[hider=Elynne/Eliine Meidre] [b]Name(self-given):[/b] Elynne Meidre [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] Alternatively, she goes by Eliine Meidre - the exact name she gives may vary a bit depending on the general characteristics of the native language of the person she is currently speaking to. [b]Sex/gender:[/b] Female/woman... [b]Age:[/b] Looks to be somewhere in her early twenties. In actuality she has existed as a dreadwraith for close to three hundred years, thirty-seven of which in partial freedom. [b]Creature type:[/b] Specter [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Neither fully immaterial apparitions nor mundane heavy-footed mortals, they tread between the two and can act akin to and mingle with either. [b]Species:[/b] Dreadwraith [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]They are not evil by nature - and for the most part hold no distinct perceptible feel of either good or evil, for they, like most specters, are inherently neither corrupt or pure -, but dreadwraiths come into existence already cursed, obligatorily feeding upon the strength of other beings, bound to target one after another not unlike a terminal illness, taking a hold of and draining without choice or free will in the matter ... unless set free by a person who happens to know how to. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]If set free, they can finally live as they wish, and either choose to abstain from or continue tapping into their powers - and perhaps even succeed in refining them as they desire, not as their inherent curse had once dictated. Else, slowly but surely each victim will weaken day after day and finally die, unable to hide or flee from the next visit as the tormentor will follow and seep through cracks and keyholes, with the victim being further plagued by the dread emotions, fleeting illusions and horror those specters can - and commonly do - project upon their targets. [b]About the dreadwraiths' curse:[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]It seems to be a common assumption that the curse takes the form of a constant urge, the yearning to sap life from beings, but this is but a misconception. While extreme weakening might make a dreadwraith feel the instinctive temptation of draining whomever is available nearby as the fastest and most reliable way of regaining one's strength (as opposed to eating food, which takes both a lot longer time to have an effect and initially actually [i]takes[/i] energy for breaking the consumed substance down to components before it starts giving anything back), the dreadwraiths' curse itself does nothing of the kind. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The curse itself takes the form of a waking dream wherein the conscious mind of the dreadwraith is but a passive observer, if not less than even that. It feels not unlike a nightmare wherein one can see what one does and have thoughts over what is happening, but in no way influence the happenings or alter which actions the one's body performs. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Elynne's personal curse has been partially broken - she no longer exists within the curse, but it still remains in a semi-dormant form, now contained within her instead of it containing her. She has to focus daily - nigh constantly - to ensure it stays at bay and will not reawaken fully and engulf her again. Some things appear to rouse it, such as the presence of the weak and dieing... If the curse were but an urge, it would be easy to restrain it, for her mind is strong, but with something of this kind of mysteriously sly and hard-to-define nature, it is much harder. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png][i]She must not forget; she must not relent; she must not grow careless and relax too far.[/i] [b]Appearance:[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Elynne's one and only actual defined appearance is that of a tall, thin, pale human woman, much like her kind and her kind's closest cousins are wont to have. [[WILL ADD A SKETCH SOON]] [hider2=Written Description][img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She stands at 6'1'', but due to her narrow frame and borderline unnaturally straight - if not almost stiff-looking - posture, she tends to appear even taller than that; she habitually moves in long, measured, somehow gliding strides which only barely remove her feet from the surface she traverses, with the motion of her legs barely changing along with her speed. A leisurely stroll or movement twice as fast as the average person's walk - there is no discernible variation in the movement besides the speed at which it occurs before she actually starts to run, and even then her usual gait barely breaks. She moves with an almost unnatural quietness; even in absolute silence one has to strain one's ears to discern her footfalls, and even then one may not hear those unless she runs. A human might never; a being of much keener hearing is more likely to. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She is indeed thin - to an extent where it would border unhealthy for a human woman -, and for some unknown reason the appearance of her face seems to be the most affected. As such the outlines of her cheekbones, straight, narrow nose and jaw are especially sharply defined, half-accentuating the fine structure of her face, half harshly reminding people that there is little but a rather thin layer of skin and minuscule muscles covering the skull of humanoid beings. One could nevertheless almost call the overall look of her face - elongated in shape - beautiful, but then it would be a kind of hard, refined, almost regal kind of beauty. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Her lips are pale and thin against an even paler - an almost snowlike white - complexion, her eyebrows are light brown with a mild arch to them, and her hair is very light tone of ashen blond, straight, and falls down past her tailbone in a thick, smooth layer. Her eyes, in turn, are a kind of tone between gray and blue - water-gray, the color is sometimes called. Her gaze usually tends to have a slightly melancholic feel to it, befitting of the stormcloud coloration. She can smile, though, and often does, in performance and otherwise, and her smile is charming; it is actually crying her face has never been subjected to, despite what the melancholy look in her eyes might suggest. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Elynne's shoulders leave very square impression, and her ribs are very clearly defined under the skin of her torso; she has just enough of a bosom to not look completely flat-chested, but her breasts are modest at most. Her rather narrow waistline - another result of the thinness of her frame -, however, combined with the relatively wider ribcage and hips, give her a rather easily identifiable feminine hourglass-figure, even when she is viewed from distance, especially in relative darkness, where her paleness stands out. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Her legs are sleek, and her upper arms appear about as thin as her lower arms. What little flesh there is upon her body appears to almost all be lean muscle rather than soft bolstering of easily-yielding fat. There is indeed very little amenability to her physical body, and her smooth skin seems to always be cool - not outright [i]cold[/i], but definitely much cooler than would be normal for human. