Zell's Playground

Zelīa

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Name: Zelīa Ydra Xazynæ
Age: Unknown
Race: Human
Gender: Female
Sexuality: Maybe?
Class: Huntress

Appearance:
⚶ Height: 5' 1.5"
⚶ Weight: 105lbs
⚶ Eyes: Sky Blue
⚶ Hair: Orange
⚶ Figure: Triangle
⚶ Skin: Fair
History​

⚶ Birth:
No one, not even Zelīa, knows what her actual name is. The story that no one knows is that she was born on a slaving transport. Having no need for a newborn, that couldn't work, couldn't be trained immediately, and couldn't be used for pleasure, Zelīa was left on the side of the road the exact day she was born. She was found several hours later by an elderly couple that were traveling between cities and was immediately adopted.

The two of them were doctors, apothecaries to be more specific. They made medicine to help people recover from disease, infection, injuries, and long days. As Zelīa grew older, she took interest in their trade, and they were more than happy to teach the girl everything they knew. She learned fast, but was extremely adventurous and came home on multiple occasions covered in rashes from touching poisonous plants.
⚶ Five Years:
She was stolen from her family at some point by a mercenary group. Their leader had asked her parents for a very specific product that they simply didn't sell, straight-up poison. He didn't like being turned down and came at night, while Zelīa was asleep, and took the child away. She was promised that if she did what he asked, exactly as he asked, with no tricks, she would be returned to her family, unharmed. She was also told that she would be punished for any insubordination...
⚶ Fourteen Years:
Some ten years -maybe more, maybe less- had passed by, wherein Zelīa was forced to make different kinds of poisons for the mercenaries. She had grown to be very cute looking, but was too young to be taken by any of the men, and the younger ones were too afraid to ask. Her poison making skill had gotten better and better during that time. The group had even earned some kind of fame in the surrounding areas for using poison, and was beginning to sell Zelīa's concoctions to other disagreeable folks.

At the end of her time with them, Zelīa was sick of waiting for them to set her free, so she had taken matters into her own hands. She had made the strongest poison she'd ever made and put it in the drinking water for their little settlement right before breakfast. No one had suspected anything when they saw her standing near the barrel, she never once had been feisty with them. As far as they were concerned, she was a dumb kid that was still trying to earn her freedom. When Zelīa got home, she arrived at a house with two corpses. Her family was beheaded right after she was stolen. What stood out the most to her was that they were still holding hands- not even death could stop their love.

It didn't take much poking around for Zelīa to find a letter that gave everything her family had to her, including the location of their seed collection. Within a year, Zelīa had gotten the business up and running again. A young man had begun working his way into her heart, and given her a very beautiful ring. She was teaching several children her craft, and was happy despite not having anyone to tell her they were proud of her.
⚶ Sixteen Years:
Zelīa had found herself standing before a Demon Lord, being forced to accept a contract with it. The demon had put her in a position where she could refuse, but the end result would be horrible. Her first option was to kill a great deal of people, their significance to Zelīa was unimportant, it was quantity that he was after. Her second option was to give her body to his lesser demons for a full year. Zelīa thought she could just bring the bodies of the mercenaries she'd already killed, and that would be the end of it. However, after taking the kill contract, she found out that they had to be fresh kills. She also found out that the demon lord wouldn't let her change to the other contract.

Zelīa had spent a year making poisons and killing off anyone who seemed like a bad person. She did so in secret, or so she thought, and used ranged weapons as the method of delivery. Blow Darts, a crossbow, arrows- anything that let her put as much distance between herself and her victims as possible. The guards for her town had asked her about the murders, and she assured them every time that she doesn't sell poison. The sanctuary she had didn't even have the correct plants for it.

It was only a few months before the leader of a certain underground society had contacted her, impressed by her skills. It had turned out that this woman had tried finding her two years prior, back when she was part of the mercenary group, but found her "associates" were all dead. Zelīa had seen it as a chance to get her contract over with quickly. She didn't need to kill her targets, but rather have a hand in their deaths, which would result in the Demon Lord keeping their souls.

