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Hidden 7 yrs ago 2 yrs ago Post by Mcmolly
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5'1" | 110lbs | Icy Blue / Bright Blue | Black / Deep Blue

"Oh, the stories I could tell about you."


Appearance:
Short and spindly, there’s undoubtedly halfling in Lilann’s blood, just not enough to matter. Tainted is what you see, from the blue skin and curved horns, to the bright eyes and tail. Her parents could have been Gnomes, she’d still be cursed—and shorter.

So she’s gone out of her way to ensure the first thing people notice about her is something else. She wears a hat many times too big for her head, and often dons a thin, painted mask when performing. Her coat is thickly furred and its layers are manifold. The blue hair, which falls in abundance down her back and about her shoulders like a drape, also grabs attention as a sign of aetherborn abnormality.


Name:
Lilann Storyborn (Formerly Livean Shol)


Age:
18


Gender:
Female


Classification (Aetherborn Only):
Genesian, Alteration


Abnormality:
Lilann’s abnormality presents as a sort of localized bioluminescence. When exposed directly to light, she seems to absorb and diffuse it to her hair and her eyes. Her hair, normally a soft black, takes on a bold, deep blue hue, and her dim, icy eyes become azure lamps. She does appear to exhibit some level of control over this, able to burn through the stored light quickly, usually to ensure she isn’t disturbing others at night. As well, wearing her hat cuts back on the absorption significantly.


Personality:
Despite being a storyteller, Lilann is just as adept a listener as she is a speaker—it’s other people’s stories she’s telling, after all. She is insatiably curious and fiendishly persistent, but not impolite. She maneuvers through most conversations with fair amounts of charm and wit, and enjoys studying the people she meets, scrutinizing them as if they might be the subject of her next tale. If she weren’t a Tainted she would be called “charismatic,” and might have eventually found herself neck deep in the intrigue of the noble courts, whispering into the ears of the rich and powerful.

Beneath the generally friendly demeanor is a bitter, cunning cynicism. For all the work she’s done forging people into heroes, she still expects them to fail, not just in their duties but in their actions as well. She expects them to fail as people, because the truth is that Lilann does not believe in heroes, only heroism, and heroism is fleeting. In a way her stories are games, and they’re rigged, because no matter the length, no matter the path, no matter the triumphs, the endings are always disappointing.

She makes sure of it.


Bio:
The question is always, “Where to begin?” Finnagund is much too early, but to pick up in Dranir would be missing the point. Better instead that we start in that liminal space where warm plains become cold stone, and blue skies become gray. Where given names shed themselves to become names chosen. Where endings become beginnings.

Yes, we’ll leave young miss Livean out of this, for all sakes. Her story was brief, and would make for poor conversation.

Lilann’s began at the age of eleven, in a cart bound for Dragon Rock. She was a pitiful thing, without coin or direction, shivering in clothes unfit for Dranirian weather. The other passengers were little better—transients leaving Finnagund, ironically, in search of greener pastures. The fact that these pastures lay in the inhospitable mountains of a land wracked by civil war should tell you plenty about their circumstances. Among them was a man named Oranwulf, who had been hired on as the sole protector. His armor was dented, his sword poorly cared for, and the first words out of his mouth were lies about the scars on his face, which were numerous but unflattering, though they could hardly make him uglier than he already was. Not a famed, seasoned knight by any means, but then, you get what you pay for.

Those of you that frequent taverns in southern Dranir might recognize that name—we were getting to that, but perhaps it’s best if we skip the part you already know, and jump to the truth. The truth is that, when the pair of giants attacked, Oranwulf hid in the cart, and became trapped beneath it when it was flipped over, along with our own Tainted girl. Twelve passengers were reduced to five before one of the giants fell, entirely by accident, over the side of the cliff chasing after the survivors. While the remaining giant picked through the carnage , Lilann had what we could call a, “growing moment.” Still a young and inexperienced aetherborn, she only managed to infuse the wreckage with a sliver of her own aether. Blessedly, that was enough. The cart didn’t fly off into the air, or explode, or turn into dust, but it did lighten enough for Oranwulf to create a gap—which he would have dropped right back onto her had she not scrambled out ahead of him. Under cover of the fog, they ran for Dragon Rock.

And that was that. No, Oranwulf the Brave did not push one of the giants off the cliff and face the other alone, nor did he catch its blade with a single hand, and cleave its head from its shoulders. He was not a man of “peerless valor and mettle,” and the Fated Empress did not “weave a stitch in her pattern to accommodate his honorable path.” The first thing he did at Dragon Rock was threaten to break Lilann’s neck if she ever told anyone what had happened. The second thing he did was beat the snot out of her to ensure she knew he was serious. Then he went and got terribly drunk.

“But that’s not his name—” Shh. We’re getting there.

The reality is that Oranwulf’s story didn’t truly begin until almost a week later. Lilann had found work in a tavern sweeping floors and running drinks, and one day she saw a familiar face. It was one of the other passengers who had fled early into the attack. When they pressed her for answers, Lilann, fearing retribution from Oranwulf, lied.

No, the story of Oranwulf the Brave did not spring to life from the words of an eleven-year-old. Lilann Storyborn is good, but she didn’t start out that good. She told the survivor that Oranwulf had not hidden, but rather, he had tried to protect her. One of the giants had fallen, and while the other was distracted, Oranwulf struck it down. It was vague enough to be believable, at least to the drunken ears listening, and she figured that would be the end of it. Not so. Days later she heard that same story spill from the mouth of a complete stranger to a tableful of his friends, only the details were different. Oranwulf had not simply saved a little Tainted whelp, but all of the survivors as well. He hadn’t snuck up on the giant, he had challenged it boldly, and parried its blows as though they had been swung with the strength of a halfling. A nearby patron, overhearing this, chided the man for fudging the details, and corrected that Oranwulf had not parried, but blocked the strikes outright, matching the giant muscle for muscle—he had heard this from his friend, who had allegedly been on that fated cart, and whose words were thus beyond reproach.

