[hider= || FREEDOM || POTENTIAL || EQUINES ||] [center][img]https://i.imgur.com/uHE0vcq.png[/img] [img]https://i.imgur.com/DZL1LnB.png[/img][/center] [color=#b7c9f5][u][b]Base Form:[/b][/u][/color] Myrtu can be perceived as a towering equine being, with a singular crystaline horn, and wings created out of the light of rainbows, stylized as feathers. Their glossy coat of fur is not simply white- they are every color all at once. Blindingly bright during the day so as to appear white, yet reflecting the light in a pearlescent sheen, with hues that shift through the rainbow, as the light hits their hide in differing angles; yet, deep and black as the darkness itself at night, reflecting the moonlight in a dazzling iridescent display that glitters as rainbow starlight. Their eyes swirl with a myriad of colors known and unknown to mortals constantly. [hider= A Poor Visual Representation Of Such Godliness][center][img]https://i.imgur.com/ckYUk5p.png[/img][/center][/hider] [color=#b7c9f5][b][u]Aspect:[/u][/b] [b] F R E E D O M[/b][/color] [color=#b7c9f5][i]"Wild and free! To choose, to roam, to explore, to do as the will doth guide thee!"[/i][/color] They are the instinct to break the cage, the chaos contained in the whim, a desire to break the rules, the inspiration drawn from a freefall. She is the darkened impulse that drives one to kill at random- he is the instinct of the opportunistic thief- they are the desire of the slave to break their chains. This is the essence of true free will- to choose death in combat or death at the edge of a cliff. He is the freedom of the wanderer, she is the freedom found in the strict code of the hermit, they are the freedom of birdsong changing melody in the wind. Freedom found in the strict order of the universe- freedom in the wildness of the universal chaos. Freedom to do as the heart desires, to see a task through to the end, and to grab hold of fate itself! [b]OR NOT.[/b] For that is the true heart of freedom! [color=#b7c9f5][b][u]Aspect:[/u][/b] [b] P O T E N T I A L[/b][/color] [color=#b7c9f5][i]"All that is, call that could be, and the endless potential for more!"[/i][/color] She unlocks that which could become. The maybe, the variable, and the what-if swirl and spiral within her eyes and mind, as the future, ever changing and undetermined, spirals on infinitely. Playing with the potential, navigating the possible, Myrtu understands that the ever shifting nature of the cosmos is chaos and order hand in hand, and yet it is so undefinable that even this explanation isn't sufficient. All that could be, she wishes to see, for all that could converges along points, within all that is, which creates all that wasn't. [color=#b7c9f5][b][u]Aspect:[/u][/b] [b] E Q U I N E S[/b][/color] [color=#b7c9f5][i]"A for so useful and graceful, beautiful and strong, that it is simply divine!"[/i][/color] To be Equine is to be naturally blessed and of the ideal mortal form. Hooves are sturdy, their speed and maneuverability is worthy of adoration, and the back is strong enough to support the hoofless. Those who are not blessed with such a form know jealousy, but it is for the Equine to grant them encouragement, inspiration, and companionship that can form bonds as strong as their backs. Those of an Equine form are blessed and those things with forms similar to Equines are too. All the world should behold and be inspired! [color=#b7c9f5][u][b]Persona:[/b][/u][/color] To be free, one must be creative and passionate, yet willing to put in hard work and effort, but not so serious that the joy of being free is overlooked! He can be all of these things, in such a dizzying display of inconsistent attitude, it can be frustrating for others to deal with. From one moment, willing to plod along and put in determined effort, to deciding perhaps a RUN or FLIGHT is more freeing in the next, to being cold and aloof as the impulses of violence turn her brutal- they are a difficult to summarize and even more difficult to understand. One thing is certain though: freedom can be incredibly selfish. [color=#b7c9f5][u][b]Myth:[/b][/u][/color] [hider=And The Wolf Did Say] Then asked the wolf to his elder, whom limped along as she often loped, "Sister hunter, I see the scars