Over the next few years, Zelīa had gotten close to the organization's leader. They enjoyed many things together, and Zelīa even had a few private training sessions with her. But, as she got closer and closer to completing her contract, Zelīa began distancing herself from the band of criminals. At first, it was small things like declining tasks that she previously never had. It wasn't questioned since she was polite about it, and the tasks were ones that a lot of others would decline as well. Then, she stopped teaching advanced poison making. She stopped going on missions with others, stopped talking to the leader aside from business-related chats or small-talk in passing.
⚶ Twenty Years:
Zelīa had quit working for the organization entirely. She told their leader that she was leaving, but gave no reason why. She told the leader that no one would find out anything about them from her. The leader, however, had sent someone to keep an eye on Zelīa to make sure she kept that promise. The girl had changed, so she wasn't sure if she could still trust her. The next time the leader saw the man, there was an arrow between his eyes with a note attached. The arrow was a very specific type, one that only Zelīa used. It had a groove along the tip that Zelīa would always put a small bead of poison in, and at the very base of the shaft was Zelīa's initials. The note had only two words... 'I'm sorry.'
⚶ Currently...:
After leaving the organization, Zelīa began moving around constantly to keep herself from getting complacent. She had obtained a weapon from the Demon Lord, a reward for completing her contract, as he put it. The weapon was completely unable to be removed, and the only thing it gave Zelīa was a more efficient way of killing people. She never let anyone get close to her, but she had decided that when she died, she wanted to be remembered for always being happy. She adopted a cheerful, but not bubbly, attitude and goes around helping others while also trying to find certain artifacts. Things that were too powerful to be left alone, and were better off in her hands, where she could protect them.
Personality​

Likes:
Plants
Animals
Children
Teaching
Goals:
Atone
Help People
Get Revenge
Settle Down
Dislikes:
Demons
Secrets
Her Glove
Hypocrisy
Motivations:
Fun
Food
Children
Cute Things
Weapons​

Kukri:
An 18 inch long, single-edged, knife with a wooden grip. It can also double as a machete when traversing thick brush, but is normally for fighting people at close range.
Bloodsteel Pistol Crossbow:
A small, single handed crossbow that's best used for close-to-mid ranged combat.
Soulbound Glove:
A pair of gloves with a curious design. The gem on the palm and wrist pulses steading, like it's a beating heart.
Magical Enhancement:
The glove's first power is that it enables Zelīa's use of magic. All spells require a ranged weapon of some sort, so this she's limited to typical bow-like spells.
Magic Arrow:
Zelīa has no need to carry around a quiver. She can form Crossbow Bolts, Arrows, and Throwing Knives out of thin air. All of these appear as a light-blue, glowing object. While in motion, the projectile leaves behind a trail of glowing mist. If Zelīa has any poison on her being, it will automatically be applied to said projectile when it's formed.
Demon's Blessing:
While the glove is using either the Crossbow or Bow form, Zelīa can see the outline of individuals through up to 1 solid wall- but she cannot discern friend from foe, so she would need to be careful if she decides to shoot through something. Any and all non-animal kills result in the soul of her victim(s) being sent off to the Demon Lord who gave her this weapon.
Crossbow:
The glove's gems begin glowing, and a crystal-like substance begins expanding from them. It continues moving to form a normal-sized crossbow that automatically draws its string back after each shot. The string appears as a beam of light. In this form, the projectile moves faster and has more penetrating power than the glove' Bow; but, that comes at the cost of maneuverability. The crossbow is heavier, and harder to move through tight spaces with easily.
Bow:
The glove's gems begin glowing and a crystal-like substance begins forming from the air around Zelīa's hand. The bow forms attached to her left hand by a crystal gauntlet with the bow arms extending from the thumb and pinkie ends of it. While in this form, the projectiles move slightly slower and have a bit less range than the crossbow; but, Zelīa can run, maneuver, and fire faster.
Armor​

