keep most mundane objects on her person, as it is quite easy to summon them from wherever they happen to be at any moment, providing she still knows their current location. Nevertheless, some things are simply too valuable to leave lying around...
  • IDD, or 'Individual Datashell Device'. One of the Nül's proudest achievements. They were so downhearted when it was learned that other races had developed similar technology. Stores, transfers and processes information in electronic format. It operates in binary (standard technology) and trinary (magical), take pictures and scan them for processing, and interface with nearly any device wirelessly. Its fuel cell is of the self-replenishing variety, lasting indefinitely.
    Basically, it's a long-range smartphone, a large flash drive, and interface device all-in-one, with interchangeable parts for further analysis of environments or magical anomalies. Neptune's is about the size of a Nexus 7, in its useful form.
  • Swampsilver Reaver. Charmed to a dagger's size for portability, Neptune can instantly return this sword to its proper proportions at will. The blade is three feet in length, but is almost always kept at shrunken to a meager seven inches. This item is more of an heirloom than a deadly weapon, and Neptune treasures it dearly, but will not hesitate to wield it when her life is threatened. The name is a literal translation from the original Nül.
  • Miniature, model-sized locomotive. One futuristic engine, all plated in shiny metal and streaked with colorful imagery. It looks astonishingly detailed. What is this for?
  • Multiple books and tomes, full of scientific and magical discoveries. Of course, Neptune had the option to simply requisition scanned copies of all these beautiful recordings, but she chose to begin with the 'real deal'.
  • Food and clothes, of both Earthen and Miric styles. Neptune's been placed on an Earthlike diet during the trip to get accustomed to the typical kinds of food found in Earth's cultures. She finds some foods more appetizing than others, naturally. She's partial to spicy foods, although her stomach doesn't approve...

Anthem:


Visual Reference: Namika Ishihara (Boku no Imouto wa "Osaka Okan")
 
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And here's my character! Such delay .-.

d6b3458ccd.png

Name: Evanescence Neptune Ouroboros
Race: Nül
Gender: Female
Age (apparent): 15
Age (actual): 15

Appearance:
Neptune has bright green, waist-length hair that is neatly combed. On the Mire, she would usually wear loose robes befitting an inside life. For the initial days on Earth, Neptune has chosen clothing that fits in well with the customs on the planet. A purple camisole, a black pullover, and a light blue skirt comprise her current wardrobe, along with a nice set of black shoes and white stockings. Her eyes are, of course, aquamarine.

Bio:
Neptune is a member of the Nül royal family. Her upbringing was different to the usual life of a young Nül child, having ordered days and lessons, instead of travelling about the Mire. Neptune has studied in the Mireshrine for nearly all of her life, focusing on magical applications and theory. Tired of the boresome life in the shrine palace which she was forced to go along with, Neptune would sometimes get the chance to slip away from her caretakers and go off on adventures into the wilderness. She never got very far before she was brought back, but she did manage to land herself in a fair amount of dangerous confrontations with wild beasts, from which she was always rescued before any serious damage could be done.

Neptune thinks she would have gone mad had she stayed in the Mireshrine for any longer. Fortunately for her, the opportunity to leave the confines of the palace arose. A new academy was inviting and welcoming any races throughout the universe! Neptune was curious, but a bit reserved about the different world she would be going to. Everything about it was so vastly different from the Mire, according to preliminary data. In this new world's measurements, Neptune would be approximated as fifteen years old, which is strangely similar to her mental age and maturity.

At the time our story begins, Neptune's parents have packed her away on a transport to Omnibus Academy, where she is about to begin a wholly different life than anything she had ever known. She doesn't mind that she is the only Nül to be sent to the school. Being part of the royal family, she would of course be called upon to represent their species in certain times. Neptune is excited, though; this is a chance at freedom like she had never enjoyed. As the transport lifts away from the Mire, Neptune can be seen gazing out of the viewports. She had never really been able to truly explore her homeworld, and it would be quite a long time before she'd be back.
Turning away resignedly from the ports, Neptune begins to settle in for the trip. Even travelling at top speed, it would take a few days before Neptune would arrive at the academy in this transport. She definitely has a lot of reading material to keep herself busy, though - she packed copies of many magical tomes and scientific records from the Miric Archives.

Other: She prefers to be called by her middle name, "Neptune", or a variation thereof.

Theme: (just cause I like music)
Like dat music though...

Anyways, it seems nice!
 
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Like dat music though...