upon your hide- were they not those of the hunter's traps? Which sought to tear from you thine fur and flesh?" To the other, turned the scarred wolf, golden eyes a'gleaming, "Tis true, the hunter's trap did bite- its teeth made of metal, whose vicious grasp mine own fangs could not harm." And this was cause of confusion in the other wolf, who did ask, "Yet here you stand, healed and hale- not so for mine own father- not so for thine own sister- tell me, Sister hunter, how it is so?" It was then that the other wolves, hearing this question, perked up with their ears and eyes, turning them onto the the wise old wolf. Grinning in white fangs did the older wolf reply, "In mine moments of pain- for many days did pass- I struggled and fought all the while. Through the dark night, the hoarfrost mornings, I thought of my kin- how my fangs would again help bring low thine prey. I thought of the days when, once more, I would run alongside each of you through damp undergrowth." Perplexed, did the other wolf did ask, "Did not the thought of death cross your mind?" "Nay- never so! I knew that I would find mine freedom, once more, beneath paw and claw- and thus did Myrtu appear before me," the older wolf replied, eyes pointed skyward in recollection. "In blinding dazzling white of many colors, the sight pained mine eyes to gaze upon, and so I did shut them, as she did come upon me in silent hoof and haunch." And the wolf did say, "With one touch of his horn most glorious, did the metal maw, which had rent my legs to the bone, did shatter into sparkling dust- for Myrtu, knowing my want for freedom, did bless me with that I so sought. And did Myrtu, their horn aglow, did free my broken legs of their pain and ailment, for that too, was my desire- for how could I yet run again, were it not for this blessed freedom from mine wounds?"[/hider] [color=#b7c9f5]Musical Theme:[/color] [hider=Pure Breeze - Soul Calibur 3][center][youtube]https://www.youtube.com/watch?v=8ejJUCk26DE[/youtube][/center][/hider] [/hider] [sup]Edit: Compiling the things created by Myrtu here. Updating character sheet too![/sup] [hider=Myrtu's Creations] For easy and future reference! Because I'm forgetful! Also giving things theme songs just cause. [hider=Odysseus Equis] TL;DR Book Mules with Wings. Clydesdale Horse sized. Wings that display star charts, temperature readings, wind current details, and their life's journey. (I'll add more later) [/hider] [hider=Deep Glacial Ecosystem] TL;DR Plants, insects, berries, and apples that are capable of growing deep underground in glacial caves. (will eventually add more details) [/hider] [Hider=Familia Equine + Potential] TL;DR Myrtu created Zebras, Donkeys, Kiangs, Zorses, Kungas, Onagers, Mules, and Hinnies. They are capable of normal reproduction. All of them adapted to their climates and biomes in fantastical ways. (gimmie a min i'll get to this.) [/hider] [Hider=Sanguis Equis] TL;DR Blood Horse. Blind. Echolocation/Ultrasound. Bat Wings. Furless. Iron carnivore teeth and long mouths. Sharp Iron Rhino spikes and Sharp Iron hooves. [url=https://www.roleplayerguild.com/posts/5393287]First Appearance Post[/url] [center][img]https://i.imgur.com/wDyrhBa.png[/img][/center] The Sanguis Equis is a special Horse Variation created by Myrtu as a gift for Wyn. In their base forms, the Sanguis Equis resembles a horse with a bare, metallic, black furless hide, which features leathery softness at points of high flexibility. They have black mane and tail hair, a set of large batlike wings, and a mouth which opens fully along the length of the jaw, that features sharpened iron teeth similar to those of tigers. Two sharp iron horns, which grow in a similar manner to those of a Rhinoceros, protrude from their foreheads. Several bony crests, spikes, and nodules have reshaped their skulls as additional organs, which assist in their keen sense of hearing. Their Iron Hooves are sharpened and feature a crescent forward facing blade, that grows from the length of the proximal phalanx. A Sanguis Equis communicates in complex clicks, whistles, and trills which allow them to properly sight their environment with sound alone, and high percision. Their average lifespan is 30 years when well taken care