This fascinated Lilann, who even then could see that a hero’s legend was budding right before her eyes, from a seed sewn by her own hands. Over the next weeks Oranwulf’s story continued to morph, and all the while she listened, learning which embellishments were more readily believed and which were waved off and discarded, seeing how far the truth could be stretched before it passed into bold-faced fable, and then, which fables sunk and which fables were met with toasts and hearty laughter.

The next time Lilann wove Oranwulf’s story, it was from the golden threads plucked from a hundred different iterations. The giants struck on the back of an icy morning fog, slaughtering the driver and all four of the mercenary protectors. While the passengers scattered, Oranwulf took up a fallen blade, sliced a giant’s ankle and sent it hurtling over the cliff. The last charged him, roaring with bloody fury, but Oranwulf stood strong. He was a man of unshakable faith, so confident in the will of the Fated Empress that he held up only his hand for protection. As the cleaver came down, it was stopped upon his palm by the fateful strings of Lady Azaiza herself, and with a single swing, Oranwulf severed the giant’s head. In the aftermath, he pulled an Elven girl of five from the wreckage, who to this day lives happily with her mother in Relfin.

It landed. Beautifully. Lilann’s story was received so well that she found patrons calling her over when their friends would mess it up. “Where’s the little imp?” they’d say. “Bring her over, she tells it best."

She only ever saw Oranwulf again on his way out of Dragon Rock three years later. He was a knight then; his armor was splendid and there was a ruby in the pommel of his very expensive sword. He was on his way to Cloud Hold, answering a prestigious summons for his heroism. Of course, he never made it. He died in an altercation with a single Gnomish bandit, falling from his own horse, accidentally castrating himself with his fancy sword, and bleeding to death on the side of the road clutching his own severed cock. This is why you and most people instead remember him as Oranwulf the Gelded.

See? We got there.

Much like his legacy, this too was a lie. But by then Lilann had learned a valuable lesson about storytelling: the only thing people enjoyed hearing more than a hero’s rise to glory, was their fall from it. She had bruises to repay, and nothing bruised as easily or as lastingly as reputation.

This isn’t about Oranwulf, but telling his story was necessary because Lilann created it, beginning and end. That, you see, is her story. She didn’t stop with him; even after Oranwulf’s tale fell out of fashion she kept her ear to the dirty ground of every tavern, listening for the signs of burgeoning heroes. She stayed in Dragon Rock until she was fourteen, and by then she had crafted no less than two dozen other stories, ranging from the triumphs of unassuming adventurers, to the frightening attacks of bandits and giants. Once or twice she tried her hand at retelling the legends of old, but found her interest waned when faced with the annals of history. She didn’t want to recite legends, she wanted to make them—and sometimes, break them.

When she left Dragon Rock, she donned a hat to hide her horns, a mask to hide her face, and long, flowing coats for her tail and skin. People were more receptive to her stories when she made it easy for them to ignore that she was a Tainted. She found great success in the taverns and streets of various cave-towns, and a plethora of stories on the journeys between them. She spun yarns for merchants and mercenaries, and once or twice even for bandits. Travelers who saw her in their carts knew they would not want for entertainment.

At sixteen she came to Norn Thul, having decided against trying business in Cloud Hold—even she knew better than to push her luck in such a spiritual place. It did not take long to establish herself, even in taverns where no one knew the name Lilann Storyborn. Her bardic skills aside, she had done careful practice with her aetherborn abilities, and began implementing them into her work. Her talents were still minimal, she could float one or two small props, or make her lyre play a few tender, ambient chords while she spoke, but theatrics went a long way with crowds who were used to getting their stories from poems and drunks. Nothing could ever truly compensate for her heritage, but she kept patrons drinking and eating, and that was usually enough to prevent her getting the boot if her tail happened to slip from beneath her coat.

Two more years she spent with Norn Thul as her nest, venturing out with slummy trade caravans and vendors desperate enough to take coin from a Tainted. Once or twice she dipped down into Relfin, to Buscon, where the fairer attitudes and close-knit community of Tainted nearly tempted her into staying, but not quite. Whenever she returned to Norn Thul, it was always with new stories to build.

Valan, the Gnomian Wolf. Sedrica Half-Hymn. The Man Who Was Kindling. Drang, Who Climbed Dragon’s Demise. The Secret Concubine of Rhogar Sadaar. The Seven-Headed Beast Behind Galken’s Door. The Fey Pirate King. Some of these names you know, others you don’t yet, but will. All were woven by the words of Lilann Storyborn, true in degrees often varying from “hardly at all” to “not even a little bit.” That doesn’t stop them from being heard, or, importantly, spread. Some become distorted, or claimed by other bards. Some have made their heroes into Oranwulf the Brave, others into Oranwulf the Gelded. More than once has she been threatened to stop, more than once she has been bribed to continue. Neither mattered much to her. After all, whatever one’s reputation, all it takes is the right story to set things moving the other way.

With the next Great War looming on the horizon, Lilann’s interests have naturally been drawn to the Bounty Houses established by the enigmatic diplomats of Veraz Althma. Oh, the stories to be born from the sorts collecting there, the triumph and tragedy awaiting them, the legends in making. But if she was going to uproot herself again it would not be for some glorified bounty board. Word of Lord Mystralath’s own venture reached even to Norn Thul, and she knew instantly that she would go there.

There was hesitation, of course. The gods had cursed her with a long and lucid memory, and though she had been Lilann Storyborn for many years, Livean Shol still paled at the idea of stepping foot in her homeland again. She would have rather stayed in Dranir, and lived out the rest of her days quietly.

But Livean’s story was over, and Lilann would not let that end hers, too.


Likes:
  • Interesting people
  • Uninteresting people (a challenge!)
  • Good tippers
  • Mysteries
  • Long travels

Dislikes:
  • When the sun is too bright
  • Captive audiences (no challenge!)
  • Any fish
  • Out-of-tune instruments
  • Knights

Habits:
When deep in thought, Lilann has a tendency to unknowingly burn through the light stored up by her abnormality, making her hair and eyes an occasional giveaway that something is on her mind.


