I mostly enjoy writing in the Casual section of the guild. Character development and exploring character relationships motivate me. I like to really think myself into my character and their view on others and the world around them which is why I prefer to stick to one character per roleplay. I love world-building but I am also easily overwhelmed with very detailed concepts I haven't been met with before. So you could say I love a decent amount of world-building and prefer original builds. Once everyone has settled, expanding that world and its concept is a great way to create more depth and keep me as a player hooked as I love to discover new things!
My favorite genre is and has always been fantasy. I guess you could say I love escapism to a point where I like to flee the mundane world entirely. I also feel drawn to sci-fi roleplays but I have noticed that those usually intimidate me. I feel like I am not adept at writing about technology and all that sci-fi goodness so I mostly just pine over how awesome some OOCs look and never apply to them.
When it comes to fantasy I feel right at home. For my mind, it is much easier to grasp magical concepts and worlds than sci-fi ones. As a result of this, all the worlds I write up (be it here as a GM or elsewhere) tend to be fantastical in one way or another. I especially enjoy adventure RPs and witch RPs. I like to see new magical systems and am always eager to learn more about the worlds I RP in.
Additionally, all my characters are queer, always. Since I am queer myself and can't imagine playing straight ^^
Although the days of witch hunts are long past us, life isn't roses. While the upcoming election is threatening witches with a potential anti-witch politician claiming the title of president, unrest is stirring in the corners of the world. A rise in threats has been detected - unnatural beings, magical beasts, and other supernatural phenomena pull media attention and feed directly into an anti-witch campaign.
A D&D One-Shot. A group of adventurers is hired to find the missing grandson of a wealthy couple visiting the town. He was taken by a mysterious knight who rode his horse into the deadly woods nearby, taking the young boy with him. But the knight is not a simple man, he is said to be a resurrected ghostly figure forever in search for a squire, kidnapping young boys who never return home.
Wandering Topside [1x1]
The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms – the Harpers, Order of the Gauntlet, Lords' Alliance, and even the Zhentarim – must unite to stop the cult from fulfilling its dark purpose in the city. Meanwhile, Rhana, a drow rogue with a questionable past, and Salissa, a dhampir bard with flair, find themselves somehow involved in this as they tackle different missions aimed at stopping the cult.
Other Places of Interest ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
This is just my character archive. I have recently reorganized it. I made a whole new thread for it, moved the CS I wanted to keep for memories sake over and am now less ashamed to have people stumble upon my creations.
Some helpful tips on running and organizing your roleplay and what to do when your story is concluded. This should help you when running a multi-arc roleplay. You will also find some tips on setting up an Interest Check and OOC here.
Quirks ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
I always write my IC posts in gray due to finding the white color pretty straining on the eyes.
First and foremost, Aren is a traveler and enjoys the changing scenery, different personalities and different experiences. They are always willing to hop onto a wagon and see where the next path leads them.
Having traveled far and therefore met many people, Aren is willing to listen to every side of an argument before they make a judgment. They don't tend to favor one side over another unless they're trying to get something.
Aren's mind seldom works on direct lines. It has bridges and tunnels and curves and dead-ends. When they have a new idea, they get wildly excited about it until they come up with another, better idea. This cycle repeats. Although it has gotten them into many quarrels, they seem to have handled themself well enough to not end up in a ditch or in a cell (for too long). One of the reasons they keep ending up in temporary cells is their need for flexing their fingers. Aren can't help but pocket loose coins and other trinkets they come across.
Naturally, someone like Aren likes to keep their secrets. They aren't the mysterious broody type but they also don't share their secrets willy-nilly. One of those secrets being their identity as a Changeling. You never know when it might come in handy that someone doesn't know.
Aren has a wild fascination with all things magic. Although they were a little intimidated by their own innate magic as a child, the wonder was always there and never ceased. Aren finds magic in all its forms to be compelling. The more magical a place, the more they are drawn to it. As such, the Feywild is a place high on Aren's bucket list.