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Her movements nigh always seem measured and calm, thought out, but much like a snake can suddenly strike out after a long time of barely perceptible inching forward, Elynne's slender, long-fingered hand can abruptly dart forward with unfailing accuracy at any time and grasp a hold of something, and it takes but a blink of an eye for her to launch into motion from complete standstill. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Unless she is wearing something else - which she prefers to do - she can be seen wearing a long white dress (see belongings), and if that is the occasion, she usually walks barefoot. Often, and especially these days, she can be seen wearing a wooden amulet around her neck. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]When she is using her powers to get past physical obstacles or move faster, her visage may very briefly appear - in the lack of a better descriptor - almost foglike, even if the shape of the form is retained as much as the available space allows. [/hider2] [b]Powers, noteworthy abilities and unusual qualities:[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Rather than just the more commonly used abilities being listed, [i]each and every[/i] ability or trait which would not be expected from a human woman of similar proportions has been noted down. Here you can both see how far her powers can potentially take her, and also have the utmost limits of her abilities laid bare to avoid possible future misunderstandings. [b]Summary: [/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Ability to obtain temporary partial ethereality - or perhaps "fluidity" would describe it better? - to seep through even relatively small openings and move over complex or soft terrain or up steep risings at full running speed, or for example dodge incoming attacks and escape a hostile grasp; ability to slowly drain people of their strength while maintaining physical contact [i](it takes several hours for a formerly rested and energetic person to start feeling exhausted and unmotivated, and the draining can[b] only[/b] occur when she is physically touching or inhabiting the person)[/i], but also slowly give them strength through the reverse of this process; ability to induce and mold nightmares in sleeping people (and cause people who are awake see fleeting illusory wisps in the corners of their vision) and cast sensations of terror, dread, fear, pain and hopelessness upon people; ability to inhabit objects and living bodies alike and [b][i]very[/i][/b] limited ability to possess people she inhabits (not likely to work at all with anyone who is at least partially awake and/or conscious); complete immunity to cold and enhanced resiliency to physical damage and mind control abilities, also notably more significant physical strength than her appearance would suggest. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She also never sleeps - she is in actuality no less than completely incapable of sleeping altogether -, cannot fall unconscious, does not require air to survive, and has the ability to tell how good a person's physical and mental state are, as well as can unmistakably track down all individuals she has ever drained strength from, though distinguishing them from one another is a whole different matter. [b]Elaboration: [/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]This section details the exact extent and limitations of her powers, as well as the effects using each them has on her. [hider2=Expand][img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Most of the time, she is as solid and material as any human woman would be, but at will, this can change, and she can become largely - but never completely! - ethereal. It is this state that allows her to pass through any opening that is at least the size of a keyhole (but not fully solid barriers), to evade attacks directed at her or escape an ill-wishing hold, to be unhindered by terrain that would make any fully material humanoid stumble, get caught in foliage or sink in knee deep to the soft, yielding soil ... she can even run over water in this state (though stopping for more than a second would nevertheless make her sink into the water, getting back out of which still requires reaching something solid and climbing out), or scale completely vertical surfaces (albeit once more, speed has to be maintained while she does it or she'll fall off), or leap nearly two meters into the air. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She, however, cannot move any faster than what her full running speed in completely material form would be in her more ethereal version, and passing through openings that are very small tends to take some time and leave her more vulnerable than usual while she is at it - it appears that she takes approximately as long as an amount of water equal to her body volume would take to flow through an opening of the same size, indicating that she actually has limitations on how much of her can fit through at once, and how fast. In fact, if someone were to try to run a hand through her semi-ethereal form, one would still feel resistance not too unlike that of a heavy, dry liquid, such as quicksilver. She herself can still manipulate physical objects when ethereal if she so desires, but it requires a hefty amount of concentration. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Also, although her more ethereal manifestation can stretch in manners vastly unnatural to get through minuscule openings, she remains in one piece at all times, and retains her general volume. She cannot become notably smaller or bigger (except in cases of inhabitance), or separate herself into several pieces. Should she be cut into several parts by another, it would - depending on the size of the smaller portion cut off - equal to anything from being just lightly hurt to truly grievous, even fatal injury. And while a punch is likely do no harm, a damaging spell, a blade or bullet rapidly passing through is wont to somewhat harm even the more ethereal form. The damage is dampened to about a fifth of what it would be if her fully material manifestation were to be hit in a similar manner. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Being partially ethereal in this manner for short periods appears to have little to no detrimental effect on her, but if she maintains the ethereality for longer durations, it becomes apparent that it tends to spend her reserves rather quickly - almost as if in this state, minuscule amounts of her essence are constantly escaping her and vanishing off into the surroundings, dispersing like vapor to wind. It should also be noted that she cannot drain while in her more ethereal state - she must either touch the subject while completely material or inhabit them to do so. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Her ability to drain people of their energy is native to the dreadwraith-kind; it is how they most naturally sustain themselves. It is indeed a fairly slow process - usually a dreadwraith would wait until a person has fallen asleep, then seep in, inhabit the body of the sleeping victim, and stay for the duration of the night, leaving once they can feel the person starting to wake, only to return the next evening. Like that, with the person having a day in between to somewhat recuperate, it usually takes them a couple of weeks - sometimes two months or more, even - to end an average formerly healthy adult human. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]A stronger body tends to take longer to deplete, a weak one tends to run out of reserves quicker - as could be expected, with a weak body having less to spare to begin with. How much exactly a dreadwraith can take per unit of time depends very heavily on the strength of not the person's body, but their mind. A submissive, hopeless person with no desire to fight their fate and others' control - even if at full health in the beginning - may take just a handful of days to deplete, whereas a dominant, determined person who will never give up no matter what the circumstances may last for months even when they start out already physically frail and sickly. Such is the power of the mind. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The species and nature of the one drained has fairly little effect on how successfully they can be drained - all other factors seem to be drowned out by the variable of mental strength -, but it can be generally concluded that the more supernatural the being, the easier they are to leech energy from. An exception to this would be the ethereal, or those who tread between the ethereal and material - specters, ghosts, spirits, wraiths, and their likes. There are about as hard to drain from as mundane mortals, and since they do not sleep or periodically lose their awareness of their surroundings otherwise, perhaps even harder in practice. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The effects of the dreadwaith draining mostly (though it may somewhat vary from one type of creature to another) resemble some combination of sleep deprivation and malnutrition with fatigue and lack of energy becoming particularly exaggerated, and are typically fully reversible - should the dreadwraith stop routinely draining the one, the body will most likely slowly return to its usual health. Being drained just once or twice will take an average person just two or three days of reduced exertion to recover fully from. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Interestingly enough, dreadwraiths can actually also do the opposite of draining people, and [i]give[/i] them strength and energy (while weakening themselves; the most notable immediate effect of the weakening would be an acute sense of cold, made particularly notable by the fact that actual cold is something specterkind neither feel nor are harmed by). Much like the effects of draining, the results of this giving may not seem very significant immediately. Nevertheless, over time such giving may be enough to let a person recover from an illness or injury or survive a prolonged hardship they otherwise would have succumbed to. Small things add up. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]It is, however, not the ability to drain people - through perhaps terrifying by its own right may it be - that gives dreadwraiths their name. It is the ability to produce the kind of nightmares that seem to go bone deep and stay in people's minds even once they have dispersed, nightmares that make them fear falling back to sleep and which are especially hard to wake from once one is engulfed in them. Indeed, even people who typically just wake with a start from disturbing dreams most likely will find themselves stuck in those. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]There is but one limit to this ability - a person must fall asleep and start dreaming [i]before[/i] a dreadwraith can contort a dream and mold it into a thing of true terror. If to try to cast a nightmare upon a person who is still awake, the effect will mostly fall short - an awake individual will only see fleeting shadows that prove to not be there when one focuses on them, things darting at them from the corners of their eyes, only to vanish the moment one turns one's head to look at them, a wavering of air or a blurring of a darkening spot on a ground, a flicker of surreal alien scenery - no more than the fleeting phantasms akin to those of deep sleep deprivation or high fever. Not enough to cause unparalleled terror by itself, though in a dire situation demanding reaction and accuracy - such as a fight - even such mirages could prove dangerously, if not potentially fatally, distracting. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]What is almost always possible to do is projecting pure feelings of dread, terror, hopelessness, loss, pain, sheer senseless fear and panic... Such sensations are much more raw and primitive in nature than realistic nightmares, and thusly are much easier to produce even in awake people. And while both feelings and nightmares are usually generated internally, a nightmare in an awake person would have to compete against various sensory input, whereas feelings ... feelings do not. Any individual who opts to fight a dreadwraith is bound to know the true meaning of terror. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] - It has been speculated that the abilities developed in dreadwraiths in order to help wear the mind down and reduce the fight in it. It has, after all, been established that a body whose mind has given up on resisting makes an easy prey. As for what toll such abilities take on a dreadwraith oneself, then it does not appear to have any more severe consequences than any other activity which requires keen conscious attention and concentration. She has to focus to project nightmares and dread emotions, and the target must be within a handful of meters and not encased in an integral obstacle - such as the solid walls of a building - for the powers to have their full effect. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Another, often perhaps somewhat exaggerated - and thusly overly feared - power of dreadwraiths and most other specters is that of inhabitance. Contrary to common belief, inhabitance by itself does not equal possession, but is merely the ability to first enter and then exist within the same area of space as an object or - as is perhaps even more common with dreadwraiths - being (and it must always be a whole object, and never something that lies in several pieces, though in the latter case she can inhabit one piece out of the many). Of objects she can only inhabit those which are not significantly smaller than she is, whereas any any higher being can be inhabited. Should the inhabited be a being that is both conscious and awake, there exists a fair chance that, should the mind of the inhabited be powerful and determined enough, she could be expelled by them at will with some effort. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She cannot manipulate any non-living object she inhabits in the slightest, but in rare cases, she may be able to seize control of a being's body, in which case the inhabitance becomes an actual possession. The criteria for her being able to possess a being are indeed strict; may it be said at once that with anyone who is both conscious and awake, it is in practice nigh impossible. Namely, there are only two occasions where she might be able to commandeer an inhabited body: the person must either be unconscious (or vegetable, or so freshly dead that their body has not managed to notably decay yet) or alternatively have their minds stuck in dreams while their body has already woken up. The first is self-explanatory - she can take the lead when the conscious mind has ceased to function -, the other may need an explanation. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] - A dreaming person is not unconscious; though people often insist the opposite, this is but a misconception. The consciousness, in fact, experiences everything in dreams, though through a filter of surreality. The consciousness also tells the body to perform every action that is performed in the dream, but the body won't comply, not fully at least, for there is a lock in place that would not let the consciousness' commands be forwarded to muscles (should one wake in the night and find oneself unable to move, this is why: the "lock" did not successfully switch off ... sleep-talking and -walking, in return, occurs when the "lock" was insufficient). [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The same lock that keeps people in their beds while their dream-selves run free is also what prevents the dreadwraiths - and many other spirits and specters - from seizing control. Should the body be roused and the lock go off while the conscious mind is still encased in the dreadwraith's nightmare (and those nightmares, as established, tend to be exceptionally hard to wake from), however... Then, then the specter is in control. It usually only happens when some bystander tries to very vigorously wake the inhabited one. One may not want to try to wake a person inhabited by a dreadwraith, should one not be certain in the specter's good will... [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Dreadwraiths are typically not too reckless with the lent bodies, however, and tend to pick the objects they inhabit carefully: while the injuries and damage present before the inhabitance have no effect on them, the damage sustained by the body during the inhabitance will still cause at least some harm to the specter. (In some extreme cases, intentionally harming the inhabited one has been somewhat successfully used to try and drive them out for this day.) [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]It should perhaps be also noted that curiously enough, a specter can only exit the someone or something she currently inhabits or possesses in the reverse of the way she entered - the power of inhabitance (or possession) [i]does not [/i]allow her to get through obstacles she otherwise cannot get past. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Other than those, she has a number of traits which all relate to her being either a specter or dreadwraith more specifically. For one, she is completely immune to cold, no matter how crisp... While fire, though she ironically finds it beautiful and loves its heat, can harm her just as easily as it would a human, cold ... cold is no threat to her. It is, after all, during the deepest and coldest months of winter, when all the spirits of nature lie dormant and in hiding, that the specterkind become the most active, with even the most fleeting of them emerging and taking over the barren realms. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The same, she as a specter is highly resistant to mind-manipulation, be it a siren's allure or a witch's illusion spell ... after all, many a specter and spirit can contort the mind, and such they have evolved to be quite hardy against such dangers. What a messy place the domain of specters and spirits would be if they had as powerful effect on one another as they tend to have on mortals both magical and mundane... [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]...She who used to mostly target those who sleep herself never sleeps, for she cannot. Neither a specter nor spirit shall ever have a dreams of her own, even if few of them can enter others'. She will forever be awake and aware. Nor will she ever fall unconscious... It appears that a specter or spirit can either have one's mind fully functional, or succumb to death right away. Perhaps their bodies cannot exist without consciousness? And indeed, as soon as they fall unconscious they are dispersing, and verily dead. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Her fully material form will however breathe, for it mimics the body of a human woman even if she technically does not require air in the same manner mortals do, but in the ethereal form or state of inhabitance she seems to neglect to perform the action that comes so naturally for most living. Where would there be air to intake within an object or another's body? [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Lastly, beware of specters' and spirits' deceptive strength. Often lithe and frail they look, but nevertheless they can leave a blackened bruises on a man's arm by just grabbing a hold and gripping tight. Elynne's no different in that regard; a human would barely be a match for her strength, although supernatural beings - such as demons, werewolves and vampires - often are notably stronger than she is. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]As a dreadwraith, she tends to be very good at gauging others' mental and physical health. She cannot read emotions any more than a human could, but prolonged stress and depression she can pick up on. She can also quickly read into the strength of others' willpower, as well as detect how dominant or submissive they tend to be. Similarly, she would not realize there is a fresh cut in someone's leg unless she sees it, but general poor health, chronic illness, general deterioration, being near death? That can be instinctively sensed. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She also invariably knows where anyone she ever drained from is ... although the knowledge is limited to purely direction and distance. She would not know the environment they are in, nor be able to distinguish one such individual from another by the sense alone. They all feel exactly the same, so she can only try tracking by keeping constant tabs on which direction a specific marker has moved and is going since she saw the person face-to-face. [/hider2] [b]Personal residence:[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]If one were to enter her cart - which is not all that likely to happen, since she has never invited any visitors - one might perhaps be shocked to discover that unlike the often spacious and heavily personalized contents of the residences of many of the carnival-workers, hers still only contains a simple bed, kitchen and bathroom, all seemingly never used. The only addition she has introduced are heavy, thick dark blue curtains, plain and meant to be able to block both light and anyone from looking in more than anything else. If anyone were to ever ask, she would tell it is not a home, but a place for her to retreat, should she ever be chased away from everywhere else; since she does not sleep or fear cold, she will normally never retract to the dwelling assigned to her, but rather wander about on the carnival grounds when idle, regardless of temperature, rain, snow, or winds. [b]Significant/Special belongings:[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Elynne has scant few personal belongings, let alone objects that are significant and special. All in all, there are only three objects in her possession she considers meaningful, and would not part from without a second thought, but holds close and dear. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] - The first is a garment, a long white dress, a part of her and haunting reminder of what she is. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] - The second is a talisman, a wooden amulet, a memento and dear gift from a long-time friend. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] - The third is a weapon, a metal sword, a token and solid promise to herself for times to come. [hider2=Descriptions][b]The dress of the dreadwraith-kind[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]White is the color of ghosts and death, and hence the color the spirits and specters of death are commonly adorned in, the same as the dead and ghosts of the dead themselves. Dreadwraiths come into existence as bringers of death, and as such their garments, long dresses of indeterminable smooth material, are white like freshly fallen snow. These long white dresses are more a natural parts of the specters than something they own, objects that can be summoned at will, objects that can lose their material qualities and re-solidify along with their wearers themselves. A dreadwraith will own one since the beginning of her existence, and the dresses of all dreadwraiths are fitted to their forms, but otherwise nigh identical. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Elynne's dreadwraith-dress is no different. It appears to have a fairly simple and elegant form, flowingly falling to an inch past her ankle, further enhancing the impression that she is gliding over the ground as she walks rather than stepping on it. It barely ever lets her feet show - at most, one might catch a brief glimpse of a toe or heel when she hurries. It widens quite extensively as it nears the ground, allowing her to take long strides with ease; it lacks notable pattern or significant decorations, so its only remarkable qualities are its material and surreal motion; it has a v-neck, but it is subtle and modest rather than reaching deep; it has sleeves, short ones that end before her elbows. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The material falls almost like silk would, but although it is not see-through, it looks somehow lighter, airier, easily influenced by the slightest gust of wind and dancing along in a manner which alone can create an impression of ethereality. To touch it feels incredibly smooth, but seems to lack substance; if to pinch the fabric between two fingers, one would feel only soft smoothness, but no discernible thickness. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Much like any dreadwraith can hers, Elynne can form and disperse this dress at will; should she assume ethereality while wearing it, the dress would follow suit. It is a part of her, and thusly holds emotional value, but it is also a severe reminder of what she is and what she has done. But sometimes, such reminders are necessary... She also detests the color white in general, largely due to its connotations with death and loneliness. [b]The Amulet of Warded Pass[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]It is a parting gift of a long-time friend of hers, the ancient and knowledgeable deathsinger-banshee, and hence something Elynne holds dear for emotional reasons more than its qualities, though it does have some magical properties. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]It is a perfectly round solid piece made of rowan wood, about three inches across and half an inch thick, thinning a bit towards the edges. Its backside is completely smooth to eye and touch alike, but its face has been meticulously carved into a reliefed surface, the most prominent feature of which is an intricate cross spanning the entirety of it. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]It is not the cross of any particular religion, but rather something far more primal, a denial of pass that existed long before and transcended the modern beliefs. If anything, nowadays' religions have taken over the motif, and used this ancient mark of halting power to buff their own symbolics. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]On its edge runs the pattern of an old warding spell, and the four quarter-circles left uncovered by the arms of the cross each contain symbols and patterns of their own, not quite as protruding as the cross, but nevertheless strongly embossed. There is not a pinhead's worth of surface left unpatterned. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The only thing that appears to mar the perfection of the amulet is a small, smooth hole, bored through the center of the wider end of one of the cross' four arms - into one of the four possible places where a hole could be carved without it disrupting its many meaningful patterns and thusly weakening the charm. Through this hole, a smooth black curiously twined - and indeed, this manner of twining is not meaningless, but a spell of its own - cord runs, making it possible for the amulet to be worn around the neck or hanged up. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Its backside is painted uniformly reddish-brown with some potent herbal dye that seems to have seeped deep in rather than covered the surface (the pattern of the wood remains visible), but its front has had its pattern further accentuated with two more colors - deep blue and evergreen-green shapes and lines standing out on the reddish-brown background. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Either held in hand and displayed, worn around the neck, or hanged over a path or an opening, it can indeed bar passage, make an individual ineligible for possession or stop the inhabitant for leaving, or force a supernatural being or animal into backing off. It does, however, not work against all types of being, but rather only a specific selection of them.* [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The amulet's effectiveness is also heavily dependent on its current positioning - to give an example, it would only have an eighth of the power it has hanging from a branch reaching across a path when lying face down on the same path. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png][[*Whether the type of being a played character is would be affected will be hashed out with individual players. I will be presenting my own vision of the effect and the extent of it, which can then be altered, rejected or accepted as is by the player oneself. Only, there can be no later reconsiderations.]] [b]That which shall become the Spirit of Sword[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]It is an intricate and beautiful longsword. Forged of only the purest silver and purest iron, it is a stunning combination of gleaming gray and perfect reflection. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]For a blade in general, those materials are far from perfect - both pure silver and iron are too soft and yielding to make for a weapon that would endure (although the use of soft metals in weapons is sometimes unjustly frowned upon - sometimes it is better to have a weapon that is bent or warped rather than shattered or chipped, for the first you can bend and beat into shape again whereas the latter would need to be melt down and reforged), and silver is prone to darkening and iron to rust. It is because of these materials' more magical properties, namely the fact that they can harm multiple beings a weapon of any other material would not be able to. And with what she intends to do with the sword, the softness of the metals it is made of would become irrelevant, anyway... [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The magnificent double-edged blade of the sword is forty inches long. At the base, it is 1.68 inches wide, whereas at five inches from the tip it has narrowed to just 1.54''; from there on the slightly tilted-inwards center-section (fuller) ends as a ridge takes over and the the blade curves into a fine pointed tip. Thickness reduces at a proportional rate. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Though its heart is iron, the center-surface of the blade is silver, and in it two reflected lines of spell-patterns of iron can be seen. The edges alternate between iron and silver, each segment spanning half an inch. - It is not easy to forge two metals together perfectly like that; magic may have been involved, or someone must have poured a lot of effort into the work. The result seems flawless, nary a crack or mixing present. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]The hilt is iron and decorated with silver, matching the rest of the theme. The crossguard is straight rather than forwards-extending, forming a cross with the grip and blade; its fashioning is similar to the cross on the amulet, and the silver lines on it form an intricate patterning that seems almost meaningful. And indeed, though not as effective as its amulet-bound counterpart, this design also holds some power. The grip is oval, wrapped in black leather, and easily fits two hands - much like the grip of a longsword is supposed to. The pommel is round, and decorated with the already familiar mysterious symbolics. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Magnificent and decorative as the sword is, she currently has little use for it, for it is yet unfinished. Using it now would only inflict damage to it before it could reach its full potential, bend its malleable metal and introduce unnecessary imperfection... Furthermore, as it is, she cannot utilize her powers fully when wielding it. As it is now, she would be unable to take it along when seeping through holes, keeping a hold of it when ethereal would require significant effort, it would not respond to her recall... She intends to make it into something that could be summoned at will much like her dress can be, something that, much like she herself, can be both ethereal and material, something that is no longer prone to taking damage. It is truly not a sword she needs, but a [i]ghost[/i] of a sword, one bound to her being. And she knows how to make one such ... but it requires time, effort, and some components that may not be the easiest to acquire. She is working on it. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]It is currently unnamed, but once it is finished, it will be called [i]Mõõga Vaim**[/i], Spirit of Sword. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png][[**More accurately meaning the kind of mentality - in the lack of better term - that a sword would have if we viewed one as a conscious being, or alternatively something that was once a sword, but has now become a spirit. It does [i]not[/i] refer to kind of spirit that is either associated with a sword or lives in one. The latter would be one word.]][/hider2] [b]Fighting skills/techniques:[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Elynne has the same set of qualities and abilities as any dreadwraith, and hence has adjusted her preferred fighting techniques to match with it. Dreadwraiths are not naturally tailored for quick fights; they are typically fairly slow, but utterly relentless and underailable killers. They are not warriors by nature; they are far more akin to chronic terminal illnesses. They may retreat every now and then, but without fail they will return, and without question or doubt finish the jobs they started. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] - If Elynne does not need to finish an opponent off a once, she is bound to do what a dreadwraith usually does: follow, watch, wait, project dread emotions, approach, inhabit, taint dreams, drain, retreat, repeat. Relentlessly repeat as the other slowly succumbs in both body and mind and until the one finally meets their demise. It is a slow and cruel way of killing someone, but also a tried, tested, and dreadfully guaranteed way of doing it. ...It is only so long an individual's mind can endure a constant barrage of heavy emotions and nightmares coupled with a following without escape and relentless attacks each time they lose alertness or nod off, and a body which is never allowed to properly recuperate but always loses energy is bound to last for a limited time. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Should she be drawn into a confrontation she does not necessarily want to end in a death (just yet) or just want to drive someone off, chances are she would not resort to dishing out physical harm or leeching, but just solely focus on her ability to induce extremely powerful negative feelings and emotions and fleeting phantasms. Such is usually more than sufficient to put an abrupt stop to a person continuing to do what she saw as warranting such reaction, or at the very least distract them enough to make them ineffective in their endeavors. ...Halting them and making them try to focus on her, if not convincing them to abandon their intentions altogether for the time being, and thusly allowing anyone she might have chosen to aid with her intervention to back out of the situation. She herself will, on those occasions, end the encounter with backing out the same. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] More traditional fights, however, fights of she kind she wants to yield fatal results at once... Those are almost a form of art. Much as with the long-winded approach, she will rely heavily on wearing her opponent out, and much like with the bloodless confrontations, she makes heavy use of her power to induce feelings of dread and despair. She will dance, she will dodge, she will break focus and the casting of spells with overwhelming waves of crippling emotion... She does not require sleep, but the opponent usually does, and she does not tire quite in the same manner mortals to - her opponent will be weary and sluggish where she will remain fresh. She will dart close to drain with but a touch, only to evade a counterattack with the elegance of fog in wind. Or perhaps she will inhabit and force the person to try to fight their own feelings and drive her out at once? She will not hesitate to use a blade or firearm; a weaker enemy may have a punch thrown in their way... Drown an opponent, trip them, or collapse a construct on them - if possible, it may be done. In a fight to death, all methods are permitted. [b]Weapon of