Inventory:
  • Lilann’s attire (big hat, wooden mask, longcoat)
  • Lyre (cheap, but well cared-after)
  • Satchel (contains a variety of small, handmade props, wooden bricks, and a whittling knife)
  • Journal (filled with pages written in incomprehensible shorthand)
  • Longsword (simple, but seems a bit too wieldy for someone her size)
  • Money (tbd)

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Renault Allard
Male | 26 | Doumerc
Scion of
Lightning
_______________________________________________
"He doesn't smile right. I don't know. Like when a dog shows you its teeth, it's not happy—it's gonna bite."
________________________________________
"It's so very good to be back."

Holy Sigil Location
On the palm of his right hand.

Appearance
Renault strikes a distinctive figure. He stands just over six feet, and has been described as ‘gangly’ by the less than generous, though they aren’t far off. An avalanche of red hair falls well down his back, and bright, almost lupine eyes sit behind a pair of sleek glasses. Most people, however, notice the smile first. He wears it often, even when it might be inappropriate, and to hear it said it makes him frustratingly difficult to read. Perhaps that's the point.

Though a sharp dresser, he doesn’t bother adapting to new trends. Renault has a small but trusty wardrobe of dress shirts, button-ups, vests and coats that he’s worn since he first stepped foot onto the aristocratic scene. He favors dark colors, and smart cuts that don't cross the line into flashy, but still command elegance on the right shoulders.

Personality
When it comes to appearing like your stereotypical aristocrat, Renault does his level best to fit the bill. Polite, well-spoken, and measured, he enjoys conversation and is always eager to meet new people. An avid reader with a taste for arcane academia, he isn’t a scholar but he has a passion for magic that’s stuck with him since childhood, and is always out to learn more than he knows, regardless of the subject.

Most see past the smile quickly, but coming from politics he’s used to distrust. Having supported Nadine Lucienne’s stances for most of his career, he makes no secret of his relative distaste for the Church’s conduct. He believes Incepta chose her Scions for a reason, seeing in them the potential to be more than pretty figureheads.

Biography
Renault never saw House Allard at its weakest, before Nadine Lucienne became Scion and rose it from the aristocratic squalor it wallowed in, but he has seen it at its most pathetic. When things were low, House Allard sprawled to survive; it sired bastards, it married down, it branched shallow, but wide. Falling out of relevance had the unique effect of liberating them from the expectations of a higher House, while simultaneously shaming them for it. In the distant reaches of the family, this shame turned inward, gnawing at each new generation that failed to rise above their station.

As a member of one of the House’s most far-flung branches, Renault’s prospects were meager. He and his sister Coralie grew up in a modest home in the Racine suburbs, unable to afford a place in the city’s heart. Coralie was a sickly girl who spent many of her early years bedridden, though she blossomed to be wildly sociable when she became a little healthier. Renault, however, was a bit of a recluse. He was magically gifted, but hopeless when it came to strangers. Often Coralie was his only company, and he spent many days in her room, reading and talking, and entertaining her with paltry spells when she couldn’t muster herself out of bed.

Eventually in their teenage years, the duty of their crumbling House fell upon them. Coralie, still withered but only in body, began to pursue a career in Doumercene politics. She was personable, diligent, and driven by an admiration for the savior of House Allard: Her Holiness Nadine Lucienne. She began to shadow the Scion of Lightning, and spent many high school summers interning with Nadine’s party. Even if her role was minor, it was a meaningful step to her.

Renault, for his part, was torn. His affinity for magic was growing, taking to the arcane like it was his mother tongue. He wrote runes as deftly as his own name, could speak spells with the linguistic precision of a scholar, and may very well have found himself with an early, full ride in one of Doumerc’s legendary universities. But, he didn’t want to abandon Coralie, who despite having grown popular by the time she graduated, was surrounded by people who manipulated and deceived for a living. It was too late for him to join her on the political stage, at least, not I the same capacity. He wanted to stay close.

At sixteen he found a low-level politician tangentially related to Madam Lucienne’s party in need of interns. Renault’s social skills had improved somewhat from his proximity to his sister, but he was still politically fresh, and he’d learned well that the Allard name, especially when it belonged to such an outlier, held little weight despite Nadine’s position. So he was surprised to be invited onboard so readily. Until he actually met the man.

He wasn’t a politician, more of a white collar grifter, and Renault had not been brought on because of his name, or initiative, but because of his magical aptitude. A good number of the interns were magically inclined, others weren’t kids at all, just adults who looked like they had no place in a noble’s court. Which made sense; none of them were going to be spending time there.

Renault learned his first lesson in politics: Dirt leaves stains—keep your hands clean.

Lobbying, bribery, blackmail and, occasionally, threats. Everything the grifter couldn’t do in the open, he delegated to the interns. Charms and illusions did wonders for minor-league espionage, and where backroom diplomacy failed, the more physically inclined of the bunch took charge. Renault broke more laws in a week than he had his whole life, which was not a high bar, but one that weighed on him nonetheless as those weeks turned to months.

Was this Coralie’s life, too? He couldn’t believe if it was; she was always smiling, always looking so eager towards tomorrow, and Renault hardly wanted to see the next moment. By happenstance, it turned out that one of the people his grifter had pressured was in opposition to Nadine. His folding made things easier on the whole party—and by extension, Coralie.

As can happen to anyone, the grifter’s luck eventually ran out. Whether he was outmaneuvered, or pushed the wrong person, or simply got sloppy, his crimes went public and his office collapsed. It was nothing short of divine luck that Renault wasn’t buried too, and had he been wiser, he might have taken the opportunity to start clean and refocus himself on his studies.

Not so.

