- Invitation Status
- Look for groups
- Looking for partners
- Posting Speed
- Multiple posts per day
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Online Availability
- My times are pretty erratic, but I try to avoid being on EST 11pm-9am.
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Male
- Female
- Genres
- Fantasy, Modern, Historical Romance.
Mar 31, 2017
© GENERAL ©
Name
Neyalisshe Luruliyah
Nicknames
Night Lily (given by her father)
One-Coin Ravager (by old guild)
Chance Witch
Queen of Doves
Age
26
Gender
Female
Race
Human
Guild
Colomba
Occupation
Guild Master
Birthday
March 12th
Gemstone
Padparadscha - Neither Ruby nor Sapphire, pink nor orange.
Zodiac Sign
Pisces - In some sense, correct, in the fundamental aspect, wrong as wrongness can be.
© BIOGRAPHY ©
Neyalisshe used to think that the idea of a mother was a myth little children told their funny-looking fathers when they were being lonely. Baralind Luruliyah was her father's name, and he raised her by himself. Physically she was nearly the spitting image of him as a child, and even now sometimes she looks in the mirror and sees bits of him shining through. Certainly, however, her temperament was nothing like his. Baralind was a kind, and to an extent weak-willed man, who lived his life as if he was hiding from everything. Neya, on the other hand, had always been an extremely lively and slightly wild child, this made worse by her father's inability to stop her. Although she never really listened to him, though, she loved her father a great deal. One thing in particular that had always fascinated her was that her father was a mage. He never explicitly told her that, but she saw him use it sometimes. She saw its potential when he used it to protect her, or entertain others, or make their lives more comfortable. For reasons she never understood, he never used it for jobs, though. As far as she knew, he was always home, and she had no idea where their income came from. He was not a part of those things called guilds, but his magic seemed... versatile, useful. She couldn't really understand it.
As she grew older, her wild spirit blossomed even further, and she became something of a delinquent and a bully, a tough fighter who looked for and made as much trouble as she could for everyone. She was a troubled teen who often clashed with her father over his easy-going, half-assed attitude, no longer able to really respect him. Some days it felt like she was trying to push him up a never-ending hill, and the farther up they went, the more pathetic and weak he got. The older she got, the more frail he seemed, the more frustratingly useless and hopeless. And one day when she was 17, in a decision she has regretted ever since, she gave up on him altogether, stole one of his coins, and left the house with an unregistered little "guild." That "guild" was nothing more than a group of late teens (15-19) who went around causing havoc with what little magic they knew, and for two months she was a carefree little bully, constantly acting out, defying the law, stealing or coercing things from others, as if just to spite everything her father had been.
That all came to a screeching halt when a real dark guild came upon them boasting about their magic, and quite simply ripped them apart, killing most of the group. Their fun little "guild" was disbanded in a flash, and during the fight, Neyalisshe was severely wounded, the only one to escape with her life because of her magic rather than luck. After escaping to the edge of the town, she collapsed. She was found by the twins of Colomba, who had heard about the incident. While she was passed out, the two took her in and began the process of healing her. She awoke a few hours later, though she was bedridden for three days. During that time, the tragedy that she had gone through, watching so many of her friends die set her deep into thought. Why she had joined the guild in the first place, why she had stolen one of her father's coins, everything that had led up to it, and when she was finally healed, she honestly thanked the twins and told them she was returning to her hometown. They wished her well, but told her she would always be welcome to come see them again.
Her homecoming was not at all what she had expected. Rather than greeting her worried father, she walked into an empty house collecting dust. After searching everywhere, someone finally told her the news. Her father had died. He had been quite ill for some time, though he hadn't told her. After she had disappeared, he had done everything to find her, and in his searching had collapsed for the last time. He had left her every last one of his possessions. The house and everything in it. She scoured the house for things of meaning, a letter, a sign, anything he might have left her for a good reason. Nothing. Not a thing that seemed to have any kind of value. However, to her shock, she discovered not just the one or two occasional coins she'd seen him use, but a whole chest full, along with emotionless instructions on how to store them or make them appear. As for what each one did. Well, she'd have to figure that out herself, apparently, because there was no guide to that. She tried to stay in that house for a while, but it wore out her spirit to stay in the house that constantly reminded her of the father whom she had left to die alone.
