Riseagain: Sign-Ups

  • So many newbies lately! Here is a very important PSA about one of our most vital content policies! Read it even if you are an ancient member!

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
Hi again, to everyone that's been keeping track of this here shindig. This is going to be nothing too fancy, just a general rules/sign-up thread.

Before I forget, everything that you'll need/want to read for the RP is in this here info dump.

Some general points.

1. Follow them Iwaku terms of service b o i s.
2. For any, any inquiries feel free to PM on here or DM me on Discord (Shizuochan#0445). I'm not going to be making a Discord server for the roleplay until it's underway.
3. Expected posting speed is like... weekly, which really just means that you might have to post two or three times a month. (holy I'm a CYNIC. Nah, it's cool, I'm slow too.)

Sign-up period is going to be two-weeks (making deadline, let's say, the death of 5/16/2018 in Eastern time). I'm not into first-come first-serve, but nor am I an elitist (or maybe I'm slightly less anal retentive than most of those), if I feel the story can handle it and the sheet fits well enough, I'll take who I can.

Oh, and here's the sign-up sheet. I'm for shit at coding, so this is barebones, feel free to dress it up however.


Name:
Gender:
Age:
Race: [In lieu of writing up a bestiary/glossary of races, feel free to pick from the gamut of classical fantasy, D&D races - feel free to go a bit more obscure if you wish. You may want to contact me if you've something particularly out there in mind.

It occurs to me the possibility of multiple roleplayers picking the same distinct race, but having different takes on certain qualities, like elves with various aging methodologies. When the characters are approved, we can discuss methods of convergence, or ways to make them feasibly co-exist. It should all be perfectly fine.]

Appearance: [If you're gonna use a faceclaim, don't use a real-life photo/headshot, por favor.]

Personality:

Short Summary: [The biography, more or less. Presented in bulletpoint form, or in paragraph form, up to you. The goal, more than just describing everything about their lives ad nauseam (which you're free to do, no lie), is to get the character across as best as possible.

Some specific things that probably need to be covered here as a matter of course.

Class (low, middle, elite)/current location/stomping grounds: Probably an integral detail of an Inferian citizen. Story-wise, also helps link the player characters. Feel free to be part of the twelve 'ruling' families, if you want; I don't actually have them entirety named or even characterized yet, so if you do you're free to create them (or I guess a base skeletal outline for them).

On a similar note, I am entirely open to player-created lore (maybe they're a part of some criminal organization, some 'mage's guild' etc) in your summary.

Motivation: what drives your character, basically. It's entirely possible you're playing someone with an eminent lack of drive - in which case you'll probably have to somehow exhibit evidence that they can actually be made to participate in the happenings of the roleplay.]

Mark:
Magic: [It's not necessary to be a Spine - capable of magic - but every character will have one of the grimoire's words etched upon them. It is also not necessary for the character to know the exact literal meaning of their word ('Mark'), but have it out here OOCly nonetheless.

In describing magics, I am perhaps looking for a suite of spells (which, in this universe, are kind of akin to very esoteric superpowers that can be developed in rather versatile ways) they are capable of performing. If you wish, and deem it prudent, you can let me know if you've any preconceived notion of how you want the character to grow in this regard.]

Skills/Weaponry:
 
A'IGHT THAT'S MY DORF BOI ALL DONE.

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bludger.jpg

  • Name: Urist Þórirsson Kjalar Bludgenheimr XIV fucking hell just call him Bludger, everyone does
    Gender: Male
    Age: 37
    Race: Dwarf
  • Appearance: Bludger looks like he's repeatedly tried to have sex with a particularly jagged rock despite all advice to the contrary.

    Personality: Bludger's the kind of fellow who likes to crack a joke or two. As he's cracking your skull open for crossing the wrong family business, mind.

    Which is perhaps a roundabout way of saying Bludger is a dwarf who knows how to mix a rather dark sense of humour with a great capacity for ultraviolence. It runs with the territory when you're one of the head enforcers for a dwarven mercantile clan. Capable of being sociable, intimidating or downright fucking violent as the situation demands, it's perhaps the way in which he seems to snap between such states (combined with his rather grizzled appearance) that can unnerve others the most.

    Short Summary: There's a particular saying among residents of Inferia: "you don't trust the water supply, you don't ask the goblin where they got it from, and you don't cross a dwarven merchant clan". Straddling the line between large-scale family business, corporation and cartel, the dwarf clans are a frequent sight amidst the middle classes of the city: they guard their stranglehold on several key industries mercilessly, and anyone attempting to muscle in on such business will found themselves running afoul of a clan fulltrúi (enforcer).

    Fulltrúi such as Bludger, to give you an example.

    Third son of the Þórirsson clan and with a natural inclination towards brawling and drinking rather than banking and business, Bludger never had any intentions of taking over the family business: apart from anything else he quite likes his older brothers and didn't really want to have to bump them off. Instead he gravitated towards the role up upholding the family honour and making sure that no-one thought they could cross the Þórirsson's with impunity. A lifetime of fistfights, backroom deals and shakedowns has left him an expert in the behind-the-scenes workings of the clan business, allowing his brothers to get on with making money as he makes anyone trying to stop them from doing so extremely fucking sorry.

    Motivation: You don't come to dominate a section of Inferia's business without knowing how to keep an ear to the ground, so it's only natural that clan Þórirsson has heard the rumours that abound regarding a girl who is rumoured to be able to fix the surface above (and the extremely lucrative price on her capture). Naturally they've dispatched their top fulltrúi to knock heads and see what he can dig up. Bludger's mostly in it for that delicious bounty, but his older brother Björgúlfur was clear: if there's something to this nonsense about her being able to travel to the surface he's to investigate the matter further.

    After all, a clan able to salvage the surface with impunity, bypassing that fucking dragon, is a clan that stands to make an absolute killing...
  • Mark: A spiraling, winding sequence wrapping around the left side and back of Bludger's skull which he believes translates to "steinhjarta" in his native tongue.
    Magic:
    ►Fortress Form: Bludger's mark allows him to transform his skin from already fairly hardy dwarven flesh to outright stone, massively increasing his endurance, stability and the punishment he can endure. He can maintain this form for roughly five minutes (just enough time for a decent length brawl) before he has to revert to his natural form and recharge a little (usually by drinking).
    ►Onslaught: This will no doubt come as a shock to you, but getting punched/kicked/headbutted by an already brawny dwarf who's body is literally fucking stone is a rather damaging experience.

    Skills:
    ►Brawling: Dwarves don't do formalised martial arts, complete with forms, styles and schools: they just go with whatever will put the other guy/s on the ground fast and ensure they don't get up again. If they did have formalised martial arts, however, you better believe that Bludger would be a master of them.
    ►Boozing: There might be someone out there who could drink Bludger under the table. He's yet to meet that individual, however.
    ►Streetwise: A veteran of the illicit side of Inferia's business world, Bludger knows how to keep his wits about him and his ear to the ground. He knows the usual haunts, the stomping grounds; he knows how to get ahold of something the authorities would rather he didn't, and he knows how to locate someone who would rather not be found.
    ►Intimidation: When Bludger wants information out of someone, it's a very rare soul that isn't quickly willing to tell him.

    Weaponry: When you're capable of transforming your already metaphorically rock-solid fists into literal fucking rocks, weapons are pretty much obsolete for you. But since it's shameful to walk around unarmed in dwarven culture, he does carry a clan-crafted hatchet. It's compact enough not to get in the way, and comes in handy in a pinch.
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General Information

Full name: Cairn Breckenridge
Alias/Nicknames: None
Gender: Male
Race: Human (Harpy Lineage)
Age: 35
Last Known Residence: The Ringed City
Occupation: Deader


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Visual Identification

Height: 6'3"
Weight: 170 lbs
Build: Lanky
Eye Color: Blue
Hair Color: Blonde
Skin Tone/Color: Pasty

Description: Despite his mixed lineage, Cairn is human in appearance, though some might argue that his ancestry is painfully apparent, citing his severe face and nightmarish teeth. (Or severe teeth and nightmarish face—depending on who you're talking to.) Tall and lanky, Cairn is often deemed more creepy than imposing, and his propensity to lurk about in his Deader attire doesn't really do him any favours in that regard.

Blonde hair and blue eyes do little to soften his sharp features and, perhaps, the kindest word to describe the man would be "hawkish." The near-perpetual shadows under his eyes and gaunt cheeks seem to indicate poor health, but that's simply how Cairn looks. Add to that his wicked-looking teeth and many don't feel inclined to linger for conversation.

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Personal Information


Birthplace: The Soup Bowl
Martial Status: Single
Social Status: Lower Class
Sexuality: Whatever
Allies/Connections: Dead Division, sort of.
Enemies: Eh.

Personality: Cairn often comes across as the type who can't be arsed to care—which is a generally accurate impression. He has little patience for liars and braggarts, and even less for petty arguments and squabbling. Averse to intrigue and drama, Cairn does not mince words and quickly tires of those he does not perceive as genuine. That's not to say he doesn't appreciate intelligence or wit, but only when it's not inciting tedium.

Underneath his surly and often-gloomy demeanour, Cairn has a relatively kind heart. Whenever possible, he avoids harming the innocent and, unlike many, does not revel in violence. Unbeknownst to his fellow Deaders, Cairn often revisits those who were forced to relinquish the bodies of loved ones, using an illusion of the deceased. He does this not to torment the living, but to assure them their lost one is at peace.