He found another ambitious aristocrat, and this time when things went south he would make sure it wasn’t luck that spared him. Bringing along what remained of his former employer’s portfolio, Renault found himself a step above the other nameless, unpaid and unrecognized interns. When it came time to do his job, he remembered his lesson. He delegated, he used aliases, he kept his nose clean where he could and wore a mask where he couldn’t. Things moved slower, but he learned that was the proper way of things. Collapses like the grifter’s were rare, and were usually a sign that somewhere along the chain of diplomatic pressure, someone had failed to navigate gently enough. The people being blackmailed often wanted their secrets revealed as much as the people blackmailing them.

This went on for a few years more. Renault would flit between internships, proving himself both effective and discrete, and found the means to continue his arcane studies. When he graduated, there was no shortage of candidates eager to have him on their campaign teams. This moved him out of the shadows and onto the stage of political theater, where he was finally able to talk face to face with the sorts of people whose careers he had helped stabilized and unstabilize.

They were the worst.

It was all fake, which he’d known perfectly well already, but having to interact with them was different. They were all arrogant or obsequious, dishonest by default, and they all absolutely hated each other. Even people representing the same parties, the same teams, smiled and shook hands with daggers behind their backs.

Once again he couldn’t believe his sister thrived in a place like this. He searched, subtly, for dirt anyone might have had on her, anxious that she might have been as twisted as her company, but ultimately found nothing. In a way, that was worse. It would be devastating to learn she was never who he thought she was, but she was, and that made it all the more terrifying. Did she not know? Was Nadine’s party really some bastion of ethics? The Church certainly didn’t think so. How could someone like Coralie, who’d never worn a disingenuous smile in her life, survive in a place like this?

It turned out she couldn’t. After years of good health, her illness returned suddenly, fiercely, and in the end, fatally. She was gone in the day it took Renault to rush home. The fall was inexplicable—even the doctors were stunned. There’d been no warning, no symptoms, she had been happy and healthy one moment, and the next she’d collapsed in the middle of a donor social. There was a brief and half-hearted investigation that fizzled from disinterest as quickly as it started. She was chronic, after all, it was just nature. Who would want to waste their time?

Renault would.

Like Coralie’s death, Renault’s turn was sudden. His current employer’s campaign crumbled when it was revealed he’d been embezzling from his own charities for a decade. Tragic and disgusting, good riddance. Then the CEO of a premier magitech company was ousted when her affair with a competitor’s bookkeeper became public. A high-profile House was thrown into chaos when it came to light they’d bribed a judge to dismiss a lawsuit against one of their own. Scandal after scandal hit the public, and it didn’t stop at Doumerc. A Rodion general who poisoned his opponent before the duel that helped secured his position. A beloved Rosarian author who’d been using ghost writers his whole career. A Lorenzian art collector dealing in counterfeits. Every week, for months, someone had their skeletons thrown out of their closet and into the open daylight. When it did eventually end, a slew of once-public-faces had simply vanished, and Renault returned to the political stage with a smile on his face.

His involvement in the ordeal was an open secret; the result of his own efforts at finding the truth behind his sister’s death, culminating in a wanton divulgence of some of his portfolio. Some, he stressed giddily, but not all. He’d followed many threads, and found nothing, but was undeterred. Why rush?

Renault was now a campaign manager, freelance. Few sought out his services, wary or outright fearful, but as the years went by people learned to answer when he knocked. He came to enjoy the façades, the nervousness in their smiles, the clamminess in their handshakes. Everyone hated each other, yes, but it felt good to cut a swathe through the aristocracy’s tangled hierarchy. His name never made the nightly news, but when someone’s career imploded, the nobles' eyes turned to him, and he smiled back.

He kept clear of Nadine’s party, for the most part, though he did make efforts to cripple her opposition where he could. That they shared a family was already risk enough; she didn’t need someone with his reputation tied to her. Not when she so frequently butted heads with the Church.

Renault’s view of the High Cardinal and her ilk only soured over time. As his leads dried up, he found himself more and more believing the Church had been involved in Coralie’s death. He’d made no small number of enemies, but no one as powerful as the Mother’s eyes and hands. She was herself a small fish compared to Nadine, but she’d done a lot for the Scion’s party.

He was still undeterred, but knew that if he was going to take on the Church, he would need more than scandals. Sometimes there was no substitute for raw power. Renault was no soldier, he was a poor shot and had no talent for swordplay. What he did have was magic—but so did the Church, in much larger quantity and much stronger quality. So he turned his focus to the one thing they didn’t have. He went after the Curses.

It did not end well. He was caught attempting to unravel the arcane lock set by Duchess Flores, and was promptly thrown in prison with little process. The Doumercene aristocracy collectively exhaled, and life went on. For about a year.

Renault’s ascension to Scionhood was nothing less than divine comedy. How could the Mother choose someone like him? What purpose could he possibly serve in her designs? Renault didn’t know—he didn’t care. All that mattered to him was that he was free, and that now he had all the time, and power, he needed.

Weapon of Choice
Renault isn't much for weapons. He's hopeless with a gun and hasn't held a sword for anything more than ceremony. If a confrontation is unavoidable and magic isn't an option, he keeps an old pair of knuckle dusters handy, a memento from his earliest days in politics.

Misc.
  • Theme tbd
  • Renault is quite a talented dancer, especially with a partner.
  • Has a passable singing voice but can't play an instrument to save his life.
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Mcmolly D-List Cryptid

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_______________________________________________




Physical Details
Mox is an unassuming person of average height. Though slight at a glance, an incredibly strict and rigorous training regiment, which she still maintains, has left her with a fair amount of muscle and excellent physical health.

It’s rare to find her without a smile on her face, or that same smile in her step, and just about every aspect of her demeanor. She has a tendency to dance as she walks, as if moving in time to some unheard music—or very much heard, if she’s wearing her headphones.

She prefers simple, comfortable clothes, but likes branching out to be a bit more fashionable when means allow—which, considering her new life as a freelancer, isn’t very often.

Background Information
Personal log of Ecclesia Agent █████████,████████████████,Designation: Gabriel.







Polaris Shift
Some might view Mox’s Shift as a mercy, others as a boon. After having lived with it for most of her life, she would, unequivocally, consider it a curse.