Less than two weeks later, she sold everything except for the coins and began to wander around homeless, unable to settle down, but eventually remembered the twins' offer. On a bit of a whim, she went to Colomba and told the guild masters what had happened. She spoke of it nonchalantly, as if it didn't really matter, but those two understood just what it meant to her, and sat down next to her just to be with her. Before she herself really understood what was going on, Neya was crying. She cried herself to sleep that night in the guild and when she woke again was told that she was theirs now. Part of the guild, one of their children.
It had originally been their intention to simply give her a home, because that was their brand of kindness, but they quickly came to understand that she had a natural aptitude for magic. Whoever her mother was, she took to the usage of her father's coins as if they were old friends. However, she expressed some interest in other forms of magic, so the twins introduced her to various types until she seemed to find one she liked. They watched her grow not only in the usage of magic, but also in the way she dealt with other people, the way she had put effort into changing her life drastically from what it had been. Slowly, they began to groom her for the guild master position, unbeknownst to even her. When they passed away, they left her the key to the secret safe and their will announced the intention for her to run the guild, which she has been doing ever since, though even she does not understand why they would leave so precious a thing to her.
© PERSONAL/MENTAL ©
Personality
Neya appears, for the most part, to be a gentle, kind woman, if a little bit physically intimidating at times. She loves children and her guild members, and believes that everyone has some good in them. She is constantly thinking about how best to help others, even at her own expense, and is friendly and accepting of other people, even those with horrible pasts. She makes a point of being starkly morally just, and stands up for others when she does not always do so for herself. She is a good listener and is careful about the words she uses. In council meetings, she is a thoughtful, devil's advocate type - always arguing to make sure no point of view is overlooked, while calming or mediating conflicts. She rarely raises her voice and almost never shows off what strength she has. Some might say she's a classic polite, demure, "goody two-shoes." Any of her guild members who've been around long enough, however, know that that's... not quite it. Or rather, it's not all there is to her personality. While it certainly is true that Neyalisshe cares deeply about other people and most of all about second chances, believing in those everyone else has given up hope for, she also makes it clear that she has a line you Do Not Cross. This is not simply a matter of "standing up for others" or "having a spine." When Colomba's guild master gets angry, her displeasure is, though no one would say it to her face, quite honestly unnecessarily violent. She has perhaps what would best be called an "angry meter." When it hits "very irritated" she starts throwing things. Once it hits "very angry" you can expect a beating and a sudden burst of swearing. And once it hits "furious," though it rarely does, what ensues could only be described as a total catastrophe. Anger aside, among her guild members or friends, she can also be slightly teasing and a bit of a troublemaker, the kind of woman who enjoys a thrill and tackles scary situations with a kind of nonsensical glee. People who get to know her come to understand that both her reckless, violent side, and her thoughtful, kind side are just two parts of a whole, neither one complete without the other.
Strengths
Intelligent/Observant
Hard-working/Persevering
Close-combat
Usually Cool-headed
Forgiving
Healing
Weaknesses
Too trusting
Ranged combat
Taking control of her strongest emotions (very emotional once it gets going)
Sometimes hesitant with her decisions (because of her past, not naturally)
Likes
Skulls
Dislikes
Bedtime Stories
Fears
Cats and Fruit (Yes, fruit. Her father once told her a story about talking flesh-eating pears when she was a child, and it frightened her so much that he found it cute and made her bedtime stories fruithorror-themed. Which is also why she hates bedtime stories.)
© PHYSICAL ©
Appearance
Neya is a striking woman, and on first glance much more intimidating than she would like to be. She has long, straight black hair and bangs, a mole under her right eye, and sharp features. She is tall, and possesses a natural, physical grace, but her dark grey eyes have an automatic glare to them that instinctively scares people. She is fairly pale, with a small nose and thin lips, and her eyes seem to disappear a little when she smiles.
Guild Mark
Proudly displayed right beneath her collar bones on the flat portion of her chest. It is not unusual for her to wear dresses with low cuts when attending formal occasions so that her guild mark is clear to see. Colomba's guild sign is rather unusual compared to that of most guilds, and Neya has made hers further unusual by changing the color scheme on her chest to be in darker colors.