He has no close personal connections, but not because of ill-intent. He simply hasn't met many people he cares to forge a close relationship with, and it isn't something he prioritizes. Though he is far, far from a romantic, Cairn collects old poems, stories, and songs about the world before the cataclysm, though he's never felt inclined to share that information with anyone.

Background: Like many denizens of Inferia, Cairn began life in the Soup Bowl, witness to hunger, hardship, and loss. The hardship and loss of others, however, meant that Cairn rarely went hungry. Not only did the dying dregs of the Soup Bowl provide sustenance for a young scavenger, but because of his constant association with death and apparent indifference to how society viewed him, he was given a chance opportunity as a Deader.

Unflinching in the face of rancid corpses, and equipped with abilities that let him quickly desiccate bodies, Cairn was quickly taken into the ranks of the Dead Division. The work, though gruesome and thankless, afforded him a small home in the outer reaches of the Ringed City. Most of his time, however, is spent either working or skulking about the In-Between.

Occasionally he will venture into the city proper to seek company, drink, or various goods, though the Deader has few personal associations and keeps mostly to himself.

Motivation: He has little driving motivation in life, but he harbours a quiet appreciation for poetry and stories, mostly those that tell of how the world once was. He believes that people shouldn't have to live in squalor underground and, though he assures himself of the impossibility, dreams of one day seeing blue skies. Foolish as it may be, he finds himself in support of the girl who claims to be able to restore the world...


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Magic and Abilities

Mark: "Decomposition" is etched vertically from his sternum to navel.

► Decompose: Cairn is capable of breaking down objects by touch; he can cause stone to crumble, wood to rot, flesh to decay, etc. He must be touching whatever he wishes to decompose and can only affect where his hands are touching his target unless his magic is greatly bolstered. Excessive use of this ability leaves him physically exhausted.

► Eat the Dead: To strengthen and maintain his abilities, Cairn must consume meat. More specifically, decaying meat. The more rancid and rotting, the more potent his abilities. Greater ability is given if and when he is able to consume directly from a corpse or carcass.

► Glamour: Once Cairn has consumed the flesh of something (or someone), he is able to create an illusory duplicate, either as a glamour on himself or as a separate entity that he can control. This illusion lasts as long as he is still digesting whatever he's eaten.

► Purge: In the event Cairn ingests something too toxic, he is able to localize the toxin in his stomach and eliminate it from his system via emesis. While it has worked on poisons both ingested and introduced via weapon (and has been potentially life-saving), it's not exactly a pleasant experience and he hasn't intentionally used it often.


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Skills and Weaponry

Physical: While Deaders don't carry much of value while working, they are sometimes targeted by thieves or the occasional enraged mourner. As such, Cairn is proficient in self-defense and basic hand-to-hand combat. While not a warrior, lugging corpses is heavy work and Cairn is in decent physical condition.

As a precaution, he keeps a pair of plain daggers with him, preferring not to use his magic on the living. Should worst come to worst, Cairn is capable of inflicting fair damage with his teeth, particularly if he's just eaten something sketchy.

Physiological: Harpy ancestry imbued Cairn with his unusual ability to eat rancid meat without taking ill. He can eat and drink almost anything with few negative side effects. Specialized enzymes in his saliva help to further break down questionable intake, though that does little to eliminate the smell of rot. To counter this, Cairn frequently chews sprigs of herbs or spice bark. (Which also helps get the taste out of his mouth.)

In addition to an iron stomach, genetics also gifted Cairn highly acute vision, even in low light conditions.

Other: Overall, Cairn is fairly quick-witted and intelligent, though he would rather leave detailed strategy to others. When needed he can be resourceful and resilient.


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Credits

Art: Ried Moody
Music: Lucas King


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Mobile-Friendly Version
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  • Full name: Cairn Brackenridge
    Alias/Nicknames: None
    Gender: Male
    Race: Human (Harpy Lineage)
    Age: 35
    Last Known Residence: The Ringed City
    Occupation: Deader


  • Height: 6'3"
    Weight: 170 lbs
    Build: Lanky
    Eye Color: Blue
    Hair Color: Blonde
    Skin Tone/Color: Pasty

    Description: Despite his mixed lineage, Cairn is human in appearance, though some might argue that his ancestry is painfully apparent, citing his severe face and nightmarish teeth. (Or severe teeth and nightmarish face—depending on who you're talking to.) Tall and lanky, Cairn is often deemed more creepy than imposing, and his propensity to lurk about in his Deader attire doesn't really do him any favours in that regard.

    Blonde hair and blue eyes do little to soften his sharp features and, perhaps, the kindest word to describe the man would be "hawkish." The near-perpetual shadows under his eyes and gaunt cheeks seem to indicate poor health, but that's simply how Cairn looks. Add to that his wicked-looking teeth and many don't feel inclined to linger for conversation.
  • Birthplace: The Soup Bowl
    Martial Status: Single
    Social Status: Lower Class
    Sexuality: Whatever
    Allies/Connections: Dead Division, sort of.
    Enemies: Eh.

    Personality: Cairn often comes across as the type who can't be arsed to care—which is a generally accurate impression. He has little patience for liars and braggarts, and even less for petty arguments and squabbling. Averse to intrigue and drama, Cairn does not mince words and quickly tires of those he does not perceive as genuine. That's not to say he doesn't appreciate intelligence or wit, but only when it's not inciting tedium.

    Underneath his surly and often-gloomy demeanour, Cairn has a relatively kind heart. Whenever possible, he avoids harming the innocent and, unlike many, does not revel in violence. Unbeknownst to his fellow Deaders, Cairn often revisits those who were forced to relinquish the bodies of loved ones, using an illusion of the deceased. He does this not to torment the living, but to assure them their lost one is at peace.

    He has no close personal connections, but not because of ill-intent. He simply hasn't met many people he cares to forge a close relationship with, and it isn't something he prioritizes. Though he is far, far from a romantic, Cairn collects old poems, stories, and songs about the world before the cataclysm, though he's never felt inclined to share that information with anyone.

    Background: Like many denizens of Inferia, Cairn began life in the Soup Bowl, witness to hunger, hardship, and loss. The hardship and loss of others, however, meant that Cairn rarely went hungry. Not only did the dying dregs of the Soup Bowl provide sustenance for a young scavenger, but because of his constant association with death and apparent indifference to how society viewed him, he was given a chance opportunity as a Deader.

    Unflinching in the face of rancid corpses, and equipped with abilities that let him quickly desiccate bodies, Cairn was quickly taken into the ranks of the Dead Division. The work, though gruesome and thankless, afforded him a small home in the outer reaches of the Ringed City. Most of his time, however, is spent either working or skulking about the In-Between.

    Occasionally he will venture into the city proper to seek company, drink, or various goods, though the Deader has few personal associations and keeps mostly to himself.

    Motivation: He has little driving motivation in life, but he harbours a quiet appreciation for poetry and stories, mostly those that tell of how the world once was. He believes that people shouldn't have to live in squalor underground and, though he assures himself of the impossibility, dreams of one day seeing blue skies. Foolish as it may be, he finds himself in support of the girl who claims to be able to restore the world...
  • Mark: "Decomposition" is etched vertically from his sternum to navel.

    ► Decompose: Cairn is capable of breaking down objects by touch; he can cause stone to crumble, wood to rot, flesh to decay, etc. He must be touching whatever he wishes to decompose and can only affect where his hands are touching his target unless his magic is greatly bolstered. Excessive use of this ability leaves him physically exhausted.

    ► Eat the Dead: To strengthen and maintain his abilities, Cairn must consume meat. More specifically, decaying meat. The more rancid and rotting, the more potent his abilities. Greater ability is given if and when he is able to consume directly from a corpse or carcass.

    ► Glamour: Once Cairn has consumed the flesh of something (or someone), he is able to create an illusory duplicate, either as a glamour on himself or as a separate entity that he can control. This illusion lasts as long as he is still digesting whatever he's eaten.

    ► Purge: In the event Cairn ingests something too toxic, he is able to localize the toxin in his stomach and eliminate it from his system via emesis. While it has worked on poisons both ingested and introduced via weapon (and has been potentially life-saving), it's not exactly a pleasant experience and he hasn't intentionally used it often.

  • Physical: While Deaders don't carry much of value while working, they are sometimes targeted by thieves or the occasional enraged mourner. As such, Cairn is proficient in self-defense and basic hand-to-hand combat. While not a warrior, lugging corpses is heavy work and Cairn is in decent physical condition.

    As a precaution, he keeps a pair of plain daggers with him, preferring not to use his magic on the living. Should worst come to worst, Cairn is capable of inflicting fair damage with his teeth, particularly if he's just eaten something sketchy.

    Physiological: Harpy ancestry imbued Cairn with his unusual ability to eat rancid meat without taking ill. He can eat and drink almost anything with few negative side effects. Specialized enzymes in his saliva help to further break down questionable intake, though that does little to eliminate the smell of rot. To counter this, Cairn frequently chews sprigs of herbs or spice bark. (Which also helps get the taste out of his mouth.)

    In addition to an iron stomach, genetics also gifted Cairn highly acute vision, even in low light conditions.

    Other: Overall, Cairn is fairly quick-witted and intelligent, though he would rather leave detailed strategy to others. When needed he can be resourceful and resilient.
  • Art: Ried Moody
    Music: Lucas King

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Name: Caser
Gender: Male
Age: 18
Race: Goblin

Appearance: Caser stands at a diminuitive 2 ft tall, making him similar in height to a human child of about 7 or 8 years of age. Though usually covered near completely, yellow eyes gleam from within a small strip of green skin, and his fingers appear long and spindly beneath the gloves.