When she was younger, full-synching with her NC would cause her to lose memories upon disconnecting. These began small, and isolated, but over time expanded to include larger and more crucial bits of information, such as her own name, and could cover anything from singular moments, to entire days.

After a decade of intense and consistent work, the Shift now occurs whenever she disconnects, full-sync or not. Blessedly, these standard losses are often innocuous and easily remedied with a reminder. But ultimately the lottery of her mind is random, and while full-synch’s still carry a significant price, there’s always the chance that she’ll lose something important anyway.

Personal Mission
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Mcmolly D-List Cryptid

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Physical Description
Despite her best efforts, Dot does not strike an imposing figure. She’s short, and still carries a youthful countenance even when she’s glowering. When she must begrudgingly don the long dresses and frilled skirts of nobility, her pale-gray hair and glassy eyes lend her a doll-like appearance. Normally, she can be found wearing simple clothes, plain and well-fitting from shirt to boots, save for the addition of waist or shoulder cloaks.

She moves with incredible grace, calm and measured even when her emotions are high. While not exactly stealthy, her height and the ghostly ease with which she navigates can take her in and out of a room before she’s so much as noticed.

As a result of all this, seeing her heft such a mighty weapon might come as a surprise. Part of her strength undoubtedly comes from her aura, but the majority of it is borne from years of rigorous training. Dot’s stature belies a form of hardened muscle, maintained through determination and routine conditioning, as well as the agile flexibility required of a dancer.

Character Conceptualization











Other Information
Questions of Dot's parentage travel briefly up the chain of command before being stonewalled. Though her roots in the Grayle bloodline are undeniable, it would seem someone is protecting the identity of her father—or perhaps, protecting themselves.
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_______________________________________________

Physical Description
Ezmy is a built like a spike; short, narrow, deceptively sturdy. Spotty diets haven’t left her with much to build muscle on, but old exercise habits have at least kept her from wasting away. She wears what she can get her hands on, which usually means clothes that are baggy and too big for her, but which are at least insulated to handle the Cathartes’ occasional temperature tantrums.

Her hair is kept short out of reflex, and her eyes are a dim, earthy brown. Her boney skin burns easily and often, and the multitude of scars left over from childhood experimentation crawl across her arms and spine and up her neck.

She’s gone out of her way to rip out and stitch over the identifying Zeon crests of her mobile suit gear. The colors still disgust her, but there’s an odd, familiar comfort to the suit that’s kept her from tossing it in the airlock.

Character Conceptualization
Ezmy is Neo Zeon war-chaff brought up in the wake of one loss, and discarded on the eve of another. While initially a promising prospect due to how responsive she was to experimentation, her volatile personality and growing disdain for authority ultimately led to her dismissal after only a brief tour in conflict. Her home, which had so greedily sought her out, was now embarrassed by her, and at the age of eighteen she found herself living the life of a disgraced nomad.

Neo Zeon coaxed the aptitude for violence out of her, and used it to feed her craving for conflict. Now, with the second war behind, Ezmy drifts listlessly in secret, desperate search of anything even resembling purpose. Time alone has awakened a new hunger within her as well, one for companionship. The feeling confuses her, disgusts her, and she does not know how to feed it, nor can she bring herself to ignore it.

Mobile Weapon Description
After her dismissal from Neo Zeon, Ezmy came into possession of a seized Federation relic, a nearly two-decade old GM Striker, and was sent on her way.

The thing was hardly functional and took some time to adjust to, and the irony of having to pilot old Federation tech was not lost on her. While outdated in nearly every way, its close-range leanings were at least familiar to her. Passably mobile, with head-mounted vulcan cannons for minor cover, and a twin beam spear, which can be detached into two sabers, what the Striker lacks in range and defense it…well, it doesn’t really make up for it, but it does well enough up close.
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Physical Description
Misao—though she’s gone by “Missy” for most of her life—is an unassuming girl with a prim, peppy disposition. Preferring vests and collared shirts, skirts and plain shoes, she generally wouldn’t look at all out of place at some mid-grade piano-recital, if she, you know, played piano. Tallish from her mom’s side, wiry from her dad’s, with eyes that might seem just a bit too big, and a smile near-constantly affixed to her face, if there was a single word to sum Missy up, it would be “approachable.”
Mi...ssy...
Ciel resembles Missy for the most part, albeit a bit less well-kempt. Volumes of black hair like raven-down fall from the wide brim of her cap, all the way down to her knees, occasionally bound in tails of three or four, but most often left like a feathery curtain. Her attire strikes a fashionable line between “swamp-witch-chic” and “discount battle-mage,” with black robes and thick boots, gauzed sleeves and superfluous belts and thin ringlet strings that could not, really, be holding anything together, but which she would insist were integral regardless.

The standout to her ensemble would be the armored rings she wears on a few fingers of either hand, the catalyst for her magic and the closest thing Ciel carries to a weapon. Claw-nailed, lined with runes, and marbled onyx and ivory, one might easily mistake them for jewelry. The foremost digits can be retracted, so that she can handle things without jabbing them. Missy…please…

Character Conceptualization
Ciel made her debut in Aetheria a few months after Pariah Online’s launch, once the floodgates had opened and the famous and infamous wayfarers had begun chiseling out their legacies. Having always been what most people would refer to as “the mom friend,” it would have come as a surprise to no one who had known her—were she still in contact with any of them—that Missy chose to fulfil a supportive role. It hurts…

She would emphasize “support” over “healer,” as Ciel decidedly doesn’t refer to what she does as healing. She supplies her allies with an arsenal of buffs, enhancements, and shields, and weakens her foes with debilitating curses, hexes and arcane devilry. “Weakens” is another important clarification to her, as Ciel boasts just about no true offensive capabilities. No weapons, no fireballs or lightning strikes, nothing to directly chip away at that health bar. This was, of course, by design for her. She enjoys the challenge presented by her somewhat-inhibitive toolkit, but more than that she enjoys conquering those challenges with others—which is great, because she likely couldn’t clear any content on her own otherwise.