© INVENTORY ©
Neya holds two forms of magic, and while neither is inherently very strong, both are extremely versatile. Interestingly, she uses her secondary magic (the weaker one she is less comfortable with) much more often than her main magic, bringing that out as a wild card (or coin, I suppose would be more accurate here) when it seems her secondary magic is not enough.
Ability (Secondary): Perfume Magic
A form of Magic that entails the use of vials filled with Magical perfume. By uncapping the vials, the user releases a scent that, once inhaled, triggers one of various, status-affecting spells; ranging from alleviating pain to curing some poisons, though all these effects are temporary. While it holds significant appeal as a supportive Magic, it also has application as an offensive Magic. Because perfume is not easily blocked or avoided, Perfume Magic can be potent enough to help take down even the strongest mages, making it very versatile, regardless of the user's own Magic Power or skill. This Magic can also be used on the user themselves, increasing attributes such as speed, strength, even muscle size, by an incredible margin. It also allows users to take control of different elements, such as lightning, etc, though Neya herself has never used it in this capacity. Practiced users of Perfume Magic develop highly perceptive olfactory senses; notable Perfume Magic users are known to recognize people, and even the nature of their Magic Power, by smelling their scent. [spoili]
Spells:
Each kind is incredibly simple and typically causes only one effect, whose name tends to be self-explanatory. The list below is ordered by complexity.
Pain-Relieving Perfume
Pain Perfume
Fleet-Foot Perfume: Zero-Distance Inhalation - increases user speed
Power Perfume - increases user strength/muscle
Poison Perfume
~~
Tickle Perfume
Sneeze Perfume
Confusion Perfume
Sleep Perfume
Heal Perfume - causes smellers/user to heal more quickly
Energizing Perfume
Attraction Perfume - causes smellers to feel strong attraction to user
Weak Perfume - causes smellers to feel weak, decreasing physical and magical strength
Gender-change Perfume - changes gender of smellers/user
Invisible Perfume - causes user to become invisible
Body-double Perfume - causes user to leave a body double every time they move
Memory Perfume - allows user to pass memories to smeller
Control Perfume - allows user to temporarily control smeller
Copy Perfume [Individual] - allows user to copy the physical form of a specific individual, if they have first captured that individual's smell. (requires different perfume for each person they want to copy)
Free-Heart Perfume - releases smeller inhibitions, allowing their true heart to come through[/spoili]
Ability (Main): Coins Magic
This type of magic can best be described as a game of chance that nobody wants to be playing. There are many different kinds of coins, and each one is unique, carved with complex emblems on each side that cause different effects. These coins appear to be made of gold, and as far as Neya can tell are impervious to all kinds of magic. Additionally, she has never seen anyone else use them, nor knows how her father obtained them when they are not sold or offered anywhere. Each coin has the ability to cause two effects, both of the same theme, though not identical. Such as summoning a giant lion versus summoning a giant bird, or a causing a controlled slice of wind versus a giant twist of it. A very few coins have the same function, several can be used to track people, some can be used as communications devices among those with the coins on them, and others can be used to warn the user that someone is in danger, much in the same way magic cards can be used. These coins have only one side and are the only ones for which this is the case. A very specific set of five are used for fortune-telling, though only Neya really seems to be able to read them, and their accuracy is in no way guaranteed.
A majority of the coins, however, have a simple two-sided structure. Neya will flip a coin, and when it hits a flat surface, the face facing up when it lands will cause a burst of an effect. While unpredictable even for the user, there are several advantages to using coin magic. Firstly that its unpredictable style makes it hard to prepare for or fight against, secondly that it takes very little magical power to use, thirdly that it is not limited to a specific element (much like cards magic, perfume magic, and ring magic), and fourthly - and this is the most important - while trapped within the area of influence of the coin, you are subject to its rules. No exceptions. While it can be compared to cards magic in its ability to summon beings and and elements, throwing it has no effect, one cannot trap individuals in it (though it is possible to immobilize them), and it further has the ability to affect a specific area and person - to form a barrier, nullify all magic within a certain area, cause someone to forget something, or suddenly appear to grow very old. It can also create illusions, or equip the user with some kind of weapon or armor. While straightforward summons and attacks can be avoided, avoiding an effect directed at one's person or at a specific area requires one to stop the coin from hitting a flat surface and thus nullify the spell. Nothing else will do.
