[hider=Azura, the wind] [center][img]https://i.imgur.com/ee48CTY.png[/img][/center] [center][color=lightblue][u][b][The Breath of Galbar, She who wears away, Her radiance, The Winds of Freedom, Friend of Sailors and Millers][/b][/u][/color][/center] [center][color=lightblue][u][b]Sphere: The Blue[/b][/u][/color][/center] A tranquil cloudless void of blue that seems to go on for all eternity in all directions except down, where far, far below can be seen a hazy reflection of Galbar’s surface, the world below blurred and distant beneath an unnatural haze. There are no clouds in the sky, there is no sun, no moon, no stars, no day, no night, only the endless blue. What does pierce the blue are the highest of mountaintops stabbing up from Galbar through the haze, tiny islands of solid ground in the empty expanse. Further up float small islands and structures, defying gravity as they drift through the sky, all ever so slowly crumbling as the entropic wind batters at their unnatural stone. It may in fact be more accurate to say that there are only floating buildings up there but that some are in a much better condition than others. The structures are all made of the same gravity defying white stone and are akin to temples and palaces with no top or bottom, externally littered with marble columns, towers, domes, arches and spires. Inside their architecture is escher like, with stairways, doors and other normally grounded features littering the walls and ceilings, for the buildings are not expected to retain a single orientation and must thus be navigable no matter what way up they are. Of course, as flight is required to reach such a structure in the first place this ability is taken into account with the internals, so even with the additional pathways provided walking though one of these structures can still a difficult and frustrating task. Some of these structures do not float idaly, for atop them are mounted great windmills, pipe organs and other implements of the air that act as vast propellers which drive them through the sky and, in turn, create the winds that flow through the Blue. These vast temple ships do have controller on them them, secret rooms filled with numerous unlabeled wooden levers nestled deep within their confusing structures, but without operators they simply roll through the air obeying their initial/last setting. These temples tend to be the biggest and also often the things that reduced smaller structures to rubble. A scant few are set up so that they do not go anywhere despite the churning of their turbines, creating prevailing winds and currents through the Blue. The air in the blue is thin but still remains breathable, far more so than the air that would grace the mountaintops it contains, making the sky habitable for those capable of navigating its empty spaces and unpredictable currents. Most that live in the sphear roost in the more intact structures, eking out an existence among the confounding architecture. An exception to this are the wisps, an ecosystem of simplistic sea slug like flying creatures with translucent flesh that drink in the eternal blue and convert it into energy and water. They school in large flocks far from any land masses that might block the light, drawing the denizens out from their temple shelters to hunt and be hunted in the open sky among winds. The only denizens initially available to control the wisp population are Tonnikala, massive tuna shaped creatures with sapphire feathers in place of scale and two sets of wings where their fins should be that dominate the early skies of the Blue, gorging themselves on the peaceful wisps. Dead Tonnikala sometimes fall to Gablar and the resulting divine carcases carry a tiny hint of the goddess’s essence within them that may be put to various uses by mortals in future. [color=lightblue][u][b]Location of Sphere[/b][/u][/color] Celestial, relatively close to Galbar and envelopes it entirely. For those on Galbar, the cerulean day sky is a partial vision of the Blue, its structures, wildlife and denizens appearing as mirages if the get too close to the lower barrier. To get in one must ascend one of the highest of points in the world during the day, for only these break through the haze found at the bottom of the blue and grace it with their presence. To return is far simpler. Just fall and try not to hit anything on your way down to the world below. Through this downwards connection the winds of the Blue leak into the world below, adding additional complexity to the airflows and currents of the Galbar’s skies. [color=lightblue][u][b]Connections:[/b][/u][/color] In general the Blue is reachable by the spheres above as it is wrapped wholy around Galbar. It is only visible/enterable from above in the places where the sky is an unblemished cerulean, reddened not by dawn or dusk, nor blackened by