Huntress Outfit:
An outfit made for Zelīa consisting of a white, sleeveless top that has red accents. The suit also has a pair of black shorts, and stockings. When not relaxing, the outfit will also be worn with a short, brown, cape that extends no lower than the middle of her back. This helps her stand out a little less when moving about the wilderness. The outfit includes a pair of brown boots, and a variety of different hair ties.
Archer's Glove:
Worn on Zelīa's right hand, the Archer's Glove is a black glove that only has the middle and index fingers, and the thumb, covered. The other two fingers only have half-sleeves. A metal plate on the back of the gloves allow her to use them for hand to hand whenever necessary, and the adjustable strap allows for a nice, snug fit.
Apothecary's Belt:
A brown, leather belt that has several pouches attached to it. Zelīa has had this modified so she may carry multiple vials of liquid. The left side has ten small loops with six poison vials, three antipoison vials, and one vial of normal honey. The right side has four pouches with copper clasps on the front, for carrying various ingredients, or anything else she may need to -and be able to- stuff in them.
Poison:
The poisons that Zelīa uses is often times called 'Widowmaker's Whiskey' since the only person who knows how to make a cure is Zelīa herself, and not once has she ever told anyone. The poison has four stages: Vertigo, Blindness, Progressive Paralysis, and Mass Organ Failure. The transition period from stage one to two is normally instantaneous. Stage two to three can take up to a minute. Stage three can take as little as ten minutes to get to stage four, or as long as a week- it depends on the concentration of the poison when. The poison can be countered by powerful healing spells, or by cutting off the place where the poison was administered.
Antipoison:
Zelīa's super secret, completely un-replicable antipoison! Depending on how soon this antipoison is given to her victim(s) could be the difference between permanent vertigo, and being a quadriplegic. If someone has reached stage four of her poison, Zelīa won't even consider giving them the antipoison. They're already dead at that point, the only cure is a mercy killing. There are some other poisons that this can counter, but not all of them since no two people creates the exact same mix.
Bandolier:
A second belt, worn a bit more snugly than her Apothecary Belt, it's used to hold Zelīa's Kukri so that she doesn't have to carry it around in her hands and fumble it when trying to use her ranged weapons.
Mask:
A mask in the shape of a cat that's reinforced for better durability. The mask has a metal core, surrounded by porcelain. This tricks her enemies into miscalculating how much force is needed to break the mask, leading to close calls instead of actual injuries. Unfortunately, the mask has to be replaced every time someone cracks the shell.
Miscellaneous​

Apothecary Kit:
A small kit consisting of various tweezers, small secutaurs, a small trowel, a knife, a small pestle and mortar, and a vial of pure water.
Climber's Kit:
A kit with a considerably long rope, a hammer, a pair of ice picks, pegs, and a harness.
Coin Pouch:
A leather pouch for holding currency, normally stocked with enough money to get by a couple days without needing to visit the hidey-hole.
Purse:
Otherwise known as a satchel, it's a leather bag with a strap that's used to carry anything that can't be shoved in Zelīa's belt pouches. It's not a particularly large one, since Zelīa prefers to travel light.
Amethyst Ring:
A ring made of black gold with Amethyst stones embedded within. The man who gave it to her was trying to propose, but choked on the words and told her it was a gift. He died a few months later, so it was for the best.
Offensive Skills​