One major drawback is that the coins are difficult to learn how to use as they look largely identical apart from the markings inscribed upon them. Its creations are also, much like other less specialized holder magics, rarely as strong as that wielded by sole users of the element. A summoned ice beast, for instance, will not be as strong as a beast created by an ice-make mage. It is difficult to say whether this is an advantage or a disadvantage, but the effect of each coin will only last as long as it stays where it fell. Meaning if you drop a coin on a table, and it promptly falls off the edge and onto the ground, the effect will last for only a brief flash of a moment. And if you don't want to lose your coins or leave them around, all of your spells will be extremely temporary. Using multiple coins at once is a huge risk, because that is a number of "possibilities" stacked on top of each other, but it is possible to combine effects by doing so. Dropping a wind-based coin, for instance, with a fire-based coin, may very likely give you an inferno-based attack. Furthermore, as little magic as it may seem to take to use the magic in these coins, using too many does eventually wear one out. The one thing you never want to hear if you're anywhere near Neya, is the patter of many different coins raining onto the ground, because that means she's willing to do anything to win the fight, and neither you nor her have any idea what's actually going to happen.
Specialties
Besides using her magic, Neya is excellent at hand-to-hand combat, and is also known for her ferocious throws, which are archer-level accurate and can basically turn anything more rigid than paper into a deadly weapon (okay, that's an exaggeration...)
Weapons
Neya does not typically use weapons, but when she does, it is a long chain whip with a sharp end reminiscent of a devil's tail, that has curiously been blunted.
Charms
The key around her neck given to her by the twins and used to open the safe door.
Her father's set of coins.
A simple black ring she wears on her right ring finger emblazoned with an odd symbol vaguely reminiscent of a guild mark in the shape of a skull. If it has special properties, no one else has seen it yet. Like below, but with HORNS.
Armor
Armor? HAH. Who needs something like that?
© OTHER ©
She was once engaged.
She secretly wishes that she could some day find out who her mother was, and why she never knew her.
Will add other random facts if think of them, as I will probably add weaknesses, likes and dislikes as I discover them.
© GENERAL ©
Name
Neyalisshe Luruliyah
Nicknames
Night Lily (given by her father)
One-Coin Ravager (by old guild)
Chance Witch
Queen of Doves
Age
26
Gender
Female
Race
Human
Guild
Colomba
Occupation
Guild Master
Birthday
March 12th
Gemstone
Padparadscha - Neither Ruby nor Sapphire, pink nor orange.
Zodiac Sign
Pisces - In some sense, correct, in the fundamental aspect, wrong as wrongness can be.
© BIOGRAPHY ©
Neyalisshe used to think that the idea of a mother was a myth little children told their funny-looking fathers when they were being lonely. Baralind Luruliyah was her father's name, and he raised her by himself. Physically she was nearly the spitting image of him as a child, and even now sometimes she looks in the mirror and sees bits of him shining through. Certainly, however, her temperament was nothing like his. Baralind was a kind, and to an extent weak-willed man, who lived his life as if he was hiding from everything. Neya, on the other hand, had always been an extremely lively and slightly wild child, this made worse by her father's inability to stop her. Although she never really listened to him, though, she loved her father a great deal. One thing in particular that had always fascinated her was that her father was a mage. He never explicitly told her that, but she saw him use it sometimes. She saw its potential when he used it to protect her, or entertain others, or make their lives more comfortable. For reasons she never understood, he never used it for jobs, though. As far as she knew, he was always home, and she had no idea where their income came from. He was not a part of those things called guilds, but his magic seemed... versatile, useful. She couldn't really understand it.
As she grew older, her wild spirit blossomed even further, and she became something of a delinquent and a bully, a tough fighter who looked for and made as much trouble as she could for everyone. She was a troubled teen who often clashed with her father over his easy-going, half-assed attitude, no longer able to really respect him. Some days it felt like she was trying to push him up a never-ending hill, and the farther up they went, the more pathetic and weak he got. The older she got, the more frail he seemed, the more frustratingly useless and hopeless. And one day when she was 17, in a decision she has regretted ever since, she gave up on him altogether, stole one of his coins, and left the house with an unregistered little "guild." That "guild" was nothing more than a group of late teens (15-19) who went around causing havoc with what little magic they knew, and for two months she was a carefree little bully, constantly acting out, defying the law, stealing or coercing things from others, as if just to spite everything her father had been.