choice:[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Herself, all the powers in her possession included. Once it has been completed, Spirit of Sword is bound to become a permanent part of her arsenal. In general she will also never shy away from using anything she can use to her benefit in a fight to the death, be it blades, firearms, blunt weaponry or anything else. [b]Job title & description:[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png][i][b]The Vanishing Woman ||| Walker of Walls and Water[/b][/i] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png][i]She can hide behind an inch-thick pole! She can disappear before your eyes, but beware, should you turn your head, there she shall be, behind your very back! Behold, it is she who can tread across water! She who can walk upon cobwebs and run up a wall as if it were a floor like the one you stand upon! She who cannot be restrained![/i] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] - Her acts heavily utilize her ethereal form, and her entire tent is rigged in a manner that allows her to take the most of it. The floor is about two inches elevated from the ground, and the floorboards rest upon a metal grid; the poles holding up the tent are hollow pipes, and the walls are all in two layers of fabric. The exact set she uses varies from performance to performance - more variation for both herself and the repeated audience -, but it typically involves a number of seemingly non-scalable vertical constructs, boxes she gets into but never climbs out of, poles, supports that should never be able to carry a human, sometimes an assistant to bind her up or try to "harm" her, and a part of the stage is typically a fillable pool. She also tends to go through several outfits during each performance, and while he normally never wears any kind of makeup, she will try to keep such on her face (not all that easy to accomplish when she goes ethereal) for the duration of being on stage, if only to make herself appear somewhat less unhealthily gaunt for the audience. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Often enough, she lets members of the audience come over and inspect her equipment for themselves - only to discover that there indeed are no secret hatches or some such trickery, and no one the size of a human could possibly fit through. To reinforce her seemingly human looks, she will every now and then also hold out a hand for people to touch it, quite unlike her typical aversion of physical contact. ...Not only does touch ascertain the spectators that she is truly a material being (while allowing inspection of this kind), but such voluntary closeness makes branding much easier. [b]Number of souls she has to collect:[/b] 100'000 [b]Number of years she has to collect souls:[/b] 1000 [b]What was her wish?[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]To gain full choice and live free of the fear of accidentally hurting those who do not deserve it and worse - be free from the danger of falling back within the curse entirely and resuming the day-by-day merciless killing without having any say in it. ...To not carry the curse within and fight in the name of keeping it contained each day, to nevermore have to constantly fear what she herself might do if her control of the currently-pacified curse slips without her ever having the chance to even try to stop herself. The remnants of the inherent curse still residing within her must go. [b]How many souls has she collected?[/b] 874 [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png](874 before the start of the IC, 0 after) [b]How long has she been at the Carnival?[/b] Seven years and nine days. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] (Of which zero days after the start of the IC) [b]How the collection of souls has affected her?[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She knew what she was getting into; she had weighed the act and all of its consequences with meticulous care before she signed the bargain. She knew she would be marking innocent and rotten souls alike for a wicked devil to later claim them, but by then she had also already resolved to eventually end Mr. Seil's endeavors for good. Before then, there were three more things she definitely had to do... [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]One of those was the completion of the Spirit of Sword, for which she did not need or agree to any infernal aid, another was the finding of potential allies - and would these grounds not attract at least some thinkalikes? -, and the third was the purging of the remnants of her inherent curse, something she could not do anything against herself. The only option she had seen would have been to stop resisting and let the curse engulf her again, and then let someone conduct the releasing properly... But what if the curse would pick not the intended releaser, but someone else of the many she had drained from over time? What if they, intended releaser or not, would fail the releasing and succumb to her, slowly wane away before her eyes like so many before? And how many more would die before she was put a stop to again? [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Ironic as it was, a bargain with Mr. Seil seemed like the safer option for everyone involved. And with this option, there was at least the possibility of her undoing any further harm she would cause - whereas for those she had killed she could do little for. It was not an uninformed decision. There simply had not been a better, surer way. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Make no mistake; she wholeheartedly detests the collection of souls and all it entails. It is only for the time being that she puts up with and partakes in it, and even then she will at least attempt to choose those who do something to come across as unlikable in her presence, provided she is not behind of her schedule with the soul quotas. If anything, the activity has only strengthened her determination and resolve to end Mr. Seil's reign. Before she could have walked away with just the knowledge of letting the horrid deals fester on chewing on her consciousness, but now she carries within a moral debt that she sees as binding ... a moral dept that only the release of the souls would erase. Killing Mr. Seil had stopped being an intention and become a duty when the first soul was handed in. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She just has to be patient and handle things properly, or else she would see no victory. [b]Personality:[/b] [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]At first look, she comes across rather calm and perhaps even sedate, never one to raise voice or make snide remarks, however there is fierce determination in her, and uncanny unyieldingness of the kind that is not commonly seen in people. She will barely ever argue or contest, but she also would nigh never back down or surrender. She seems polite and nice, often helpful, and appears to know how to make clear she disagrees without inciting an argument or ill feelings towards her when she so desires. That is not to say she cannot kill without the slightest hesitation, the slightly melancholic look in her eyes never wavering, or that she would not judge people and assign them sentences she sees fit according to her own understandings and morals. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]It should, however, be noted that to a great extent, her morals have remained influenced by the way of thinking commonly found in various spirits and specters rather than adapting to mortals' moral standards. As such she could not care less for modesty, and would not as much as raise an eyebrow if someone opted to proudly display all of their physical assets, nor care about how many partners one had had... She abhors killing for entertainment and pleasure, but will not think any worse of a person who snapped another's neck just because they happened to be standing on their personal spot, and will not shy away from an individual just because they have killed aplenty in the past. Many things which the average person finds disturbing or odd in others, she merely considers interesting or unusual. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]There is no hierarchy amongst spirits, specters, wraiths, ghosts, and their likes, and thusly she tends to treat everyone the same - always with respect, but never as though they were any higher or lower than she is. Just a bit different, perhaps... Like the individuals they are, rather than status signs. Relatedly, she tends to heavily dislike when people go around demanding different treatment just because they have some position or another. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Arrogance is a thoroughly pointless trait; one either can or cannot, state the first if you are confident in your abilities, and from then on let your deeds speak for themselves. Resolution is valued over indecision, inaction is considered silent agreement, and weakness - mental weakness and vulnerability more specifically - is scorned whenever it surfaces. In the world of her likes, the weak are destined to be wiped out; such is the natural course. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] She deeply respects individual space and sanctity of others' possessions, and will typically abstain from physical contact unless the other has expressly stated that it is allowed - both because it is personal, and because by contact is how she drains, and hence she commonly expects people who know what she is to want to avoid touching her. She is always truthful about what she is, should people of the carnival ask; truth is a value in itself, and if one does not want to reveal how things truly are, one should rather remain forever silent. From her past experiences with mortals, she also tends to expect that others fear her, or at least be apprehensive towards her kind. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]As for personal space and belongings... Many spirits, specters, wraiths and ghosts guard their possessions and respective areas very ... keenly. So keenly, in fact, that should one cross their sole right to those things and take something without being gifted, traded or lent it (and the recipient better hand the lent objects back, or they will pay dearly!), one can easily find oneself cursed, hexed, dying of persistent illness or treading unknown paths till dropping dead from exhaustion or thirst. Or, in rare cases, simply promptly killed - drowned, neck snapped ... often enough, the death will look like an accident. Dreadwraiths themselves are not location-bound, and hence Elynne has no particular sense of ownership towards her assigned carriage, even if she, out of respect towards others, still does not enter the residences of people that are not her targets without being permitted to. She, however, does care about her scant few dear objects ... almost as much as spirits typically do. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] Aside of killing for entertainment and fun - something that spirits of nature consider disrupting of balance -, and arrogance and lack of respect towards others' belongings, she predominantly holds strong feelings towards imposing one's will on others, owning and controlling them. Sure, she herself tampers with minds, too, but she only lets the people experience sensations, rather than seizing control over them... No one owns anyone, and none should. Each belongs to oneself only. (Even skinwalkers do not really own the bodies they possess; they just ...[i] lend [/i]them for a bit. Or so they say. If there is one type of ethereal beings Elynne is a bit in-between about, it would be the skinwalkers.) [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] - She is uncertain whether this belief is so powerful because of the culture of spirits and specters or because she herself was forced to do things she did not want to for so long by her curse. You see, the fact that her kind naturally killed slowly left plenty of time for her to learn to know some of those people her curse had picked as her targets well ... and horrifyingly enough, she ended up [i]liking [/i]many of them. It was much like killing one's friends, if ... very one-sided friends. She herself was always only seen as a monster and misfortune. And how could she not be? [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]Hence, while she may go to extreme lengths to help people in the endeavors she approves of and try to support them at almost all costs whenever possible, she will never make a significant effort to make a person reconsider, or force someone to alter their values or change sides. She will find out what they intend and are and ... that is that. Their decision. Their choice. Not hers. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She likes to converse with people, find out what they are like, what their beliefs and opinions are, what they aspire, what they may think of an idea or another ... also support and help them, if she approves of them. She will typically speak in a soft, quiet voice, either unfazed and perhaps ever so slightly melancholic, or contrastingly distinctly happy, but seemingly never anything else. Unless it is positive reaction, it seems that she simply is not all that emotive. One can however conclude it is a matter of sparseness of facial expressions rather than lack of emotions. Her talks also may come as a bit unusual every now and then ... perhaps remnants of the aforementioned spiritkind's culture. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png]She, however, also tends to stay away from crowds wherever possible - especially if people are packed so densely that it may result in accidental physical contact. Hence, she mostly only approaches people when she discovers them alone, or mostly alone. Despite her aversion of large conglomerations of people she ... has been feeling somewhat lonely, especially now that she is not surrounded by spiritkind as much as she used to be. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png] What else is there to say about her ways? When she is not performing or quietly talking to a person or another she has seen fit to approach for the time being, she usually wanders about on the festival grounds, seldom asking permission to leave the area to seek out her own likes or do some unknown business. Often, she seems to be almost meditative, focused on keeping the remnants of her inherent curse in their current state. [img=http://i255.photobucket.com/albums/hh150/Sinine1100/TabEffect.png][i]sugary poison[/i][/hider]