⚶ Fox Strike:
Quick as a whip and sharp as a tack, Zelīa didn't take long to find out that she was disadvantaged at close range. When training with a certain group of individuals, she regularly sparred with those of higher fighting ability to eventually create this skill. Zelīa uses her agility and smaller size to her advantage, ducking into a roll and slashing behind her just in time to get a hit on her opponent's calf or knee. This skill works better on larger targets.
⚶ Arrow Spear:
Another skill that Zelīa picked up by fighting at ranges that she would much rather not have to fight at, this one is somewhat of a desperation based move. It's using in times when she's too close to use a bow, but for some reason -whether it be not having her kukri at all, or not having the time to draw it- Zelīa will form an arrow in her hand and stab her foe with it. The arrows will inevitably break and splinter inside the person, leading to much pain and bleeding.
⚶ Slash:
Whether you're rummaging through the thickest jungle vines, swampy areas, or fields of soon-to-be-headless enemies, slashing is an important skill to have. Zelīa's slashing skill lets her make deeper cuts with her kukri, as well as more successful parry attempts when necessary.
⚶ Snap-Shot:
Not the most advised skill to implore, but one that's still advised to know, is being able to fire two shots in such rapid succession that your foe has to be equally fast to block them. This is good for a distracting attack, since they'll be too busy focusing on blocking two arrows that they won't be able to do much about third or fourth, follow-up attacks.
⚶ Snipe:
Possibly the most useful skill for archers is being able to aim. It requires a bit of time to pull off, so is best used for a sneak attack, or when there's someone distracting your target. The skill gives Zelīa tunnel vision, focusing her mind on her target as she aims for the best vital spot to hit. The arrow she releases into that spot, if it hits, will be much more damning than any non-magical attack she could ever let loose.
Defensive Skills​

⚶ Block:
Blocking is being able to use your body, your weapon, or other objects to prevent your enemy from dealing grievous amounts of damage to you. This is a skill that almost anyone, and certainly anyone in a certain secret organization, would know how to make use of.
⚶ Counter-Shot:
Taking advantage of her quick reaction time and ability to notice incoming projectiles, Zelīa is able to hit that projectile with a projectile of similar or greater mass to counter it. A couple examples would be shooting an arrow with another arrow, or hitting a throwing knife with a brick.
⚶ Cute Charm:
Something that comes natural to Zelīa is that she's aged very well. She's naturally a very kind and respectful individual, but is by no means shy. Even if she doesn't have beach balls on her chest, she's able to make anyone have positive feelings towards her that inevitably grow stronger over time. Her seemingly incorruptible heart makes evil beings accept the challenge, which eventually leads even the most heartless and soulless of monsters to letting their guard down around her as they grow closer and closer on an emotional level.
⚶ Light Armor:
Zelīa has a natural preference for light armor or clothes. It's easier to move around in, and more practical for her to use. Due to a lack of metal plating, aside from the one in her right-hand glove, it's a lot quieter. Her proclivity for staying at range means she doesn't need to have heavy armor since all her fighting is far away. That said, she would never dawn medium or heavy armor.
⚶ Mongoose:
Zelīa's time as a herbal apothecary wasn't the product of an illustrious schooling. She spent time in the wilderness with her mother and father, learning the plants, how to identify the poisonous ones, and how to build immunities to them. Her time working with a certain group of individuals had put her in direct exposure to a great many of these plants, which meant that Zelīa had several times when she had rashes, warts, hives, and even minor necrosis that she had to deal with. Over time, she began developing a partial immunity to natural poisons and venom because of this constant exposure; and, she began suffering less and less extreme side effects.
⚶ Oblivious:
Sexual advances, romantic feelings, lust, and many other emotions go right over Zelīa's head. She can't even feel those things, even though she can make an innuendo if she wanted to. Spells or abilities that force a change in emotion, attachment or disassociation, or anything in that realm can be easily resisted by Zelīa due to her obliviousness. That said, she has very good situational awareness- just isn't good at determining when or why people like her.
⚶ Parry:
A skill that's pretty standard for anyone who does any kind of combat. Zelīa can block an attack and use the momentum of that attack to make one of her own, without losing much power in her counter attack. It's a skill that she expects everyone to have.
⚶ Resist Taunt:
Zelīa doesn't fall for taunts. She doesn't like fighting and killing, and isn't a prideful person. There's only one thing that would make Zelīa attack before she was ready, and no one knows what that is, currently. Anything that would otherwise force her to attack a specific target against Zelīa's volition would simply not work on her.
⚶ Tuck & Roll:
A very simple maneuver wherein Zelīa ducks down and curls up into a ball while rolling forward. It can be used to evade attacks or stealthily move past doors, windows, and other openings that she needs to get past while exposing as little of herself as possible.
Support Skills​