of but few see such senior years, due to their home environment. Determined, stubborn, social, and somewhat friendly describes the general temperament of the Sanguis Equis. This makes them capable ambush pack hunters, fiercely loyal to their herds, and they rarely leave a being they've formed a bond with, even to their own detriment sometimes. The Sanguis Equis' unique adaptation, to a blood rich and carnivorous diet, allows their bodies to capitalize on the presence of high concentrations of blood iron, which is converted into its horn, hide, and hoof metals. Their horns in particular take until the horse's full maturation to cut through the flesh, a process which is bloody and rather slow, but the horns can regrow if detached. Metals on their hides are more easily replaced but still take months to regrow. Rust is a concern with an older Sanguis Equis, as their bodies do not readily shed the metal of their hides; their hooves often see enough use, which results in a more rapid replacement of damaged or rusted material. The "Equis Iron" can be harvested, polished, and smelted in the same manner as wrought iron. [center][youtube]https://www.youtube.com/watch?v=ORYKhaFVDRI[/youtube][/center] [/hider] [Hider=Fire Island Equis] TL;DR Hot Horse. Same physical limits as Porries. Average horse intelligence. Speed boosts from being fed while sprinting. [url=https://www.roleplayerguild.com/posts/5388873]First Appearance Post[/url] [center][img]https://i.pinimg.com/736x/57/2e/c2/572ec26b79661f05a5b4caef35f3960c.jpg[/img][/center] The Fire Island Equis is a special Horse Variation created by Myrtu and Po. In their base form, the Fire Island Equis resembles a burning crimson horse, with skin speckled by "cooler" black patches, with a fiery mane, fiery tail, and blazing eyes. Default coloration is that of normal campfire flames. Average lifespan is 20 years if well taken care of but, it is currently horrendously short, due to location and 'recent spawning.' On average, the Fire Island Equis has a lean and muscular build, better suited for sprinting and endurance trotting. It stands from approximately 10 to 14 hands with an average speed matching that of a Well Bred and fit Standard Horse. An average Horse intelligence is paired with the Burning Goddess's Ferocity. Indeed, they can be quite ornery and difficult to tame, but the Porries don't seem to mind. Their ability to have enhanced endurance and even higher speed, while being fed with sources of carbon and combustibles during motion, can make this horse breed quite a valuable asset. It's current usefulness however, suffers from the same conditions that Porries themselves must abide by. A minor additional issue, due to the influence of Myrtu's FREEDOM aspect in their creation, is the Fire Island Equis' tendency to go for a run when bored, leaving their pens or owners, simply to feel the wind beneath their hooves: they return. Sometimes. [center][youtube]https://www.youtube.com/watch?v=1z3Xq_BhTng[/youtube][/center][/hider] [hider=Centaur] TL;DR Centaur. Half Horse, Half Human. High stamina. Can grow horns, antlers, and bony crests. Can have beard/diffuse body hair regardless of gender. [center][img]https://www.cartoonbrew.com/wp-content/uploads/2016/01/melshaw_i.jpg[/img][/center] A Centaur possesses a human upper body which, at the lower abdomen, becomes that of a four legged horse. Their height and stature rivals that of horses, which means they are likely to tower over other mortals, including Elves, but this depends on the lineage and adapted environment. A variety of colors, patterns, and markings- including stripes, spots, and splotches- are possible in booth their fur as well as upon their skin as light or dark markings depending on their dominant skin tone. They are possessed of every possible shade of brown, bronze, gold, or pale skin tone, with some having adapted to have jet black, snow white, or green skin depending on their lineage. Their hair, mane, and fur texture can be anything from tightly coiled, z-curled, wavy, very straight, and everything in-between, depending on their lineage. Horns, antlers, racks, and even unique bony protrusions and crests are capable of coming from their heads, depending on how their