That all came to a screeching halt when a real dark guild came upon them boasting about their magic, and quite simply ripped them apart, killing most of the group. Their fun little "guild" was disbanded in a flash, and during the fight, Neyalisshe was severely wounded, the only one to escape with her life because of her magic rather than luck. After escaping to the edge of the town, she collapsed. She was found by the twins of Colomba, who had heard about the incident. While she was passed out, the two took her in and began the process of healing her. She awoke a few hours later, though she was bedridden for three days. During that time, the tragedy that she had gone through, watching so many of her friends die set her deep into thought. Why she had joined the guild in the first place, why she had stolen one of her father's coins, everything that had led up to it, and when she was finally healed, she honestly thanked the twins and told them she was returning to her hometown. They wished her well, but told her she would always be welcome to come see them again.
Her homecoming was not at all what she had expected. Rather than greeting her worried father, she walked into an empty house collecting dust. After searching everywhere, someone finally told her the news. Her father had died. He had been quite ill for some time, though he hadn't told her. After she had disappeared, he had done everything to find her, and in his searching had collapsed for the last time. He had left her every last one of his possessions. The house and everything in it. She scoured the house for things of meaning, a letter, a sign, anything he might have left her for a good reason. Nothing. Not a thing that seemed to have any kind of value. However, to her shock, she discovered not just the one or two occasional coins she'd seen him use, but a whole chest full, along with emotionless instructions on how to store them or make them appear. As for what each one did. Well, she'd have to figure that out herself, apparently, because there was no guide to that. She tried to stay in that house for a while, but it wore out her spirit to stay in the house that constantly reminded her of the father whom she had left to die alone.
Less than two weeks later, she sold everything except for the coins and began to wander around homeless, unable to settle down, but eventually remembered the twins' offer. On a bit of a whim, she went to Colomba and told the guild masters what had happened. She spoke of it nonchalantly, as if it didn't really matter, but those two understood just what it meant to her, and sat down next to her just to be with her. Before she herself really understood what was going on, Neya was crying. She cried herself to sleep that night in the guild and when she woke again was told that she was theirs now. Part of the guild, one of their children.
It had originally been their intention to simply give her a home, because that was their brand of kindness, but they quickly came to understand that she had a natural aptitude for magic. Whoever her mother was, she took to the usage of her father's coins as if they were old friends. However, she expressed some interest in other forms of magic, so the twins introduced her to various types until she seemed to find one she liked. They watched her grow not only in the usage of magic, but also in the way she dealt with other people, the way she had put effort into changing her life drastically from what it had been. Slowly, they began to groom her for the guild master position, unbeknownst to even her. When they passed away, they left her the key to the secret safe and their will announced the intention for her to run the guild, which she has been doing ever since, though even she does not understand why they would leave so precious a thing to her.
© PERSONAL/MENTAL ©
Personality
Neya appears, for the most part, to be a gentle, kind woman, if a little bit physically intimidating at times. She loves children and her guild members, and believes that everyone has some good in them. She is constantly thinking about how best to help others, even at her own expense, and is friendly and accepting of other people, even those with horrible pasts. She makes a point of being starkly morally just, and stands up for others when she does not always do so for herself. She is a good listener and is careful about the words she uses. In council meetings, she is a thoughtful, devil's advocate type - always arguing to make sure no point of view is overlooked, while calming or mediating conflicts. She rarely raises her voice and almost never shows off what strength she has. Some might say she's a classic polite, demure, "goody two-shoes." Any of her guild members who've been around long enough, however, know that that's... not quite it. Or rather, it's not all there is to her personality. While it certainly is true that Neyalisshe cares deeply about other people and most of all about second chances, believing in those everyone else has given up hope for, she also makes it clear that she has a line you Do Not Cross. This is not simply a matter of "standing up for others" or "having a spine." When Colomba's guild master gets angry, her displeasure is, though no one would say it to her face, quite honestly unnecessarily violent. She has perhaps what would best be called an "angry meter." When it hits "very irritated" she starts throwing things. Once it hits "very angry" you can expect a beating and a sudden burst of swearing. And once it hits "furious," though it rarely does, what ensues could only be described as a total catastrophe. Anger aside, among her guild members or friends, she can also be slightly teasing and a bit of a troublemaker, the kind of woman who enjoys a thrill and tackles scary situations with a kind of nonsensical glee. People who get to know her come to understand that both her reckless, violent side, and her thoughtful, kind side are just two parts of a whole, neither one complete without the other.