⚶ Agility:
Spending great deals of time in the wilderness leads to many situations where you have to run from wild animals. There are times where your shot is slightly off, so you have to chase your kill to make sure you don't lose it to other predators. Assassins also rely on agility, using it to dodge, duck, dip, dive and dodge their way through their environment as quickly as possible. Not all assassins start off perfect, Zelīa didn't, so she had a few kills that required her to escape or risk being captured. Overall, this skill allows Zelīa to change direction, maneuver over, under and around objects, and react quicker than the average person.
⚶ Fast Hands:
Zelīa has learned, over time, that being precise and using a bow at all times isn't a viable method of survival. She needed to live long enough to complete her contract, so she learned how to use throwable weapons. Not only that, but she learned how to throw them much, much faster. This is important since enemies that get too close will normally dodge pointy things thrown at them, which can give Zelīa precious time to get a better attack underway. On top of throwing things faster, she can draw her kukri pretty fast, as well.
⚶ Hawk-Eye:
Not all children are agreeable. Some of them like throwing things at you. Enemies have a bad habit of doing the same thing, except with much pointier objects, dangerous spells, or even large boulders. Those using a bow sometimes have to see targets that are extremely far away, or only have a sliver of their body exposed. Sometimes, they have to aim for a crack between objects in order to make the shot. This skill is the result of hundreds of those kinds of situations. Zelīa can see the tiny details the most humans would miss, and is highly adept with Bows and Crossbows, allowing her to make tricky shots and longer shots. At the same time, she can see projectiles coming towards her from considerably further away, giving her a better chance -but not guaranteed chance- of dodging it.
⚶ Rapid Fire:
It's not always fighting off a single enemy. Sometimes, when you mess up, you end up fighting every friend that your target has around them. It's not always your fault. It's still a mess-up, but you don't have time to think about that. Or maybe one shot isn't enough? Maybe the target is big, and tough. What do you do? Unload. Fire everything you've got, and don't stop firing until everything's dead. Zelīa can fire a lot of shots in rapid succession while using a bow, but at the cost of not being as accurate, and not being able to hit targets that are far away.
⚶ Strength:
It's something that comes naturally to those who have to survive. Carry your own things, make your own shelter, fight your own enemies- all of this enhances one's physical and mental strength. The result of Zelīa's strength is that she can throw things farther, as well as lift heavier things than her small frame would suggest. Of course, she can't life things that are considerably heavier.
Non-Combat Skills​

⚶ Apothecary:
The subtle art of mixing things together to create potions, poisons, and medicine. Zelīa has mastered this skill in every way possible, which is the reason why most would say that she's more dangerous without a bow than she is with it.
⚶ Babysitting:
Zelīa loves children, but never considered having her own. She can calm rowdy or unsettled children, reassure them, and spur them to try things they otherwise wouldn't. The children can tell that she loves them, and combined with her natural charm, it pushes them closer to her.
⚶ Baking:
Zelīa likes to eat, and she had to teach children for a while. She learned to bake so she could give them treats for performing well, or even attempting to perform at all. No one was declined treats, even the bad ones. When children weren't around, she baked for herself and shared with her neighbors.
⚶ Cleaning:
The elderly couple that cared for her gave her chores when she was four. The mercenaries made her clean whenever she wasn't making poisons or on her break. She had to clean up after children when she was teaching them to be apothecaries. She helped clean up when she was with that criminal organization. Lots of experience in cleaning.
⚶ Cooking:
Zelīa likes to eat, and she had to teach children for a while. She learned to cook for the children who came without anything for lunch. When children weren't around, she cooked for herself and shared with her neighbors.
⚶ Gardening:
An Apothecary is only as good as the garden she keeps. Zelīa had to learn many plants, how to grow them, harvest them, and breed them in order to gain the best quality ingredients. Needless to say, her garden at home is quite vast.
⚶ Hunting:
When roaming the wilds, it's more efficient to carry non-perishable foods, and know how to get fresh food. Bread gets stale after a while, jerky will always be delicious. Zelīa learned to hunt animals while she was with the mercenaries, it made her more useful, and she never refused.
⚶ Sewing:
Mercenaries aren't known for giving their slaves many clothes, unless those slaves were also very good friends, and the mercenaries were good people. Zelīa had to repair her own clothes, and later, when she escaped and got new ones, she had to maintain those as well. She won't be making an elaborate dress anytime, soon; but, she can make her clothes last a bit longer than they otherwise would.
⚶ Woodcarving:
Zelīa gets bored and she started trying to carve wood. She's not very good at it, but she can get a rough shape made if she focuses super hard.
Soulbound Bow Spells​