environments have adapted them. Due to their horse-like lower bodies, Centaur are adept runners, capable of the same speed as horses depending on personal training and stature. Even despite the size of the Centaur, all are possessed of a naturally higher stamina than most mortals. [center][youtube]https://www.youtube.com/watch?v=nKYNqfx2ahc[/youtube][/center] [/hider] [hider=Kinnaras] TL;DR Human with Two Horse Legs Lower Body. Very strong legs and backs. Can grow horns, antlers, and bony crests. Can have beard/diffuse body hair regardless of gender. Kinnaras have the upper body of a human which, at the lower abdomen, turns into that of a two legged horse, with or without a tail, depending on environmental adaptation. Average heights place them slightly taller than the average human but a head shorter than the average Elf. A variety of colors, patterns, and markings- including stripes, spots, and splotches- are possible in booth their furred legs as well as upon their skin, as light or dark markings, depending on their dominant skin tone. Every skin tone possible for a human is possible for a Kinnaras, including some fantastic coloration depending on the environment. Every hair texture possible for both a Human and a Horse is possible for a Kinnaras, including an unfortunate early and sudden bareness, which occasionally occurs for humans. Horns, antlers, racks, and unique bony crests can grow from their heads, although they tend to be miniature, due to neck muscle strength. Because of their lower bodies being muscularly denser and proportionately heavier than their upper bodies, Kinnaras tend to have very strong legs and backs. Their kicks are powerful and their jumps are far but they're just as average as humans otherwise. [center][youtube]https://www.youtube.com/watch?v=Lq1WQWtoz8c[/youtube][/center] [/hider] [hider=Myrtu's Humans] TL;DR Humans with blessed hyper-genetic-adaptation in their bloodlines. Otherwise basic. [center][img]https://images.fineartamerica.com/images/artworkimages/mediumlarge/1/the-old-hunt-heinrich-kampat-lezama.jpg[/img][/center] Myrtu's Humans are humans blessed with unlocked potential for genetic adaptation, a trait which will follow their bloodlines, for as long as they exist. To begin, their appearance has been randomized among all possible skin tones, hair colors, eye colors, hair textures, heights, and builds that humans are capable of. They are also capable of naturally occurring fantastic skin tones, eye colors, and hair colors, depending on the environment in which they adapt to. There is no visible indication, to other mortals, that they are Myrtu's Humans, unless there is a specific fantastic adaptation which sets them apart in a crowd- yet, in time, this may not be as easy to spot either. [center][youtube]https://www.youtube.com/watch?v=Mq2sxE79zD4[/youtube][/center] [/hider] [hider=Myrtu's Umbra] TL;DR Naughty Umbra blessed with enhanced-adaptation to environments. Unique coloration. Blessed with Filthy Proto-Capitalist freedom. [center][img]https://artfiles.alphacoders.com/520/52036.jpg[/img][/center] There are fifty Umbra in the world blessed by Myrtu. These are capable of "physical" adaptation to their different environments, mostly in the form of changing colors to blend in as camouflage, but their shapes may also be altered, based on the Regional Response to their forms. For example, if one culture despises a smooth red and fluffy shadow, these Umbra can become more "appealing" to the eye. Intricate patterns and coloration will emerge, based on regional trends and likes, and their changes can occur much more swiftly than other creatures. They can adapt within a month, due to their unique physiology. This adaptation is all for the sake of becoming better Merchants! Indeed, they retain their inherent nature, as was the intent of their creation, but these are also blessed with [b]FREEDOM![/b] They can and will absolutely cheat and swindle and drive a hard bargain, as soon as they would follow the rules to the letter, and some may develop their own codes of conduct, some may even develop a twisted sense of what it means to "trade". Is labor a fair trade for food? Is killing a man a fair trade for status? Due to their blessings, they're