Personality:
Caser relies on his small stature and cunning mind to secure his influence in a cutthroat society where might typically rules. Crafty, patient, and ruthless, very few who cross him survive for very long. 'Accidents' happen to them. Caser prefers to deal with things from the sidelines, and if forced into a direct confrontation will usually flee. If he ever chooses to meet you face to face, odds are he has multiple contingencies in place to ensure that any meeting happens on his own terms. As a consequence of the conditions he placed on his powers, he comes across as...eccentric, for want of a more polite term.

Caser is motivated by two things - survival and thrill. His work provides him with with security from the other threats in the underworld, as well as providing him with a consistent level of thrill in the execution of the job. Those on his good side will often find their job smooth sailing with Caser on board, while those who cross him usually find a rival gang, or the Infernian Guard, letting themselves into their 'secret' hideout.

Short Summary:

Caser was born into a sprawling family that made a living poaching swill-fish from the waters of the Soup Bowl. The work was risky and dangerous, and there was about one death per week, but they bred like...well, goblins. There were always more bodies to throw at the job, and the ones who died? Serves 'em right, more money for the rest. Of course as the Infernian Guard began to clamp down ever tighter, the money got worse and the death counts got higher. Caser was one of the luckier ones, surviving the two years it took for his Mark to begin manifesting. He was a natural, achieving full awakening in a matter of weeks.

The family were forced to move to more conventional criminal enterprises, but being goblins the majority of them were swiftly run out of business by larger, stronger competitors. This was a formative experience for the young Caser, who realised that in order to succeed and survive he would have to compete in an alternative manner. His powers had previously been put to use solely for watching out for Inferian Guard patrols, but the range had made them unsuitable for much else. So he placed several conditions upon himself, in order to extend his range. Relocating his hideout to the dusty and largely abandoned recesses of the In-Between, he sent out his eyes and ears and rapidly established a monopoly on the Information Brokering market...by exposing all his competitors and allowing them to be picked apart by Inferian Guard and criminal alike. That was the first day that the criminal world came to know the name Caser.

Obviously, many groups affiliated with the ousted brokers sought to get revenge, yet each one met with an unfortunate end, with their headquarters exposed to enemy or all their members arrested by the Inferian Guard. Several groups got the message, and stood down their efforts to expose him. Occasionally some upstart decides to try and cut in on the market, or unmask Caser in order to make a name for themselves. They usually do - just that name is on a jail cell door or a gravestone.

Caser is an invaluable ally, provided he's paid well enough. Those who pay well will go into their job with floorplans, guard schedules, key locations...everything a criminal would hope for for a smooth heist. Those who have made an enemy of him however usually find additional guards drafted in for the exact night they planned to strike, and that their planned escape routes are blocked off. His co-operation...or lack thereof can easily be the difference between success and failure.

Mark: SPY - etched into his left eye. As a result it is sightless.
Magic: The fundamentals of Caser's magic lie in conjuration, though he has placed conditions on all his abilities to improve their power.
Create Critter - A small creature, about the size of a mouse is created in Caser's palm. It is immobile, but is capable of sight. Caser is able to create up to ten of these in total, but they will evaporate should he see them with his own eyes.

Crittersight - Caser is capable of looking through up to 3 Critters simulataneously. In order to cast this spell, his flesh must be completely covered with fabric or other clothing or objects.

Critter Scuttle - Caser is capable of controlling a single Critter. He can move that Critter while seeing through its eyes, and he can control it as long as it remains within a 100ft radius of his body. In order to achieve such a wide range of control, he must spend 5 minutes immediately after ending this spell conducting a conversation with the puppet that he wears on his right hand. He currently has 3 different puppets, and wears different ones depending on his mood.

Philosausager: Philosausager likes to discuss moral and ethical dilemmas, as well as the relative tastiness of different sausages.

Mr Fruitloop: Mr Fruitloop believes that the Merchant Dragon is actually a ship crewed by aliens, and insists on arguing with Caser about this. He also insists that the surface is perfectly fine, and that the nobles regularly take jollies up there, but hide the truth from the common folk.

Eeyore: Eeyore is a gloomy pessimist, who constantly questions the point of everything Caser does. Caser usually ends up spending the 5 minutes trying to cheer up Eeyore, often to little effect.


Skills/Weaponry:
Formidable Intellect - Contrary to most of his race, Caser is incredibly mentally capable. He can process three different visual inputs simultaneously, and use the information he gathers to construct detailed floorplans, diagrams and strategies.

Masterful strategist - Caser avoids getting directly involved in fighting, preferring instead to pull the strings from behind the scenes. A master of playing the long con, he rarely moves unless all the pieces are in place.

Physically frail - Caser must live every day knowing that a good kick would probably kill him.

Shivz: He does carry several small knives on his person, but unless they hit somewhere really squishy they're unlikely to do much to a larger species.


Relationships

Mirala Ceril
Mirala came to Caser when she started to hit targets in the Ringed City, looking for information that would give her an advantage in the unfamiliar environment that she now found herself moving into. Caser provided that information, and kept a watchful eye on the half-elf. As she began to steal secrets as well as valuables, she returned to Caser. She had no connections via which to sell those secrets, and so Caser acted as a middlegoblin, buying her secrets and selling them on. He still occasionally checks on her, secretly, but considers them to have a fairly strong business relationship. He views her as a colleague, and even considers himself to be a bit of a mentor to her.

Ada Gottfried
Caser is aware of Ada as someone who regularly seems to be at the locations he scouts, but does not know much about her as of yet.

Zinnith Margraves
Zinnith and Caser have a fairly close business relationship, with Zinnith being very keen on remaining in the know. Due to the longstanding and generally reliable nature of their business partnership, Caser tends to avoid openly selling information on her operations, though on the downlow such information is, of course, available to those who can afford it. Zinnith and Caser also have a bit of a 'first dibs' agreement - whenever Caser exposes a group working to take him down, Zinnith gets the heads up first. Caser gets the reliable weight of the Wyrmling's 'business' empire coming down on his foes, and Zinnith gets first dibs on the 'corporate expansion.'

Bludger
Caser, being of the opinion that time spent talking is indeed time that could be better spent gathering information, has never referred to Bludger by his full name. The dwarf is a semi-regular visitor - the dwarvish mafia, like so many others, sometimes find themselves in need of information.

 
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  • Name:
    Zinnith "Zin" Margraves

    Gender:
    Female

    Age:
    34

    Race:
    Wyrmling

    Appearance:
    Zinnith is a fairly humanoid-looking woman, sporting a variety of draconic features. Even at first sight, the rigid horns sprouting from her forehead catch the eye, as does her grey complexion. Zin is a fairly imposing figure, standing at 5'10", with her horns pushing her into the six feet range. A long, scaly tail protrudes from about tailbone height, and becomes gradually thinner. Her skin is considerably harder than that of normal humans, with some parts of her body sporting proper scales, such as her claw-like hands, whose backs are covered in scales. Her eyes are dark, with only the irises separating themselves, the center being a bright white. Her lips are naturally darkened, without utilizing any sort of cosmetic aid.
    Favoring lavishly-adorned and fairly provocative garbs, Zinnith's usual attires are perfectly in line with the way she has crafted her public image - alluring, grandiose, but oh so very dangerous.
  • Personality:

    [Mischief]
    Zinnith is a mischievous woman, who, while she isn't bent on even inconveniencing anyone else, has few qualms about being cut-throat either; it is good to have Zinnith as a friend, but the wisest action one can take is to simply not mingle in her sights. At her worst, she can be a dangerous and cruel huntress, unrelenting and unwilling to let bygones be bygones. That being said, she is not necessarily cruel, so much as she possesses an extreme case of self-preservation. On the more lighthearted end of the spectrum, she also enjoys simple pranks or making those around her a little uncomfortable.

    [Territorial]
    Be it personal or business, Zin has a strong territorial streak; she won't let anyone inflict harm to those close to her, and she'll ruthlessly come after anyone threatening her social status, business, or anything else, really. Be it simple advertising, running competition out of the game, or personally going after those who wronged her - she will not forget.

    [Quick witted]
    Zinnith is an entrepreneur at heart, and often operating outside the bounds of law or social norms. As such, she is used to having to adapt to unwelcoming environments or surprising sources of danger to her or her business. Accordingly, she has developed her natural smarts and is an extremely flexible woman with above-average problem solving skills.

    [Open-minded]
    Given her own hybrid lineage as well as the questionable business practices (including the partners and customers such a lifestyle tends to attract), Zinnith has little regard for preconceived notions such as class, manners, ethnicity or other such nonsense. The only thing that's important to the Wyrmling is whether or not you've got coins, jokes, or are otherwise handy and/or enjoyable to be around. Similarly, she has leered into the abyss within those made to look couth and proper, and isn't fooled by the pristine images of the upper class.

    Motivation:
    Inferia has seen better days; more fun was to be had, more money was to be made, and less monotony was to be suffered through. Yeah, one could enjoy the cozy comfort of a consistent and well-oiled little enterprise, but really, the outside seems much more promising, doesn't it? Who knows what treasures are there to be found, what markets to be explored. And, at worst, it will be an enlightening trip with a dangerous edge to make it so much more entertaining.

  • Zinnith has spent the entirety of her life in Infernia, but has transcended the various classes more than most citizens dare to dream of. Born into poverty and faced with animosity due to her bestial ancestry, Zinnith has seen the lowest of the low during her earliest days. However, thanks to the very same sources of the prejudice she was faced with, she also possessed the tools necessary to make her undying ambition to climb to the top of the social ladder a reality. Equipped with excellent constitution and some fundamental control of draconian fire, Zinnith silenced those seeking to hurt or intimidate her, in turn acquiring the spoils of a war fought within the shadows of the lower class.