Zelīa has no magic by herself. All of the spells she has require the use of the Soulbound Glove that was given to her by a Demon Lord. The Demon's gift to her was power in the form of versatility, rather than having overwhelming force, or one-hit wonder styled attacks. This made it so Zelīa was much more efficient at killing, which also meant that the Demon Lord would have a constant flow of souls to claim. While she hates the glove, she can't remove it on her own, so she's grown to accept it and uses it to reach her own goals. The Demon Lord doesn't care what it's being used for, so long as Zelīa kills people with it.

Spells below can only be used with the Soulbound Glove, and no other ranged weapon. All spells have a limited number of uses, marked next to them as ("X")the glove is removed (which means taking off an arm), the spells cannot be cast. The Soulbound Bow spells may be combined with each other to mix effects, so long as they're compatible. An example of incompatibilities would be Fire and Ice Arrow, or Chargeblast and Unload. The former is an elemental negation, which results in a violent exothermic reaction. The latter is weapon specificity, where one requires a bow and the other a crossbow. Any spell that does not specify requiring a form of the weapon can be used in either form.

⚶ Max Speed: (5)
This shot moves at 5 times the speed of a normal one, but has no increase in penetration power, or range. If anything, the penetration power is reduced, as anyone wearing anything stronger than leather armor (such as leather + ceramic) would only receive a shallow wound, and the shot will bounce off metal.
⚶ Scatter Shot: (5)
A single shot that's fired and then glows quickly. It them instantly splits off into 10 different arrows that fly at different angles, within a 30 degree conical area.
⚶ Fire Arrow: (5)
A shot that's extremely hot and can melt through material depending on the material and its thickness.
⚶ Ice Shot: (5)
A shot that's extremely cold, and will freeze the area around where it lands. If the arrow is not removed, the entire target will be frozen.
⚶ Ricochet: (5)
An arrow that bounces off of solid objects, losing half of its penetration power each time. After two bounces, it will only leave a paper cut in its wake.
⚶ Twin Shot: (5)
A shot that turns into two arrows mid-flight, each moving parallel to each other, making it slightly harder to block with standard blades.
⚶ Shadow Strike: (4)
A shot fired from one direction that's a false image, with the real arrow coming from the exact opposite direction. Better used for one-off attacks, or against really stupid enemies.
⚶ Teleportation Shot: (4)
Zelīa fires an arrow at her target and whatever the arrow hits when it stops moving, whether that be her enemy's heart or the rock it hit when she missed, is instantly teleported to an undisclosed location that only she knows about.
⚶ Gravity Well: (3)
Zelīa fires a purple and black colored arrow that, upon hitting a surface, releases energy that crushes anything within 3 meters of the arrow.
⚶ Unload: (3)
A bolt is held in the crossbow as energy constantly pools into the firing chamber. The crossbow rapidly fires bolts one after the other no greater than ten times, in succession. These bolts do not lose any penetration power, but they do lose a bit of accuracy due to having some recoil.
⚶ Arrow Storm: (2)
An arrow is shot into the sky that come down as a hail of arrows, barraging a 5 meter radius for several in-character seconds. Cannot be used indoors.
⚶ Charge Blast: (1)
An arrow is held in the bow as energy begins pooling into it. When the shot is fully charged, the arrow will glow brilliantly. When fired, the arrow will damage or completely obliterate anything within 2 feet of it, as well as leave a white streak behind it. A molten trail will be left in the wake of this attack, as well as a deep, glass coated hole wherever the arrow touches down. Zelīa cannot defend herself while charging this arrow.


 
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