It took a while for her to grow into the peculiar playstyle she’d chosen, and longer still for her to convince others to give her a shot. Dungeoneers passed her by for more conventional healers, raiders would decline her applications almost instantly. She found tumultuous homes in random pick-up-groups, who were consistently surprised when she managed to get them through nearly unscathed; monsters would hardly ever scratch them, and her team found their weapons swung truer, their spells quickened. They would clear dungeons with brow-raising parses rivaling actual guilds, but when the time for glory came, Ciel always stepped back and let her tanks and dps and the occasional off-healer take the spotlight and riches.
Don't…go...
Ironically, the home she found was in travelling Aetheria, offering aid to players and denizens who would accept her. She helped newer players transition into more challenging content, she helped moderate players gear up so that they could apply to guilds with more confidence, and a handful of times she even found herself substituting for missing supports in raids run by guilds with serious reputations. While most people had never heard of her, Ciel’s name did find its way onto the short-lists of a fair number of higher-end raid leaders and dungeoneers, who knew they could rely on her to keep them up, and the enemy down.

Perpetually guildless—again, by design—Ciel enjoys her humble life in Aetheria. She gets to meet all sorts of people, hear their stories and goals and help them on their way, make friends and experience Pariah’s content in fun and challenging ways.

Except for PvP. As Missy would say, “Frick PvP.” Missy…please…

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Welcome to Amygdala Circuit, a mecha-horror RP in a world beset by the Modir: bloodthirsty, interdimensional giants wielding devastating weapons and magics. To face these hellish invaders and the hordes of horrific creatures they lead, your characters will need to arm themselves with humanity’s only real hope at survival, and perhaps even victory: the monsters themselves.

But outside of the cockpit, the world is no less dangerous. While some of Illun’s people enjoy living in “post-war societies,” this international peace is often tenuous, and exists on the exploitation and suffering of smaller nations without monsters of their own. With armies rendered nearly obsolete, the struggle for power revolves mostly around the unspoken threat of violence carried by these reined-in monsters. From nation to nation, pilots are revered as everything from celebrities to pariahs; symbols of peace and the faces of oppression.

Your characters will endure hell, both from without and, especially, within. Together they might just survive, but alone they could become the things they fear most.




Nothing brings people together like the threat of extinction.

Illun faces an alien enemy that cannot be reasoned with, which knows no fear and wants without compromise the complete and utter annihilation of every living thing. Naturally, when presented with the option of dying on principle, or uniting and surviving, the people of Illun chose the latter. The best and brightest minds from across the world came together to develop a means of fighting back against their invaders—and fell embarrassingly short. Even their most advanced weaponry could only slow the tide of lesser creatures, to say nothing of the giants, from which they drew nothing but the meagerest drops of blood. It wasn’t until they began experimenting on the strange, dead things that headway was made.

The shift in power was gradual at first, and derided by most for the secrecy shrouding it; no one knew how these weapons were being developed, how long it would take, or if they’d even work at all. The people were met with complete radio-silence, and a fearful unrest began to boil: until the first of the Modir fell.

Awe silenced man and beast alike. Government militia swooped in like vultures, the giant was ripped apart limb from limb until nothing remained but the head and torso, and then it was carted away into the deepest, most well-protected bunkers. Nothing was heard again for months. The attacks resumed, increased in frequency and fervor. Cities crumbled, millions died. Humanity was once again pushed to the brink, and in what would have been its final hour, it found deliverance.

A man-made Savior.

The taken giant emerged, its body restored, and turned its weapons and magics against the other Modir. More of the enemy fell in one day than had fallen in years, and when the dust settled, the Savior remained. It knelt to the ground, a hulk of flesh and alien metal steaming with Modir blood, and went slack like a puppet without strings. From the back of its head arose a lone, human woman.

In the aftermath, the fallen Modir were once again cut apart and dragged away. Another Savior emerged, and another, and another. Before long the reined giants were at every invasion, ready to repel the Modir and their ravenous armies. The war was no longer so devastatingly one-sided; humanity could finally fight back. For the first time since the invasions began, Illun found hope.




The better half of two hundred years has passed since the first Savior rose, and the war between Illun and the Modir has reached a plateau. The Modir’s forces are seemingly endless, but the human-piloted Saviors are, generally speaking, much stronger. Now and then a new variant of the giants will emerge, wielding some powerful new weapon or hitherto unseen magics, and they may succeed in felling one or two Saviors, but if the bodies can be salvaged, Illun is always ready to replace lost pilots.

The depths of Modir intelligence are not fully understood, but they seem aware that they tend to lose man-to-man confrontations, and so their personal appearances are rarer these days than earlier in the war. Nevertheless, their invasions continue, and wherever the singularities appear, tides of smaller—but hardly less deadly—creatures pour forth.

The mightier nations of Illun are more than happy to keep the stalemate going. Smaller nations without Saviors of their own find their larger, more fortunate neighbors often leveraging their safety for compliance in border disputes, and leniency in trade deals. Governments like to tote that their people live in post-war societies, where international conflicts are resolved with diplomacy and, failing that, the silent threat of whatever horrors might be wrought by homeland Savior warfare. Minor disputes are sometimes handled with a degree of theatre, wherein nations will send one or two Saviors to remote areas desolated by Modir invasions to duel.

The reality is that much of the world lives under the iron boot of a privileged few nations, and the post-war bliss that exists for some is more often a pre-war anxiety for most.




Humanity’s hope: the enemy, weaponized against itself. So much about the Saviors is kept hidden from the public, and even from the pilots. Most assume that the people inside simply puppet the dead giants around, but this is only half-true.

They aren’t dead.

When a Savior is made, a section of the subdued Modir’s brain is removed, rendering them essentially comatose. That void is filled by the pilot, who, once linked with the Savior’s mind via the cockpit, is able to control them with as much ease and familiarity as their own body.