    Over the years, Zin had amassed a fearsome reputation within those knowledgeable on the stained depths of Inferia's society. Additionally, by the time she became an adult in the eyes of the law, she fielded enough resources to legally add to her seized properties, widening her influence in the seedier parts of Inferia. Her shady and relentless business-practices - backed by her draconian and magical abilities, coupled with the charisma needed to dictate her goons with mastery, granted Zinnith an ever-increasing flow of income, escalating her status behind the scenes.

    Of course, none of their kind would admit to their connections to the Wyrmling, but even some of the royals joined her long list of customers. Her most notorious establishment, The Eldritch Lover, reportedly caters specifically to the noblemen and women with enough depravity in their hearts to earn Zinnith many a favors with those enslaved to the uncouth pleasures she sells.

    While she is far from a woman of formal stature, and has no recognized authority of any kind either, people know better than to defy her. An infamous business tycoon with her fingers in everyone's honey pots - both figuratively and literally, the harlot (of which she legally employs plenty, by the way) - Zinnith lazes about, chasing the highs of the next kick a never-satisfied heart yearns for.
  • Mark:
    The ancient runes for the word "Magnetism" are etched into the soft skin of her right hand's palm, where they are placed in a circle.
    Magic: Zinnith's magic enables to attract and repel metals of all kinds, manipulating the natural magnetic current within them. As such, she is able to utilize her powers in blunt, physical ways, as well as to creatively manipulate the environment so as to benefit her. However, should no suitable material be available, or should the environment be otherwise unsuitable, her spells show little to no effect.

    Magic:
    Gadget Dragon With sufficient access to the require material, Zinnith forms a sizable Dragon skeleton around her, puppeteering it with pure mastery. Due to her innate ability to conjure fire, the Gadget Dragon possesses a destructive fire breath, only amplifying the Wyrmling's natural abilities.

    Gadget Body It doesn't have to be a dragon, of course; that's just her favorite form - yes, it's pretty sentimental, but it's also a fairly terrifying sight. That being said, sometimes a girl simply needs a gigantic arm made of scrap metal.

    Construction Rearranging metallic items of any size, Zinnith can creatively position them in any way needed.

    Skills/Weaponry:
    Zinnith is a charismatic speaker and savvy businesswoman.
 
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Name: Sabah Shortstalk
Gender: Male
Age: 43
Race: Bipedal Sphinx Cat

Appearance: Reeks of moonshine, dead things, and insects, the last of which he has plenty of, their freshly killed carcasses stashed away within the hidden pockets that line the insides of his clothes. Usually has a few firecrackers on his person, alongside his trusty blowgun and dart pouch. To top it all off, he always has a disgruntled glint in his eyes, an inquisitive air around him, and a stray whisker stroked into some disorderly angle by bored fingers.

Backstory: Sabah was born to family arrested by the guard when he was a young boy, subsequently leaving him to be poached by one of the various rebellious factions that lurk in the Soup Bowl. There, he was indoctrinated by their rhetoric a made an eager little revolutionary, first starting off as a sweatshop worker making small explosives, where he awoke to his mark, before being promoted to a rioter in his teens. Has seen his fair share of violence and chaos, eventually coming to the belief that it was all pointless. The guard was far better resourced, and much, much stronger than the rebels - who barely even had land to stand on.

Deciding to hang up his revolutionary coat, he took to hustling instead, better developing his Mark to take advantage of it. Eventually learned that he could use his abilities to create medicines and poisons from the juices of the various insects that live within the Bowl, leveling this skill to find himself a valued place in the Bowl. This alone would have been enough for Sabah to lead a comfortable life, but he wanted more than that, the revolutionary spirit still burning within him - warped as it was. He wanted to climb to the top - up onto the surface. That was his desire, to escape what he saw as the miserable society he lived in.

Naturally, this meant resources and connections - and so he set to work. Inspired by his work in medicines, he began developing an insect based moonshine, the successful creation of which lead to the next step of his plans - joining the criminal underbelly of the Bowl. Collecting a group made of some of the more. . . .unsavory of his clients, he successfully launched the 'Swill Godz', a small gang known for sneakily poisoning the product of its competitors, its own delicious moonshine, and its connection to the much larger dwarvish mafia - which acts both as its protector and - eventually - Sabah's next step up in his grand plans.

Current Residence: Currently Sabah resides in the Soup Bowl, where he owns a small ship whose lower floor serves as his favorite terrarium, workshop, and residence. The ship can often be seen docked on the outer edges of the Bowl, where Sabah spends his time harvesting fungus and new species of insects.

Personality: Sabah's a cat of the hustle, and always is ready to come up with some new get-rich-quick scheme that's bound either spectacularly fail and/or succeed - usually in that order. Has a disgruntled, irritable demeanor and, despite his revolutionary origins, has little in the way of morals. His grudges run deep, and you'd best be his friend lest you want to end up paralyzed and disease ridden inside some ditch. Stays abreast of the news, always looking for something to take advantage of with his cuthroat, opportunistic, and often times near-suicidal style of tactics.

Motivation: Driven by a singleminded desire to escape Inferia, and as such usually stays abreast of it's going ons, looking for a new opportunity to take advantage of and ingredients with which he can better extend his life.

Mark:
A spiral of purple text that emanates from his navel, translating to 'Purpose'.

Purpose Aura: A passive aura that radiates a centimeter off of Sabah's body. The atomic structure of non-living material (and Sabah's own body, which is the sole exception) in contact with it will be subtly altered to align with Sabah's desires - with longer exposure to the aura leading to greater effect. For instance, medicines and moonshines Sabah creates will be enriched to the highest qualities, doors he wants to break down will have their wood weakened, and the very air around him will shift so that he is spared the worst scents the Soup Bowl has to offer. Gives Sabah an intuitive understanding of the concept of 'atoms'. . . .which goes sorely underutilized.

Purpose Granting: A active version of the above with a higher energy cost and proportional increase in effect, requiring that the user target something. Targets must be imbued with a simple 'purpose' which they will act out to the best of their power - even when out of range of Sabah's aura. This version is capable of animating simple mechanisms, energy cost being proportional to the amount of matter affected.

Body Popping: By imbuing purpose into his own body Sabah has the ability to selectively disconnect parts of his body from the whole without injury as well as connecting non-living organic matter to his body. While he only has a certain amount of nerve endings with which to operate new limbs, through use of enough ingredients - living insects - Sabah can temporarily create new nerves which connect to additional body parts. Don't ask him where he gets his tongues, or how he managed to escape from a holding cell that one time.

Skills/Weaponry:

Insect Knowledge: Using a vast understanding of the insect species that populate the Soup Bowl, Sabah is capable of making a wide variety of poisons, medicines, moonshine, drugs, and more.

Nimble Feline: Like all cats, this guy's a royal pain in the ass to get your hands on, quick footed and with a keen eye that can see the thug stalking him in the darkness of an alley.

Frail: He's a bipedal cat, not a body builder. Isn't going to take hits well, and let's say it's better to leave the cold unmentioned.

Blowgun: When forced to, he resorts to firing darts coated in paralyzing and lethal insect-based poisons.

Firecrackers: Carries a set of homemade firecrackers on hand, relatively harmless, but more than capable of creating a bright yet loud distraction. . . .or disorienting the senses when thrown in someone's face.
 
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Name: Blake Dire
Gender: Male
Age: 22
Race: Human
Appearance: Standing at 5'11 he has a slim build, and rather light muscle. Constantly hooded, with deep dark blue eyes. Wears long sleeves, and loose black pants made of mesh polyster. He has black hair with a tint of navy blue mixed in. Wears lightweight boots that are tightly fitted and often wears gloves to hide the marks on which are on both palms the words are almost a bright gray.
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Personality: Very energetic, and high spirited. Constantly instigating any argument with sarcastic tones and rude but truthful remarks. Has a very loyal personality to the one he finds to be a worthy leader. A bit of a coward but only when faced in which he feels over crowded with enemies. He prefers to not kill whenever possible, and feels guilty whether the person happened to be evil or not.

Mark: Grimoire word meaning light on his left palm of his hand, and dark on his right palm.

Magic:

Light on his left hand
: gives off a slight concussion blast with a blindingly light. Can leave someone stunned and blinded only momentarily if at close range. At long range it is practically a warning signal with no side effects. He can also be effected if looking directly into his hand as it goes off.
Dark on his right hand: Makes a black hole that Blake can go through and teleport to a different location. at a max of 50 meters away. Once he steps out, it disappears back into his hand and both sides disappear completely. Can be put on surfaces even such as a table. If he is falling ,and uses it and falls out the other side, he can still be hurt from the momentum.


Short Summary:

Blake was born in the first level, Soup Bowl, and survived as a baby and child through hand outs his mother received through prostitution. He was the youngest of seven kids. But his oldest sister, Katarina Dire, favored him when she noticed that he had two marks on the palm of his hands. She bought him gloves every year to keep them hidden from his mother and siblings, scared of possibly being given to someone who could use him for nefarious purposes.

As Blake Dire got older he learned the basics of thievery and sneaking. With his slim build but athletic abilities at such a young age, he grow terribly fast and efficient to the point he made twice as much as his brother and sisters. With his sister Katarina he quickly mastered the marks on his palms and how to use them. He never mastered how to use the marks throughout his entire body but only making the magic come out of his hands.