easier to tell apart from the Umbra of the dark forest currently, especially since their "development" was jump-started with the rest of Myrtu's creations. Over time, this may become less apparent. [center][youtube]https://www.youtube.com/watch?v=Er9x7qtx12M[/youtube][/center] [/hider] [/hider] [hider=Various Tribe Info] [hider=Nuqtuq] [Hider=Main Settlement Location] [img]https://i.imgur.com/saKIJzL.png[/img] [/hider] Location: North Eastern Glaciers, Nomadic to Taiga/Glacial intersection. Races: Centaur, Human, Kinnaras Common Physical Traits: Forward facing Buffalo Horns. Short and Compact stature. Wooly fur. Skin tones from golden brown to bronze to light brown. Horns are permanent and fuse to their skulls upon adulthood. The horns are kept sharp enough to pierce bear hide, which is a common predator, and they're long enough to ensure a killing blow. Naming Conventions: Short. Harsh. Clicky or slurred sounding. Sample Names: Kopq, Hvicy, Pngna, Qriqic, Vdslaq, Brkic To outsiders, the Nuqtuq come off as confusing and curt, as their language and culture has developed far from the influence of others. Their speech is short, brisk, and has become that way because keeping one's mouth shut keeps the warmth from escaping. A complex set of clicks, whistles, grunts, and physical gestures fill in the gaps of their short communication, but can also make said communication even shorter on occasion. The Nuqtuq live in a settlement at the edge of the Northern Glaciers, named Nuqtuq, quite isolated and distant from other mortals. "Nuqtuq" is a word that refers to the tribe, the leaders of the tribe, and wherever the tribe has erected any sort of settlement- it's also the name of ice shelters, a whalebone headdress, and a survival food. Theirs is a culture of hunting Walrus, Seal, Whales, Moose, Bears, and Fish, in order of precedence, and they make every use of every bit of a kill, including the blood and droppings, as resources are scarce. If there were a people likely to survive in any situation, they're probably Nuqtuq. [/hider] [hider=Tup'wik] [Hider=Nomadic Location Highlighted In Pink] [img]https://i.imgur.com/VvjVR1r.png[/img][/hider] [u][b]Location:[/b][/u] Taiga, Coastal Nomadic [u][b]Races:[/b][/u] Kinnaras, Umbra, Centaur, Human. [u][b]Common Physical Traits:[/b][/u] Moose Antlers, Deer Antlers, Caribou Antlers. Large in stature. Shaggy fur. Skin tones from pale to golden brown to moss green. Spots as fur and skin patterns. Antlers are shed and regrown every ten seasons, passing through phases of velvet, and bloody shedding. The Moose antlers are absolutely heavy but are great for scooping, flipping things, bringing down trees, and general defense against Bears, Lynxes, and Cougars. [u][b]Naming Conventions:[/b][/u] "Bonded" Tup'wik take the last "sound" of their partner's name when the bond becomes Official. This isn't restricted by gender or which partner does what. The first "distinct" letter of a name often comes from the beginning of a parent's name. All of the tribe's Umbra have names that start with a U sound and they lengthen by a sound for each new "trade partner." Yes, a very long and silly umbra name will happen if one lives long enough. Sample Names: Maliuit, T'unucra, Kitowa'cre, C'suhifa, Urt, Uopatilikiwik, Halit. [u][b]Umbra Culture:[/b][/u] Trading companionship for trust, the Umbra in the Tup'wik tend to form bonds as "Second Shadow" or "Third Shadow" with the other non-umbras in the tribe, acting as backup and defense for hunters, or a second set of eyes when on the hunt. They keep company with a hunter and join them by choice. The bonds are often lifelong but can change depending on if one dies, gets fed up, or makes a different trade offer. (i.e. Watch my child in exchange for something else.) Of all the nomadic tribes of Centaur, the Tup'wik are among the most likely to be friendly, want to trade, or take in strangers without anything expected in return. They posses a culture of the first wood flue music, carved masks, and use a lot of ritual dances for damn near everything. There's a wedding dance, a mourning dance, a birth dance, a first hunt dance, a coming of age dance, even a dance to SHED antlers when the season changes. [/hider] [/hider]