Strengths
Intelligent/Observant
Hard-working/Persevering
Close-combat
Usually Cool-headed
Forgiving
Healing
Weaknesses
Too trusting
Ranged combat
Taking control of her strongest emotions (very emotional once it gets going)
Sometimes hesitant with her decisions (because of her past, not naturally)
Likes
Skulls
Dislikes
Bedtime Stories
Fears
Cats and Fruit (Yes, fruit. Her father once told her a story about talking flesh-eating pears when she was a child, and it frightened her so much that he found it cute and made her bedtime stories fruithorror-themed. Which is also why she hates bedtime stories.)
© PHYSICAL ©
Appearance
Neya is a striking woman, and on first glance much more intimidating than she would like to be. She has long, straight black hair and bangs, a mole under her right eye, and sharp features. She is tall, and possesses a natural, physical grace, but her dark grey eyes have an automatic glare to them that instinctively scares people. She is fairly pale, with a small nose and thin lips, and her eyes seem to disappear a little when she smiles.
Guild Mark
Proudly displayed right beneath her collar bones on the flat portion of her chest. It is not unusual for her to wear dresses with low cuts when attending formal occasions so that her guild mark is clear to see. Colomba's guild sign is rather unusual compared to that of most guilds, and Neya has made hers further unusual by changing the color scheme on her chest to be in darker colors.
© INVENTORY ©
Neya holds two forms of magic, and while neither is inherently very strong, both are extremely versatile. Interestingly, she uses her secondary magic (the weaker one she is less comfortable with) much more often than her main magic, bringing that out as a wild card (or coin, I suppose would be more accurate here) when it seems her secondary magic is not enough.
Ability (Secondary): Perfume Magic
A form of Magic that entails the use of vials filled with Magical perfume. By uncapping the vials, the user releases a scent that, once inhaled, triggers one of various, status-affecting spells; ranging from alleviating pain to curing some poisons, though all these effects are temporary. While it holds significant appeal as a supportive Magic, it also has application as an offensive Magic. Because perfume is not easily blocked or avoided, Perfume Magic can be potent enough to help take down even the strongest mages, making it very versatile, regardless of the user's own Magic Power or skill. This Magic can also be used on the user themselves, increasing attributes such as speed, strength, even muscle size, by an incredible margin. It also allows users to take control of different elements, such as lightning, etc, though Neya herself has never used it in this capacity. Practiced users of Perfume Magic develop highly perceptive olfactory senses; notable Perfume Magic users are known to recognize people, and even the nature of their Magic Power, by smelling their scent. [spoili]
Spells:
Each kind is incredibly simple and typically causes only one effect, whose name tends to be self-explanatory. The list below is ordered by complexity.