One day, unknown soldiers of one of the twelve families came down to the first level and murdered his mother finding she has ties to one of the royals and one of her kids had a mark. They found his family and massacred them all along with his sister Katarina which fended them off momentarily so Blake could escape. He bolted and hid for several days, not taking the chance of being found he on one of the roofs of a building and starved for three days. On the fourth day he fell off the roof completely drained in which someone picked him up and dragged him off.

He woke in a secluded building and a man asked him what had happened, after telling him the story the man offered him training as a "silent warrior". With revenge on his mind he quickly accepted. For ten years he trained and mastered the arts of the assassin trade in silence, one on one fighting abilities, his grimoires, and even thievery. His master quite pleased and the organization ordered him to kill one of the royals. He brightened with the challenge and prepared for his initiation.

He moved up the levels and found the palace in which his target was at, he sneaked through the building and found the room and slipped past the guards without a notice. When he got to the room, he found a child. He waited to see if his target would enter the room soon. After several hours of waiting and the child asleep, he realized that his target was the child. He grew sick, and with a heavy conscience turned away from the target. He realized the type of men he trained under and grew sad but had a resolve to do what needed to be done. He would find someone worthy enough to serve and make things better. A man or woman who wanted good in the world, or a person who would help people in need and stop pointless slaughter. However, for now he would do what he was best at and what he was trained to do, until the time came. So he disappeared.


Skills/Weaponry:
Thievery: Pick pocketing, quick hands, momentary distractions and a knowledge of concealment of the person he can take it.

Stealth: Able to blend in with dark environments and doesn't stand out in the least bit. Unable to stick to walls but has the body strength to hold himself up if the walls are close enough.

One on One fighting: Has almost inhumane like reflexes, trained up to a person's physical limit. Practically able to hold his own with even the most skilled fighters. He has a rough against multiple opponents not sure how to deal with them and also scared of group of soldiers.

Daggers: Onyx daggers in which never break. He can use them to easily parry swords. However doesn't have the strength to hold onto his weapons when blocking a forceful blow.
 
Name: Ada Gottfried

Gender: Female

Age: 23

Race: Human

Appearance:
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Personality: Ada is someone who doesn't understand everything about the wider world. She has a bad habit of taking everyone at face value and has been burned a few times for it. Her easy upbringing and cushy job made her complacent with the status quo of Infernia, and she only recently has started to question if she was just part of the system, or actually helping it exist.
She tries her best to be reasonably kind to those around her, and isn't one to hold a grudge. The few friends she makes in her professions tend to either be toxic relationships she doesn't see as unhealthy, or fast friends with whom she becomes close.
In person, Ada tends to be quite cheerful, especially with those she doesn't know. For those she is a bit closer with, she might be more willing to share her more negative emotions, and her doubts about what she's doing with her life. She might mention that she's been coasting most of her life, in a way, and that she felt something lacking, despite her demeanour. Her apparent social ineptitude does hide a deeper understanding of her own feelings, even if she can't always predict those of others.


Short Summary:
Ada was born to a middle-class family, living her whole life in the second tier. Her parents were in the guard, and they brought her up to do the same. She showed a lot of promise, especially with her highly useful mark, but she ended up finding a much higher-paying job as muscle for high-paying customers. Nothing illegal, as much as there are laws in Inferia, just jobs like bodyguarding and defending areas for elites. She even visited the top tier a few times to do these things. A few times, she did jobs that she later realised weren't as squeaky-clean as she liked, but she was always able to rationalise them away somehow. She has always maintained sympathy for the residents of the Soup Bowl, but doesn't entirely understand how it is down there - she's only visited once or twice, and her upbringing wasn't exactly enlightening.
As much as she tries to rationalise away her role in society as just doing a job and even somewhat necessary to keep peace and occasionally justice, it niggles at her. Recently, it's been getting worse, to the point of her questioning if she's actually helping keep the residents of the Soup Bowl where they are. If she was to hear news of this "Restart" girl, she would surely leap on it, as a chance to do some real good for Inferia.


Mark: "Augment", a mark that looks like strange waveform patterns going around in a hexagon, with a smaller black hexagon on the inside. It is located on the inside of her right hand.
Magic: Ada's most commonly-used spell is used to simply expand something inorganic temporarily. A sword can become twice its length, armour twice as thick, or a chunk of gold slightly larger and heavier than it should be. The expansion happens in both volume and mass, so she can't run around in inch-thick steel armour. This only happens at around a 10% expansion for every 10 minutes of contact she has with the object, and can't work on anything much heavier than a horse. This effect ends about ten minutes after she loses contact with the object.

The other spell she uses regularly is more fitting to her mark's name; she can designate three objects that, whilst she is in contact with them, can instantly become augmented in some way, and just as easily returned to normal. For example, she normally uses a small buckler, her dagger and her hooded jacket for this.
In order to designate the three objects, Ada has to sleep whilst touching or wearing (whichever is most appropriate) the objects, both at once. If she wants to change only one of the objects, she has to sleep with the original object and the new objects together for a week. By the morning of the seventh day, the augmentation will have switched to the new one.

Skills/Weaponry:
Armed combat: Ada is talented at fighting with sword and shield, not to mention being a dab hand with a dagger. She has been able to incorporate her mark into combat - for example, she can quickly change the sword back into a dagger in order to make a close-quarters attack or avoid a parry.
Dagger: becomes a full-size longsword, well-balanced and light, with an incredibly keen edge that never dulls.
Jacket: develops armour plating, metallic-looking, covering her arms, chest, midriff, head and hands. The plating is light but strong enough to block almost any blow from most swords, with some minor resistance to magical effects as well.
Buckler: expands to a full-on kite shield, metallic but oddly light.
Leather leg armour: heavy leather designed to provide some protection to her legs.
Dirk: a spare dagger, kept inside her right boot.
 
Been reading through all the sheets (*fires thumbs ups at all of you*) [ok minus J's cause he posted like a minute before me]. Glad to see so many ideas put unto paper, it's been great fun to read. [Edit: I should also note that as I'm reading these, I'll bring up any edits I can think of to you through PM. Acceptances will be made en masse when the deadline's up.]

The following is something I drummed up as my Player Character, with the caveat that I'm unsure if I want to/should play it. In any case, don't worry about any 'overlap' with this character if you're currently working on your own, as this sheet is entirely secondary; this is readily scrapped/editted in favor of any actual Player.


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  • Name: Remi
    Gender: Male
    Age: 37
    Race: Human

    Appearance: In a word, roguish; looks as if nothing holy or unholy in the world could faze him (which is untrue; his cavalier expressions are the defense mechanism of a scared insect). Also: an absolute fucking twig-runt.
  • Personality: Inferian Guardsmen are expected to be strong, but there is something to be said about a lawman who understands weakness - and boy does Remi-without-a-last-name understand weakness.

    Remi shies away from confrontation whenever possible, which is perhaps the reason he attempted to secure a position of relative authority to begin with. He prefers to position himself in life by brownnosing, lying through his teeth, and when all that fails, simply cowering - and believe you me, it typically comes to the latter, as Remi is just eminently tactless and worthy of disdain. Not the worst person, per se, but far too cowardly to act on silly things like his moral compass, self-development, or personal growth of any sort.

    Short Summary: A malnourished wastelet (as in, "Remi is an absolute waste of space") from the Soup Bowl, there was no equitable or particularly fair reason that Remi should have been able to get even a semblance of ahead in life. His eminent lack of drive or likeability being seemingly genetic and manifested double in Remi's case, he nonetheless had an advantage absent in his predecessors; he was a prodigy when it came to magic. He had visions of wandering, above the Kingdom, amongst the unfathomable sky, and he embraced them without prompting. Thusly awakened, he was seen as a Spine with some potential, and enlisted by the Inferian Guard.

    Of course, while with the Inferian Guard, he promptly squandered all his potential and talent away, and is currently regarded as a laughingstock of the Soup Bowl division.
    Motivation: To do the very bare fucking minimum required of his station. As far as 'the girl' is concerned, that means: get her… but maybe not if it's too hard.
  • Mark: "Wanderer." It appears as if a winding trail of black down Remi's right forearm.
    Magic:

    "Like a stone, in a lonely room." - Remi's primary spell is a method of transportation, more specifically teleportation. In practice, Remi is able to transfer the occupants of a room into another room. Such a feat requires a variety of attached conditions and restrictions.
    • The process for the spell to activate is as follows; Remi must enter a dark, enclosed room, and create a light (typically done by lighting his lantern). As dark turns to light, the transportation will commence, the previous surroundings being replaced by the destination's.
    • Dimming the light while in the destination room returns the occupants to the origin room. Dimming the light after having left does nothing.
    • Remi is only capable of teleporting into rooms that he has previously visited and is still capable of roughly visualizing.
    • The origin and destination points must be reasonably comparable in dimensions. Like the origin point, the destination point must also be an enclosed room.
    • Remi is capable of bypassing this restriction by marking a square upon a chosen location (the square, representing four walls of an enclosed room, must be room-sized). Assuming the marking remains unmolested, the area may be chosen as the destination point.

    Skills/Weaponry:

    • Remi wields an oaken quarterstaff. He's shit at it. On the other hand, at least he also uses it to prop up his lantern.
    • As a necessary component to his spell, Remi has a wondrously honed memory, and excellent observational skills.
 
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Cormorant Garamond; Metamorphous;
Saree Nett
Gender: Male
Age: 24
Race: Half-elf

Appearance: Tall, dark and handsome fits Saree's description. A solemn looking lanky man he is, at first glance seemingly clumsy as he has inherited the long limbs of the elves, but none of their grace in his step. Due to many worries in his life the man is rarely found with an expression other than contemplation, making it hard to approach him as he always seems occupied. At least it adds some 'mystique' to his character, because his words certainly hide very little.