Here are some key aspects to piloting a Savior:













The advent of Saviors quite literally brought humanity out of the dirt. Gone are the days of bunker-cities and strongholds built beneath mountains, of disconnection and power-scarcity. The biggest cities of Illun are incredibly advanced, with skylines comprised of massive towers and roadways that sprawl and wind, connecting hundreds of miles of urban landscape together. Titanic space stations orbit the planet, housing Saviors to be deployed at a moment’s notice wherever they may be needed.

Outside of these cities the world is still widely modernized, however the propensity for singularities to appear in lesser-populated areas has led to more than a few towns being cut off from the rest of the world by ruined, untraversable terrain. This is especially true in less powerful countries without Saviors of their own, who have had to make compromises not only for the lives of their people, but then for the aid in rebuilding afterwards.

Here are some of the major players in today’s world stage:











And here is a timeline of some notable events:

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Your characters are Hovvi folk, and have been for most if not all of their lives. Things were simpler here four years ago, with the occasional lakeside tourism in the spring and summer months, but even with the spike in popularity, Hovvi still manages to be a quiet town—most days. Fishing and mining from the distant quarry make up most of the local economy, but within the last few years the new R.I.S.C. training program, which has commandeered the community rec center, has been garnering attention for the aptitude of its trainees.

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R.I.S.C.
Runan Isles Savior Corps


Established in the wake of Westwel’s destruction, the Runan Isles Savior Corps is by no means the most impressive program on Illun, but it’s well-funded and well-run by a few survivors of Westwel’s own Corps.











Hovvi


A small town settled along Lake Ebon. Once a quiet, unbothered place, it has gained some tourist attention in recent years. For better or for worse, this is your home, and these are your people.


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Welcome to Regenlied, a sci-fi/fantasy RP set in a world where humanity is forced to harness science and magic in order to survive. With most of civilization confined to oasis cities amidst vast expanses of barren desert, the days of international conflict are ancient and gone. Now, the Regentier are the truest threat. The horrific creatures from above, the torrent that nearly drowned the world, and may yet still wash it away.

It is the duty of the Sonnelied National Defense Program to protect not only its largest city, but its numerous territories as well. From defensive expeditions, to large-scale hunts, where the Regentier fall, it is said, the SNDP rises. Once a singular entity, in recent decades a schism has formed. The old guards of the Vulkan Division prioritize the research and development of high-powered energy weapons, and are responsible for nearly all of the SNDP’s technological advancements since its foundation. Conversely, the newer Sarkaturges have pioneered the practice of grafting: drawing out humanity’s latent affinity for magic by grafting parts of dead Regentier to their bodies.

As the program’s newest recruits, your characters will discover that, while the Regentier may be the existential danger, they are not the only danger. Sonnehall’s High Command has been ordering joint operations between the divisions, and while the Vulkans and Sarkaturges may be working together, they are nonetheless competing, both for funding, and legitimacy in the eyes of High Command, and the people themselves. Tensions are high, interdivision conflicts are common, subterfuge and sabotage are the lull between the Regentier storms.

Hard falls the rain that scorches the earth.



Seated with the Bay of Kings to its back, and the Aegaen Wall at its face, Sonnehall is the oldest and most well-protected city in the country, perhaps even the world. While the vast stretches of barren plains between oases lead to an unorthodox rule, it is nonetheless absolute. The entirety of the nation’s defense program rests comfortably behind Sonnehall’s walls, and as such, the other cities and settlements must often rely on outriding forces to come to their aid. In most cases they arrive before they’re needed. In others…

Like most cities, Sonnehall is built downwards. Above, buildings rarely extend more than two stories high, and instead run several down, often connecting to one another. Streets and highways mark up the topside, while cavernous plazas and intertwining railways make a web of the undercity.

The Bay of Kings houses Sonnehall’s modest yet well-guarded harbor, and opens up into the brackish waters of the Engel Sea. Beset by beast and pirate alike, it is sailed elseways by only the brave, the foolish, and the greedy. Somewhere within lies the sovereign atoll called Forra, from which trade occasionally makes its way to Sonnehall’s docks. Little is known of the place; its sailors say nothing to the public, and little more to interrogators. In the absence of any recorded hostility, commerce continues.

The Aegaen Wall, older than the city itself, is Sonnehall’s first line of defense. It has not been breached in decades, and what Regentier do approach the wall are usually meager, and dealt with in swift exercises often televised to the public. On the other side of it is the Plain. A simple enough name for a simple enough place: miles upon miles upon yet even more miles of exactly nothing. Hard, dusty earth, sand in some places, rock in others, all of it utterly barren save for the pockets of arable land, which have become the basis for settlements, towns, and even a handful of cities, though nothing quite rivaling Sonnehall’s size.

Further and further out into the Plain, the oases became fewer, smaller. The Reachline, well past the most outflung settlement in Sonnelied, is the point past which there is, as far as anyone knows, nothing. Expeditions have been conducted lasting several months, and each time its members return claiming there is not a single speck of healthy earth to be found. Flat, lifeless, and seemingly endless. Some of the more delirious explorers claim that the sun never set again once they passed the Reach, others say it never rose. Most were unable to say anything.

For better or for worse, this is your home. Now when the storms come, it is your duty to help weather them.




When you ask questions of a storm, it answers in torrents and flashes of lightning. No one knows where the Regentier came from, or why they do what they do—they can’t be asked, they answer in nature’s own fury.

They are old, that much is known. As long as there have been clouds, there have been the beasts that come with them. They are also many, perhaps even endless. No matter how many are slain, more always come; there is always another battle.

Their appearances and abilities vary, and while there are records of recurring species, it is not uncommon for a new beast, or some hideous chimeric evolution to appear. Thankfully, the size and severity of a storm is often a reliable indicator of the power of the monsters within it. Currently, storms are categorized as follows:






Dating back to the country’s founding, there have always been individuals brave enough to fight back against the storm. Over the centuries, technology has evolved almost hand-in-hand with research of the Regentier. Modern hunters have access to a wide array of advanced weapons, armors, and vehicles.

However, in recent decades, the SNDP has been split into two competing divisions: the old guard Vulkans, and the newcomers, the Sarkaturges. While both divisions utilize humanity’s latent affinity for magic, their methods are wildly different from each other.