Anyways, it seems nice!
Why thanks, I spent a whole 10 minutes on it. xP
I kid. It took so much longer.

Kaga has mentioned before that she'd like to avoid non-sentient/bestial races, but given that they have a primarily intelligent form, this should be fine. Looks good to me, race accepted.
And oh yes, thanks for accepting! ^^
 
*sees that some characters are politic leaders of their races*
... >:c *CHALLENGE ACCEPTED*
...
So, yeah, that's why I made August diplomat of UBBT (United Baltic Bereginya Tribes)
@Luma
 
She doesn't mind that she is the only Nül to be sent to the school.
This is the only thing that strikes me as a little limiting, but it's your race, so if you like it that way then it's fine.

Neptune will be in room 512 with...herself. For now. Enjoy your personal space while it lasts :P
 
@Luma
After expanding August's bio a bit, I accidentally turned Bereginya into politically advanced tribes (Only in Pre-Baltic and Baltic regions).
Whoops, I guess?

c:
 
This is the only thing that strikes me as a little limiting, but it's your race, so if you like it that way then it's fine.

Neptune will be in room 512 with...herself. For now. Enjoy your personal space while it lasts :P
...
It might be better if I'd worded that more like:
"As far as Neptune knows, she's the only one of her kind that's being sent to Earth at the moment. Perhaps others will follow if good reports are sent back to the Mireshrine."
Cause yeah, that is a tad limiting. I'll edit my CS post, then.
 
Sorry, but I had to explain political system of Bereginya in Europe:
There are five independent organized regions of Bereginya:
BTB (Bereginya Tribes of Balkan - Balkan countries, there are too much!), UBBT (United Baltic Bereginya Tribes - Estonia, Latvia, Litva, some regions of Sweden/Denmark, some regions of Poland/Germany), FRRB/ФРРБ (Federative Republic of Russian Bereginya/Федеративная Республика Российских Берегинь - Russia, Ukraine, Belarus), IPBR (Independent Polish Bereginya Region - Poland and nearby regions) and WEBZ (West European Bereginya Zone - Everything else).
Each region is divid on Districts/Departments - they are governed by four/five/six diplomats each. Each region has it's own three senators in EBDM (European Bereginya Diplomatic Meeting), that talk of their region's name. August is one of three senators of Baltic region, and one of Estonian diplomats.

Any questions?
@Luma, @Kagayours
 
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...
It might be better if I'd worded that more like:
"As far as Neptune knows, she's the only one of her kind that's being sent to Earth at the moment. Perhaps others will follow if good reports are sent back to the Mireshrine."
Cause yeah, that is a tad limiting. I'll edit my CS post, then.
That's what I assumed you wanted to say, which is why I brought it up. Again, if you want her to be the only one, feel free to keep it that way. It's totally up to you.

Sorry, but I had to explain political system of Bereginya in Europe:
There are five independent organized regions of Bereginya:
BTB (Bereginya Tribes of Balkan - Balkan countries, there are too much!), UBBT (United Baltic Bereginya Tribes - Estonia, Latvia, Litva, some regions of Sweden/Denmark, some regions of Poland/Germany), FRRB/ФРРБ (Federative Republic of Russian Bereginya/Федеративная Республика Российских Берегинь - Russia, Ukraine, Belarus), IPBR (Independent Polish Bereginya Region - Poland and nearby regions) and WEBZ (West European Bereginya Zone - Everything else).
Each region is divid on Districts/Departments - they are governed by four/five/six diplomats each. Each region has it's own three representatives in EBDM (European Bereginya Diplomatic Meeting), that talk of their region's name. August is one of three representatives of Baltic region, and one of Estonian diplomats.

Any questions?
@Luma, @Kagayours
Honestly, this makes some sense. Seeing as they're easing into modern culture, they could potentially want to develop some sort of political system like this. I am curious about what matters the EBDM talks about, but it's not 100% necessary to list them. Thanks for notifying us of the changes; I recommend adding this to the Cultural Description in your race sheet.
 
That's what I assumed you wanted to say, which is why I brought it up. Again, if you want her to be the only one, feel free to keep it that way. It's totally up to you.


Honestly, this makes some sense. Seeing as they're easing into modern culture, they could potentially want to develop some sort of political system like this. I am curious about what matters the EBDM talks about, but it's not 100% necessary to list them. Thanks for notifying us of the changes; I recommend adding this to the Cultural Description in your race sheet.
Oh, you're right!
Will modify my Cultural Description section!
 
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