Personality: Moody, that would be the first word that pops up first when thinking of Saree. There are a few things in life that the half-elf takes pleasure from and none of them are found in the company of others. He would claim so himself; he detests company and much prefers to be by himself and his books. However, his actions often show otherwise. While he poises himself to stand above the rest, the infamous objectivity and arrogance of the elves well-inherited, the man does have a hard time to turn his head away when help is needed.

Incapable to leave alone the helpless it is a running gag with Saree to begrudgingly help those he sees in need. Though he always makes it sound like he had no choice but to help, or that he was forced to help, there is a part of him that seeks acceptation. All of this hidden under a thick layer of blunt words and so-called self-interest. One would never be able to get Saree to accept and admit his kindness.

Blunt, would be another word to describe Saree and not even unintentionally or tactlessly so. Saree has enough social points and common sense to know that he could start a barfight by just mentioning a dwarf's hairy mom. And that makes it all the more hurtful, knowing that he is intentionally provoking and pushing both friend and foe from him. It is cruel to especially those who value him, but the most cruel Saree is to himself alone forcing himself into solitude.

Short Summary: No one born as a Nett lives a long life. Saree knows and grew up knowing that. With their accelerated healing in combination with their mark the people up and surrounding them need very little urging to use and abuse them. The fact that the Nett family tends to live by the rule that all life is valued they do tend to be self-sacrificial. It is why Saree's aunt passed away so young, infamous for her extensive knowledge and kindness. It is why his grandfather died even before his first grandchild was born, or the firstborn married. Yet, despite that knowledge none have ever pulled away from their fate and the cause behind it.

Saree was no different in that regard. Mellow and meek as a child he was a frequent target for bullies. It is probably what threw him into his solitude by choice later on in life. The boy devoted himself completely into his future and studies, believing that one day he would earn the respect and recognition.

Nothing was less true, however. Growing up Saree only found self-serving figures who didn't care for his family or him. In a way it felt as if the world was against him, uncaring in whether they lived or died. It was at that point that Saree made the most seflish choice in life. Rejecting his supposed fate he went into seclusion instead under the nom that he wished to acquire all knowledge there was.

Which brings us to the present. Still in solitude and still rejecting Saree has spent his years refining his skills, thinking of himself as comfortable. However a weird sort of feeling injected itself into his life. One called hope and a wanderlust was stirred awake.

Class: Middle
Layer: Tier 2 - The Ringed City

Motivation: Perhaps that one thick book did hurt his brain, or the people finally got to the last bit of his sanity. However, somewhere deep within Saree believes that the wanted girl could help free Inferia and if not at least offer a new start. Perhaps he is hoping for some sort of apocalypse, or some other doom to befall upon him. In any case, something reckless stirred within this half-elf and he acted upon it, finding it quite hard to believe that he is the one seeking out the company of someone else.

Mark & Magic: Over the palm of his hand a pattern extends towards his pointy finger, what the exact phrase is Saree has no clue of, but he knows vaguely that the meaning behind the symbols is "to draw". It is an inherited power from which his ancestors built off their reputation from. His magic is activated through touch by tracing a pattern on skin or surface that somehow instinctively drifts up to his mind.
Weaver: The spell that has brought his family the comfort they live in now. All members of the Nett family are capable of basic healing magic, from which 'Weaver' is the most well-known. The most common usage of the spell is to close up wounds by tracing over the injury in a stitching pattern. When it are smaller wounds they can be completely healed without a trace. More grievous wounds may only be fastened up in the healing process, or still leave behind gnarly scars. It all depends on the health of the practitioner which is in this case Saree.

Drawer: Instinctively a symbol will flow into the view of his mind's eye. Drawing that with a clear intention of its purpose can help activate the magic needed. Saree isn't entirely sure how it works and it is still mostly trial and error from his side. However, one successful usage of this spell is by drawing a speed rune on the tip of his arrow, accelerating its path and making the weapon much more lethal once it fired off towards its target.

Binder: By drawing a matching symbol on both the receiver and himself Saree is able to form a contract between the receiver and him. This allows for the receiver to tap into Saree's energy and accelerated healing abilities. In return it gives Saree access to the location and condition of the receiver should they not be near. The bond exists for as long as the drawn symbol remains visible on the skin, but the needed risks are attached to it. Forging such a bond puts Saree in a significant risk as he may carry over any injury the receiver receives. And if the receiver happens to die, so will Saree's life end. Luckily that only counts for the receiver upon Saree and not the other way around. If Saree were to die first, or gets injured none of that will affect the other.

Skills/Weaponry:
Accelerated Healing: Alike to the rest of his family Saree enjoys the ability of accelerated health. It is one of the reasons why the man doesn't mind transferring injuries to himself knowing that he will heal faster than others. There is a drawback to it, however. Overuse wears the body down fast and without the proper rest given life expectancy can be cut short. Saree will have to find a balance between carrying and caring.

Medical Knowledge: As is only fitting to the sort of magic he possesses and the profession he holds Saree is trained and has studied in order to aid and treat the health.

Marksman: Perhaps his only joy in life is to draw a bow. Though he never entered combat —and believes himself to likely never do so either— Saree likes to think himself a capable ranger. As a hobbyist he is quite capable, able to hit all his marks. How this will be utilised in the fields is to be seen.
 
fright
Mirala "Mira" Ceril
Gender: Female
Age: 26
Race: Half-elf
Appearance: Mirala stands at 5'6" with a hand on her hip and a confident swagger in her step. Bright amber eyes look out from a pale, smirking face. Her fiery orange hair is commonly slung over her shoulder in a braid, with just enough left undone to cover her ears and emphasize her soft features. Her fingers are continually moving and fidgeting with something, be it her hair, a coin, a stone, or whatever else happens to come to hand. When she moves, it is with deliberation, determination, and confidence, the smirk never leaving her face.

She is normally dressed in loose white or brown button-up shirts, with sleeves pushed back and the top buttons undone, along with sturdy leather pants. More often than not, she is seen barefoot, although she does own a pair of boots that are never too far from her.

Personality: Due to the limits placed on her powers, Mira is constantly smiling, no matter what the situation is. For some, this is comforting, while for others, it is disorienting or downright disturbing. They are right to be disturbed, for she will keep smiling even as she picks your pocket, altering your perception so it is as if she never touched you. Mira steals to survive, relying on her illusions to keep her from getting caught. Whether it's coin or secrets, Mira takes it with confident ease and that same perpetual smile, as if it always belonged to her.

Beneath the smile, Mira is disgusted by the world around her. She is disgusted by the guard's apparent lack of care for the citizens of Infernia, she is disgusted by the citizens' failure to rise up against them, and most importantly, she is disgusted by herself and criminals like her who take advantage of it. Nevertheless, she can't quite seem to help herself from thieving and secret-gathering, so she often rationalizes it by saying that it's her own small way of fighting back, even when it benefits no-one except for herself. She wants to make a difference, but doesn't quite seem to know how, and if she does, she hasn't admitted it. And so, she keeps thieving to survive, taking coin and selling secrets to the highest bidder, that smile forever on her face.

Short Summary: Mira grew up in the Soup Bowl as the only child of an impoverished human mother and elven father. Her parents were always working themselves ragged to survive, but after her father was eaten by a particularly large swill-fish when Mira was 6, their chances of survival seemed slim. Fortunately, at that point, Mira had begun to tap into her developing magic. She was a natural, quickly learning how to enhance her senses and impose conditions for control, and before long, she was hearing and seeing things not meant for her. She would use the information she gained to help her and her mother survive, primarily through stealing. Not much later, she learned she could affect what others saw, and remembering that her father loved her smile, she chose to make her illusions reliant on her smile. The illusions made her an even more effective thief, since she was able to mask her touch and make it look like her arm was elsewhere.

As she grew older and watched the world around her, she developed a broadly cynical view of the world. To her, the guards were just tools of the elite that abused the lower class, the middle class were either naive or deliberately averting their eyes from the lower class to keep their privileges, the lower class were a formidable majority that were only held back by their complacency and fear, the revolutionaries were brave but often foolish and incompetent, and thieves like her...they were predators, taking advantage of the situation to better themselves. Yet, she couldn't seem to stop stealing--it had become as natural as breathing or eating, and often as necessary, and even when she had money to spare, she found herself listening in on conversations that had nothing to do with her or sizing somebody up to figure out where they kept their coins. She would tell herself she needed the money to survive, that there wasn't another way...but things were different now. She had been able to steal enough over the years to keep her and her mother on their feet, and if she had really wanted to try to find a different way to provide for them, she probably could have. She knew this, and she still went on thieving, and she slowly grew to despise herself for it. Eventually, it drove her to leave her home and leave her mother to fend for herself. She left her mother plenty to live on for a little while, hopefully enough to tide her over until she was able to provide for herself, and never looked back.

For the past couple years, Mirala has been making a name for herself in the underworld. She moves between the Soup Bowl and Ringed City frequently (and on occasion, the In-Between), primarily thieving from the middle class. Although she still steals belongings and coin frequently, she also trades in secrets. She will listen in on conversations never meant for her and sell the secrets she hears to the highest bidders. In the short time she's spent dealing with the underworld, she's developed a reputation for having extremely reliable information and intel, provided you pay her enough. She is currently located in the Soup Bowl. Despite everything, she still longs to make a difference. When she first heard about the girl, she brushed it off as another lie spun to bring hope to the masses and spark a failed revolution. However, upon seeing the guard act on it, she's realized there must be something to it. Else, why would the guard be pasting the girl's face on every flat surface? Even if the girl turns out to be a fraud...at least she'll have tried, and she would never pass up a chance to spite the guard, anyway.