Vulkan Division

With black powder an ancient, unattainable relic, weapons are operated and enhanced via the energized remains of Regentier. As well, by tapping into a person’s latent well of power, they can be used like a battery, allowing them to operate arms and armor that would normally be unfeasible. Vulkan hunters are given access to high-potency energy weapons, as well as power armor, speed-enhancing exo-skeletons, and state-of-the-art prosthetics. They cannot, however, truly access their magical capabilities.

Sarkaturge Division

Having only emerged in the last few decades, the Sarkaturges carry a heavy stigma for turning people into monsters. It is true, of course—at least in a way. Sarkaturges tap into their affinity by grafting pieces of dead Regentier to their bodies, allowing them to perform extraordinary feats typically only achievable by their monstrous donors. The process is notoriously dangerous, with a mortality rate that would have landed any other procedure on the medical blacklists. In some places, that’s exactly where it is; in fact, the only place grafting is done is in the Sarkaturge Division’s wing. It is worth noting that the abilities granted by a graft are not the same as magic, though having a graft does enable one to learn it. Spellcasting is an entirely different and nascent art, with little research and very few practitioners. For the most part, Sarkaturges are limited to the feats granted to them by their grafts.




Name:

Age: (Vulkan applicants are typically age 17-18, while Sarkaturges recruit from 13 but do not send hunters into battle until 16.)

Place of Birth: (If not from Sonnehall, give an idea of how far from city your home is.)

Division:

Background Check: (Brief history of your character, what led them to join the SNDP, and why they chose the division they did.)

Graft/Weapon Specialty: (You are fresh off the operating table. Vulkans will have limited control over their power supply, and thus will begin with less-extreme weapons until they learn to channel properly. Sarkaturges will have minor grafts to start, which will be added to/replaced/enhanced over time.)
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Physical Description
Mio is imposing, and it stresses her out. She’s taller than most people in the village, even those older than she is, and practically a decade of working with heavy metals has given her a physique of hard muscle and the stamina of a field ox. Wherever she goes, Mio casts a long and intimidating shadow that most people would rather scurry out of than look up at.

If they did though, they wouldn’t find much comfort. Mio isn’t an angry looking person, but being around her, you’re likely to be struck by a disconcerting anxiety. She tries to keep on a warm smile, and on another face, her eyes might be considered safe and comforting. On her though, people swear they see something in them. They hold firelight too long and too easy, and their brightness makes it hard to tell whether she’s happy, or about to do something…bad.

Her hair is a soft sunset color, and goes down to her back. She dresses lightly for the hours spent around roaring fires and scalding metals. There are a fair few burn scars up and down her arms, and across her sides, from the early mistakes all apprentices make, but she makes no effort to hide them.

Character Conceptualization
When Mio was six years old, she smashed a frog’s leg with a rock. She remembers it vividly, and the gut-wrenching horror that rooted in her as it hopped oblongly away even more so. She remembers running to her parents, screaming and crying that the trees were going to eat her for being evil. Of course, when they found out what she’d done, they did their best to comfort her; then, when she’d finally calmed down, they scolded her gently, and brought her out to pray forgiveness for what she’d done. Kneeling there with her head pressed to the dirt, Mio had never felt so scared. Ultimately, it seemed the kami decided to spare her the agony of eternal damnation, or exile, and she went back to being a normal child.

When she was ten it happened again. Sitting on a bench behind her family’s home, a small bird perched itself on her hand. It wasn’t the first time; Mio had a penchant for stillness that most wildlife found amicable, and she often found herself subject to the company of birds, and squirrels, and wild cats. It was pleasant, usually, and there was warmth in being trusted by something so small, so soft. So fragile.

It didn’t move when she slowly closed her hand around it, but when she squeezed it fought back. It shrieked, it thrashed, it pecked at her hand with its sharp little beak and drew blood, but Mio didn’t let go. She just squeezed, until her mom found her and wrenched the poor thing out of her grasp.

This time there was no comforting. Her parents demanded answers that she didn’t have; she knew it was wrong, she felt terrible, and she didn’t know why she did it. They looked at her like a stranger, they treated her like a yokai in the shape of their daughter.

Animals didn’t come to her anymore after that. She felt an eerie discomfort whenever she drew too close to the forest, and soon that anxiousness began to follow her everywhere. The villagers seemed to sense it; there was a wariness about them when she was in their presence, even when she was still little. People stopped talking to her, stopped visiting her house. They averted their eyes like they could see something in her own that upset them. Before long, her company was scarce. Just about the only person who would actually speak to her was the local blacksmith, Tetsu, and he was more disliked than she was.

Her parents didn’t care that she spent so much time around a delinquent; it got her out of the house, away from them. Whether the man was taking pity on her, or just wanted an extra pair of hands to dump his work into, at ten Mio began to work as Tetsu’s apprentice.

The work helped. Smithing gave her a focus, a channel for the feelings she had but didn’t understand. She turned her impulses to the forge, and the crucible, and gave what remained to the flames. She started to smile again, even if she didn’t often have anyone to share it with.

As time went on, Mio grew taller than her mother, then her father, and eventually you’d have been hard-pressed to find an adult in Heisana who could stand at-eyes with her. Combined with her muscled build and the unnerving air she’s been unable to shake even into young adulthood, her regard in the village did not improve, despite her best efforts. In some ways she began to adopt Tetsu’s ill reputation, though she attended few parties and never touched alcohol.

But she doesn’t mind. In ten years, she hasn’t hurt a single breathing thing, intentionally or otherwise. The urges have become a part of her, and each day they pass from head, to heart, to hand, to hammer and finally to metal. Never thanked for her work, never welcomed as warmly as the forge, as long as she can keep her peace, Mio is content to be who she is.

It’s better than what she could be.

Other Information
Mio has only learned a couple of signs to help out around the forge. Reinforce to make handling white-hot metals less of a danger, and Mend for when a project just needs a little touching up.
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