Pain-Relieving Perfume
Pain Perfume
Fleet-Foot Perfume: Zero-Distance Inhalation - increases user speed
Power Perfume - increases user strength/muscle
Poison Perfume
~~
Tickle Perfume
Sneeze Perfume
Confusion Perfume
Sleep Perfume
Heal Perfume - causes smellers/user to heal more quickly
Energizing Perfume
Attraction Perfume - causes smellers to feel strong attraction to user
Weak Perfume - causes smellers to feel weak, decreasing physical and magical strength
Gender-change Perfume - changes gender of smellers/user
Invisible Perfume - causes user to become invisible
Body-double Perfume - causes user to leave a body double every time they move
Memory Perfume - allows user to pass memories to smeller
Control Perfume - allows user to temporarily control smeller
Copy Perfume [Individual] - allows user to copy the physical form of a specific individual, if they have first captured that individual's smell. (requires different perfume for each person they want to copy)
Free-Heart Perfume - releases smeller inhibitions, allowing their true heart to come through[/spoili]
Ability (Main): Coins Magic
This type of magic can best be described as a game of chance that nobody wants to be playing. There are many different kinds of coins, and each one is unique, carved with complex emblems on each side that cause different effects. These coins appear to be made of gold, and as far as Neya can tell are impervious to all kinds of magic. Additionally, she has never seen anyone else use them, nor knows how her father obtained them when they are not sold or offered anywhere. Each coin has the ability to cause two effects, both of the same theme, though not identical. Such as summoning a giant lion versus summoning a giant bird, or a causing a controlled slice of wind versus a giant twist of it. A very few coins have the same function, several can be used to track people, some can be used as communications devices among those with the coins on them, and others can be used to warn the user that someone is in danger, much in the same way magic cards can be used. These coins have only one side and are the only ones for which this is the case. A very specific set of five are used for fortune-telling, though only Neya really seems to be able to read them, and their accuracy is in no way guaranteed.
A majority of the coins, however, have a simple two-sided structure. Neya will flip a coin, and when it hits a flat surface, the face facing up when it lands will cause a burst of an effect. While unpredictable even for the user, there are several advantages to using coin magic. Firstly that its unpredictable style makes it hard to prepare for or fight against, secondly that it takes very little magical power to use, thirdly that it is not limited to a specific element (much like cards magic, perfume magic, and ring magic), and fourthly - and this is the most important - while trapped within the area of influence of the coin, you are subject to its rules. No exceptions. While it can be compared to cards magic in its ability to summon beings and and elements, throwing it has no effect, one cannot trap individuals in it (though it is possible to immobilize them), and it further has the ability to affect a specific area and person - to form a barrier, nullify all magic within a certain area, cause someone to forget something, or suddenly appear to grow very old. It can also create illusions, or equip the user with some kind of weapon or armor. While straightforward summons and attacks can be avoided, avoiding an effect directed at one's person or at a specific area requires one to stop the coin from hitting a flat surface and thus nullify the spell. Nothing else will do.
One major drawback is that the coins are difficult to learn how to use as they look largely identical apart from the markings inscribed upon them. Its creations are also, much like other less specialized holder magics, rarely as strong as that wielded by sole users of the element. A summoned ice beast, for instance, will not be as strong as a beast created by an ice-make mage. It is difficult to say whether this is an advantage or a disadvantage, but the effect of each coin will only last as long as it stays where it fell. Meaning if you drop a coin on a table, and it promptly falls off the edge and onto the ground, the effect will last for only a brief flash of a moment. And if you don't want to lose your coins or leave them around, all of your spells will be extremely temporary. Using multiple coins at once is a huge risk, because that is a number of "possibilities" stacked on top of each other, but it is possible to combine effects by doing so. Dropping a wind-based coin, for instance, with a fire-based coin, may very likely give you an inferno-based attack. Furthermore, as little magic as it may seem to take to use the magic in these coins, using too many does eventually wear one out. The one thing you never want to hear if you're anywhere near Neya, is the patter of many different coins raining onto the ground, because that means she's willing to do anything to win the fight, and neither you nor her have any idea what's actually going to happen.
Specialties
Besides using her magic, Neya is excellent at hand-to-hand combat, and is also known for her ferocious throws, which are archer-level accurate and can basically turn anything more rigid than paper into a deadly weapon (okay, that's an exaggeration...)
Weapons
Neya does not typically use weapons, but when she does, it is a long chain whip with a sharp end reminiscent of a devil's tail, that has curiously been blunted.
Charms
The key around her neck given to her by the twins and used to open the safe door.
Her father's set of coins.
A simple black ring she wears on her right ring finger emblazoned with an odd symbol vaguely reminiscent of a guild mark in the shape of a skull. If it has special properties, no one else has seen it yet. Like below, but with HORNS.
Armor
Armor? HAH. Who needs something like that?
© OTHER ©
She was once engaged.
She secretly wishes that she could some day find out who her mother was, and why she never knew her.
Will add other random facts if think of them, as I will probably add weaknesses, likes and dislikes as I discover them.
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