night and free of clouds. Despite these limitations it is still a relatively easy target to hit if one were to lunch themselves down towards it and is simoltaioiosly one to be avoided if a descend does not wish to greatly elongate their travel time. The Infinite Maze: Several of the floating temples, which are already rather confusing to navigate have become traps of the most insidious kind. If you were to descend towards the core of these cursed structures it would at eventually become apparent that they are bigger on the inside. At this point it is already too late to escape and any further exploring will lead to exit into the maze proper with its thousands of eyes watching the hapless traveler with interest. So’E: Clouds are a rare thing to find in the blue, for there are no natural bodies of water for them to emerge from. Instead their creation is almost always a deliberate act, a great slaughtering of wisps who’s pure vital fluids are allowed to evaporate and condense into a briefly lived cloud who’s fate it is to be buffeted across the sky until it eventually breaks up. The densest and darkest of these clouds will act as a gateway to the So’E, much as they do on Galbar. [center][color=lightblue][u][b]Portfolio: Wind[/b][/u][/color][/center] Air flows, it cycles, it rises, falls, warms, cools and races to fill empty spaces and in doing so it becomes wind. A strong wind is an entropic force of destruction, it tares down homes, topples trees and slowly erodes all it touches. Yet for the most part it is a force against stagnation, a force of movement, of change. Dead leaves are blown from trees, clouds are sent away from the sea, up across mountains where they become rain clouds that nourish the land. For those with the knowledge or natural ability it is a means of travel, by wing or sail those prepared can traverse great distances with the wind at their back. From the whispering breezes to howling gales, the wind’s of Gelbar all sing in concert with their goddess, sweeping across the land and sea at her command. [center][color=lightblue][u][b]Persona:[/b][/u][/color] Chaotic good[/center] Azura is a god driven by curiosity. Just as the wind will find its way past every barrier and creep through every nook and cranny so too does its mistress see fit to rome wherever she sees fit in order to see all there is to see and to stick her nose into business that might not concern her and be rather brazen when doing so. She highly values her freedom and will gladly throw herself against any barrier placed in her way and will greatly resent any attempts to cage her free spirited nature. A social creature at heart Azura has as much interest in exploring the personalities of her peers as she does in exploring the things the other gods have created and is perhaps the most likely of them to pay uninvited visits to see how others are doing. She has a rather cheerful disposition overall and has a tendency to brush off minor slights with as much grace as she can muster. When roused to anger prepare to get an earful, because the mistress of wind has one mighty set of lungs. She takes a great deal of interest in mortals primarily because of how much her wims can affect them. Steer cloudns away from a land and watch it dry out and become a barren waste. Create steady winds for traders to follow and watch as traders grow rich from following its path. Leave a naval invasion stranded with no wind to spare their foes from their wrath, or send them racing forwards to catch the enemy unawares. It fascinates her to poke and prod at their fate, to see success and failures play out in a myriad of different ways. She has as soft spot for kindred spirits among them, namely those who value freedom as much as she does, and is not above bribery and flattery either. As a result she is perhaps one of the easier gods to get on your side, particular if you have the potential to be interesting. Last but not least they are a rather vain god. It is no coincidence that the mistress of a force that is felt and heard but not seen has such an extravagantly visual physical form. To her, the adoration of mortals would be almost more important to her than any might she might glean from said worship. [center][color=lightblue][u][b]Appearance/Form:[/b][/u][/color][/center] [center][img]https://i.imgur.com/qvz80xl.png[/img][/center] They are a dragon sized macaw who’s rainbow feathers are said to be as radiant as the sun, moon and stars combined when she graces the sky with her presence. Her wings produce mighty gusts with every flap as they haule her body though the air at breakneck speeds and her lungs are vast bellows poised to let louse gale of words, song or fury. [center][color=lightblue][u][b]Musical Theme:[/b][/u][/color][/center] [center][youtube]https://www.youtube.com/watch?v=T-CliOV5-sg[/youtube][/center] [/hider]