Mark: "Perception" forms an amber-colored circle along the inside of her upper right arm, almost inside her armpit.
Magic:
  • Enhanced Senses: As long as Mira is holding something in her hands, her senses are heightened. She can affect which senses are affected and how greatly they are affected by shifting the position of the object in her hands. As such, she is constantly fiddling and observing. She most commonly enhances her hearing and sight, allowing her to pick up on conversations easily or to see something small across the room.
  • Fly on the Wall: By pressing a coin against a wall, Mira is able to use it to extend her senses through the wall. For sight, she can see through the coin and wall as if they were glass, while for the rest, it is affected by how much energy she puts into the spell.
  • Perception of Reality: Mira is able to affect the way others perceive reality as long as she smiles. In short, she is able to create illusions, the efficacy of which are determined by numerous factors. To affect touch, she must have physical contact with the target (or targets) in some way. To affect sight, they must be able to see her. To affect hearing, they must be able to hear her. To affect smell, they must smell something originating from her. To affect taste, they must be able to taste something prepared by her hands. She can affect their perception of her, but they must still be able to perceive her in some way for the illusion to work. For example, if she tried to use an illusion to adjust her appearance, that would work. If she tried to make herself completely invisible, that would not work. She must be smiling the whole time, or the illusion will break.

Skills/Weaponry:
  • Observant: Mira is highly observant, in no small part due to her power. She notices things across the room or street and adjusts her senses in an instant, always interested in whatever may be happening.
  • Thief: Mira has gotten quite good at lifting things from pockets and tables unnoticed. True, she relies on her power to cover her if she slips up (and often even if she doesn't), and she doesn't seem to exercise restraint, but she isn't half-bad nonetheless.
  • Agile: Mira's elven heritage makes her lightweight and quick to move. She is especially good at climbing and finding good hiding places that still give her a good view.
  • Magic-reliant: Mira relies a bit too heavily on her magic to see, hear, and cover her tracks. As such, she takes measures to make sure that she is not prevented from using her magic. If she is ever prevented from using her magic, she will likely panic and become much less useful, as she will have to adjust to normal sensory inputs and not being able to change what somebody sees at a moment's notice.
  • Daggers: Mira carries two daggers and knows how to use them.

Relationships:
  • Uni M. Prestone: Mira's seen Uni hanging around the In-Between with some of the lesser criminal elements and thinks that the elf is, quite frankly, naive and in over her head. She generally tells herself that what one elf girl does is none of her business--and yet, she often finds herself subtly steering Uni away from trouble, or steering trouble away from her. It's possible the elf reminds her a bit of herself before she got involved in the underworld, or maybe she has other motives. Either way, she watches from the shadows, keeping an eye on Uni's wellbeing and making sure that she stays safe.
  • Caser: When Mira first went up the Elevator, she realized very quickly that she was out of her depth. Everything outside the Soup Bowl was completely new and unfamiliar to her, and she knew that she wouldn't get far without help. After considering her options, she went to Caser, who she knew primarily as a powerful information broker, and he provided some much-needed assistance in navigating the Ringed City and the In-Between. She was grateful for the help at first, and later, for the connections he offered, but she soon realized that by going to him first, she had tied herself to him fairly permanently. Granted, it was better than being treated as one of his competitors, and as far as the denizens of the In-Between go, he isn't too unpleasant (he even seems to have a bit of a soft spot for her, not that she's noticed). However, she still resents being tied to him. She generally views their relationship as undesirable, but necessary for her survival.
  • Ada Gottfried: Mira's run into Ada too many times for her liking. She's often encountered the human girl guarding something she wanted to steal, and though she was able to avoid Ada at first, they've come face-to-face and fought outright more than once. Ada is much better-equipped and trained than Mira is, and Mira's survived against her primarily because of her speed and illusions. She knows that if she were to be deprived of those, she would lose the fight very, very quickly. She sees Ada as a persistent nuisance to watch out for and avoid when possible.
  • Zinnith Margraves: Mira knows Zin through her business relationship with Caser. She's run into Zin more than once, and ever since she figured out that Mira and Caser were working together, she has often attempted to convince Mira to come work for her. Despite her resentment for Caser, Mira has decided that she would rather work for him than work for Zin, so she remains loyal to him.
  • Cairn Brackenridge: Cairn's an odd one. He approached Mira one day, offering her some tokens to help him find a woman. She was reluctant at first due to his position as part of the guard, but after a bit of consideration, she accepted the job. Once he had the information, she proceeded to follow him, and she saw him doing his best to comfort a grieving mother. It didn't take her long to figure out what he was doing, and once she did, her fears were alleviated. Over time, she even came to appreciate what he was doing. Cairn still comes to her from time to time when he can't locate a deceased's loved ones himself, and she quietly obliges. What he's doing doesn't affect anybody outside of the people he helps, and he pays decently to boot.
  • Sabah Shortstalk: Sabah occasionally hires Mira for information, usually having to do with scouting out areas and, on the odd occasion, getting information from the Deaders' records. The latter is more perplexing, but Sabah takes enough precautions that she hasn't been able to dig too deep into it, and the pay's good enough for her to keep doing it for now. If she got wind of him taking the bodies or what he does with them, that would be a completely different story.
    Sabah also sometimes hires her to throw Caser off, which is, of course, pointless. Sabah doesn't know that, though, and they prefer to keep it that way.
  • Yllis Diputs: Mira frequents the pixie's restaurant often. She primarily to look for marks and gather information, though she also just likes the food. She disguises herself with an illusion every time, since she doesn't want to give away that she spends a lot of time there.
  • Bludger: Mira knows of Bludger primarily as one of Caser's more reliable customers. She also knows of his reputation as an enforcer, and as such, steers clear of him.
  • Saree Nett: Mira knows of the Nett family and what they do, and she's vaguely aware of a Nett who retreated into seclusion, but she doesn't know much else about Saree specifically.
 
Uni M. Prestone
female 19 elf

Uni is a short elf, standing at just over 5' in height. She wears close-fitting clothing that is a bit too short for her, and usually navigates the streets in a red cloak to cover herself better for the climate.

P E R S O N A L I T Y :
With a short stature and a shorter temper, Uni has little reverence for tradition. She may follow the rules, but that doesn't mean she has to like them. She will sneer at anyone who she decides is sneer-worthy, age and rank be damned. In this dank place, the means for survival are not given freely, but must be wrenched from those who clasp it.

S H O R T S U M M A R Y :
  • Uni was born as the only child to a poor family who scraped and saved to move up from the Soup Bowl into the relative comfort of the Ringed City.
  • Middle-class, Uni still lives with her family, in a cramped apartment in the Ringed City. She frequently travels to the In-Between to exchange knowledge and gossip.
  • Uni is motivated by the dream of one day living in the Palace. The most obvious method? Defeat all other contestants in the Measuring.
M A R K : "BEAST"
The mark of the beast enables Uni to shapeshift, into the form of creatures that are now only legends from the surface.

  • The more time Uni spends in the shape of a beast, the more exhausted she becomes, and after extended shifting a large meal and a long nap are requisite.
  • Anything she wears or is carrying is absorbed into the shapeshifted form, until the shifting ends.
  • Partial shifting is possible, as of only sections of the body, limbs or extremities.
  • As she reads more history of the world above, and even the stories of truly mythical creatures lost to time, she may attain the form of these beasts for terrifying strength.
  • It takes a day of study and practice for Uni to learn a new beast form. She knows many many mundane creature forms already.
S K I L L S & W E A P O N R Y :
  • Dagger - a simple, concealable weapon for defense in the more dangerous areas.
  • Street Smarts - shortcuts, hiding places, and secret passages within the Inferian layers.
  • Thieves' Cant - a secret language of signs and phrases, used among those 'in the know' as passcodes or to send messages.
 
Name: Yllis Diputs
Gender: Female
Age: 94
Race: Pixie



Appearance: To her eternal frustration, Yllis looks anything but her age due to the nature of her race. While she has lived to a perfectly ripe old age by by human standards, her appearance is that of a fifteen-sixteen year old, and will remain thus until the day she dies. When drawn up to her full height - which she invariably is, for want of getting the most out of it - she measures precisely 5'4.8'' Endowed with fragile bone structure and a quick metabolism, she's quite light and thin.

Personality: Few things frustrate Yllis more than being taken for a child. Unfortunately for her, the general public often presume to do just that, assuming from her appearance and high pitched voice that she certainly couldn't be ought but in the flower of her youth. The ensuing indignation on her part colours nearly all interaction with other sentients, to the point where she no longer waits for an offense on the part of the other person before lashing out with biting remarks. She is immensely proud of her age, and will bash anyone over the head with it relentlessly via the cane she insists on using to walk everywhere she goes. Despite being in brilliant health, she insists on tottering about with the excuse that 'these old bones are wearing out.' Determined to act her age regardless of how little she looks it, she insists on a generally sour disposition that she considers to be typical of 'the elderly.'

Beneath her crusty exterior, there is but one attractive feature - suitable only for an old granny, naturally. She is fond of young children, and tends to treat them as if they were her own descendants. She spoils them relentlessly with treats and trinkets typically kept on her person, and will protect them fiercely against any and all harm, even at risk to herself.


Short Summary: In her own words, Yllis has always been an 'ingredient of the soup bowl' so to speak. She has always flaunted her roots without apology, as if it is something to be proud of, something worth being admired by others. To her perspective, it is - for to make a life in the soup bowl, a real life that is, could certainly never be considered an easy task, and as far as she is concerned she's done quite well for herself. As a youngster, she was cared for and fawned over by a large but reclusive family who kept her sheltered from the harsher realities of their circumstances, and she was happy to play along - caring for younger cousins and nieces and nephews while making merry in a small world.

But, alas, it was not to last. She began having visions that she could scarcely recall past their ending. A desperate yearning gradually began to consume her, an insatiable desire to know once and for all what she saw so often but could never hold on to. She chased the phantoms of her dreams with abandon, and her fierce commitment quickly drove a wedge between herself and her family, for they could not understand why she would choose her own satisfaction and her own closure over their well being. While this rift remains unreconciled to this day, perhaps it provides an insight into the warm caring which she extends to children - perhaps that warmth is an atonement of sorts, if not a nostalgic sort of regret for spurning those she loved.

Alone in a chaotic yet lonely place, Yllis drowned herself in chasing the phantoms of her dreams until she finally caught them. Unfortunately, basic necessities soon overshadowed her lofty aspirations to pursue magic for the rest of her life, and she was forced to practice in what spare time she could find outside of working as a cook for a living. Although never afforded more to work with than the scraps and bits that the rest of the soup bowl relied upon for sustenance, she seemed to have a unique talent for making such morsels more palatable, which turned out to be her most marketable skill.

To this day, she remains in the lowest tier of Inferia, slaving away over pots and pans to do all in her power to bring fungus and leftovers up to scratch.

Motivation - To gain recognition for and be judged on the merit of her inner qualities and persona rather than her outward appearance. Should this require dramatic measures - such as getting involved in the manhunt for a young girl who undoubtedly needs motherly protection, for example - she is more than willing to give everything she has to achieve such an end.

Mark - phantom

Magic: Her mark manifests as a few faint interlocking wisps in the vague shape of a humanoid, barely visible against her skin. In simple terms, she is able to create an illusory copy of herself. This copy can only be animated by a specific but simple set of conditions - whatever function the phantom acquires, Yllis must sacrifice that function for the duration of the phantom's use of it. For example - if she wishes to make the phantom speak, she will be mute herself for an equal amount of time as the phantom spends talking. If she wishes to make it move, she must remain perfectly immobile; if she wishes to hear through it's ears or see through it's eyes, she will be deaf and/or blind for that same amount of time. These penalties must all be paid in advance (with the exception of mobility, which is paid simultaneously), and any attempt to maintain the phantom beyond the amount of time that has been paid for will result in it dissipating instantly.

Skills/Weaponry
  • Her tongue is sharper than any blade, and she knows how to use it to deadly effect
  • Basic homemaking skills such as cooking and cleaning are as second nature to her
  • While untrained in any skills related to combat, her frying pan is heavy and sturdy, and she knows how to hit where it hurts




yllis diputs

Age: 94 Gender: Female Race: Pixie

To her eternal frustration, Yllis looks anything but her age due to the nature of her race. While she has lived to a perfectly ripe old age by by human standards, her appearance is that of a fifteen-sixteen year old, and will remain thus until the day she dies. When drawn up to her full height - which she invariably is, for want of getting the most out of it - she measures precisely 5'4.8'' Endowed with fragile bone structure and a quick metabolism, she's quite light and thin.
one in a million

Personality - Few things frustrate Yllis more than being taken for a child. Unfortunately for her, the general public often presume to do just that, assuming from her appearance and high pitched voice that she certainly couldn't be ought but in the flower of her youth. The ensuing indignation on her part colours nearly all interaction with other sentients, to the point where she no longer waits for an offense on the part of the other person before lashing out with biting remarks. She is immensely proud of her age, and will bash anyone over the head with it relentlessly via the cane she insists on using to walk everywhere she goes. Despite being in brilliant health, she insists on tottering about with the excuse that 'these old bones are wearing out.' Determined to act her age regardless of how little she looks it, she insists on a generally sour disposition that she considers to be typical of 'the elderly.'

Beneath her crusty exterior, there is but one attractive feature - suitable only for an old granny, naturally. She is fond of young children, and tends to treat them as if they were her own descendants. She spoils them relentlessly with treats and trinkets typically kept on her person, and will protect them fiercely against any and all harm, even at risk to herself.


Motivation - To gain recognition for and be judged on the merit of her inner qualities and persona rather than her outward appearance. Should this require dramatic measures - such as getting involved in the manhunt for a young girl who undoubtedly needs motherly protection, for example - she is more than willing to give everything she has to achieve such an end.

Mark - phantom

Her mark manifests as a few faint interlocking wisps in the vague shape of a humanoid, barely visible against her skin. In simple terms, she is able to create an illusory copy of herself. This copy can only be animated by a specific but simple set of conditions - whatever function the phantom acquires, Yllis must sacrifice that function for the duration of the phantom's use of it. For example - if she wishes to make the phantom speak, she will be mute herself for an equal amount of time as the phantom spends talking. If she wishes to make it move, she must remain perfectly immobile; if she wishes to hear through it's ears or see through it's eyes, she will be deaf and/or blind for that same amount of time. These penalties must all be paid in advance (with the exception of mobility, which is paid simultaneously), and any attempt to maintain the phantom beyond the amount of time that has been paid for will result in it dissipating instantly.

the story of a lifetime

In her own words, Yllis has always been an 'ingredient of the soup bowl' so to speak. She has always flaunted her roots without apology, as if it is something to be proud of, something worth being admired by others. To her perspective, it is - for to make a life in the soup bowl, a real life that is, could certainly never be considered an easy task, and as far as she is concerned she's done quite well for herself. As a youngster, she was cared for and fawned over by a large but reclusive family who kept her sheltered from the harsher realities of their circumstances, and she was happy to play along - caring for younger cousins and nieces and nephews while making merry in a small world.

But, alas, it was not to last. She began having visions that she could scarcely recall past their ending. A desperate yearning gradually began to consume her, an insatiable desire to know once and for all what she saw so often but could never hold on to. She chased the phantoms of her dreams with abandon, and her fierce commitment quickly drove a wedge between herself and her family, for they could not understand why she would choose her own satisfaction and her own closure over their well being. While this rift remains unreconciled to this day, perhaps it provides an insight into the warm caring which she extends to children - perhaps that warmth is an atonement of sorts, if not a nostalgic sort of regret for spurning those she loved.

Alone in a chaotic yet lonely place, Yllis drowned herself in chasing the phantoms of her dreams until she finally caught them. Unfortunately, basic necessities soon overshadowed her lofty aspirations to pursue magic for the rest of her life, and she was forced to practice in what spare time she could find outside of working as a cook for a living. Although never afforded more to work with than the scraps and bits that the rest of the soup bowl relied upon for sustenance, she seemed to have a unique talent for making such morsels more palatable, which turned out to be her most marketable skill.

To this day, she remains in the lowest tier of Inferia, slaving away over pots and pans to do all in her power to bring fungus and leftovers up to scratch.

Skills/Weaponry
  • Her tongue is sharper than any blade, and she knows how to use it to deadly effect
  • Basic homemaking skills such as cooking and cleaning are as second nature to her
  • While untrained in any skills related to combat, her frying pan is heavy and sturdy, and she knows how to hit where it hurts
 
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And them's the sign-up deadline boyos. Over the next few hours, I'll be finalizing things; another post will be incoming!
 
So, as promised, I've returned. Thanks for applying, every sheet was a treat and this process has been highly enjoyable for me.

Let's get this first bit out of the way:

Accepted:
Bludger @Grumpy
Cairn @DinoFeather
Zinn @sun.
Saree @Nemopedia
Yllis @Starlighter
Sabah @Kiririn
Mirala @Joan
Caser @RJS
Ada @The_J
Uni @Eru

As you may have noticed, that's a whopping 10 of you. I vaguely recall in the Interest Check setting an ideal number of 6-8; as it happened, I was loathe to exclude some of the sheets, and thereby re-oriented some of my initial ideas to suit a larger crowd. I understand that the initial 6-8 range may have been a factor in your interest. If so, I'm awfully sorry D:.

If, despite that, you're still interested in participating, lemme know in some way (a react emoji to this post will suffice).

Again, there are 10 of you. What that requires for this to work is some finagling on my end; you'll find that, in times of action, I'll be doing basically everything in my power to keep the playerbase mostly segregated into manageable groups (I should clarify that I don't mean static groups), to prevent clusterfucks and ideally minimize idle time. Hopefully, for the most part it'll appear natural, as opposed to clumsy railroading.

If you weren't accepted, I'm sorry, I simply didn't feel comfortable extending the player limit even further, although the thought crossed my mind. If it interests you, I'm totally willing to keep you posted if a drop occurs.


Next Order of Business:

Discord Link - Discord - Free voice and text chat for gamers . This haven is a work-in-progress.

Over the next 48 hours, I'll be sending each of you PMs which will contain any number of the following:
- Certain issues, of clarity or otherwise, with the character sheet that need to be addressed before it's fully ready.
- Prompts, in relation to the opening post (which is also coming within the next 48), to help get you settled right off the bat. Some of these may involve ways to further entrench the character into the setting, and are entirely optional.
- Death threats. (jk)

Else-wise, you may consider using the Discord to plot amongst yourselves, particularly as it comes to pre-established character relations. A fair amount of you are underworld or business figures (Zin/Caser/Bludger, among others), and that could be particularly spicy.

Looking forward to playing with ya'll. ^^