If you'd ask Aren about their ideals or their morals, they'd likely answer with two things: Freedom and Change. Aren considers inquiry and curiosity the pillars of progress. And to achieve progress, one must demand change. Changeability, being able to adapt are the ideals they live by every day. They also tend to live by loose, changing rules to fit their convenience.
Background ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Aren has no home and knew no home other than the streets. This is not to say that Aren considers themselves "homeless". They were born to a Changling parent who loved adventures, loved people and loved life. Whoever the other parent involved in the creation of Aren was, they don't know. Aren has probably traveled more in their first year of life than many others do during their entire existence. Or so they like to say. Aren's parent was always on the go. By the age of eight, Aren had been to all countries at least once. They grew up a traveler and are a traveler at heart, an adventurer even! Although not in the traditional "fight evil, protect citizens" way. More in a "what can I experience next?" way.
By the age of 17, his parent had passed and Aren was on their own. They had been well-prepared for this and although it stung to be alone suddenly when it had always been the two of them, Aren moved on. As a distraction, they threw themselves more into their arcane study. Although "study" might be stretching it. Since they never had a teacher for long, their magic was a little... chaotic, at best. Always pushing and pulling, wild magic was not easy to control for young Aren. By the age of 17, they had it mostly "under control". But with their support person gone, Aren began to experiment more with that arcane power inside them.
Through "self-study", if one might want to call it that, and some graceful, patient teachers they traveled with, some longer than others, Aren finally mastered to... well it is less destructive now, let's say.
Through some mishaps, unfortunate events, and unluck, Aren ended up stranded in the Astral Sea when they were 32. For longer than they can remember, they have traversed the Astral Sea. There, they experienced firsthand the wonders of the Silver Void: Aren stopped aging and no longer felt hunger or thirst. Driven by wanderlust, they drifted from one part of the Astral Sea to another, like a mote of dust on the wind. Aren has lost count of the decades that have passed while they were there.
In the Astral Sea, Aren crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on them. Once returned from the Astral Sea, Aren promptly joined The Red Wraiths.
"They turned you into a weapon and told you to find peace."
Determined. Rebellious. Independent. Skeptical.
Name: Zhalia Ramshorn
Gender Female
Age: 27
Sexual Orientation: Lesbian
College Degree: None - never attended college
Languages: German, English
Notable Skills: Horseback riding, ballroom dancing, can handle a sword and a dagger
Years of Magical Education: 11 Schools of Magic: Necromancy, Illusion and Divination
Necromancy (9)
Life Force Alteration Probably the most common form of Necromancy in Zhalia's former coven is the alteration of life force in various forms. Through excessive study, the witches of this coven learn to alter life energy by using necrotic means. Altering the life force of a living creature can affect their health, their strength and even their ability to perform magic. Very advanced casters are able to create poisonous effects by altering life energy.
Actually ending someone's life by pulling the life force out of their body would require either a very long time or a very high amount of energy. The life force is always trying to balance itself out and will continuously attempt to restore itself. (Therefore, this can not "shorten" someone's lifespan.)
Afterlife Linking Zhalia can connect the living world to the world of death, linking the land of the dead and the spirits & souls inhabiting it to the realm of life and existence, allowing both worlds to interact with each other in some ways. This is usually referred to as "lifting the veil" and is a very temporary situation. Often only the caster themself may interact with the spirits on the other side. On other occasions (and with the right skill) one may be able to connect the two worlds more permanently, such as bringing spirits/ghosts into the world of the living or pushing a living soul to the other side and into death. (This is exceptionally hard and should not be attempted by a single person, it can cause various disasters.)
As a result of a fudged attempt at this casting, the rules of both worlds might combine/mix together in unpredictable ways, and potentially even lead to cursed resurrections for those that do end up dying. This can also cause any changes to anything from either world to affect both of them instead of only one.
Zhalia is an exceptional caster when it comes to Necromancy but her connection to the world of the dead has been tainted. She is reluctant to try to engage with The Veil again.
Revivify If a creature or person has just died, Zhalia might be able to lift the veil enough to pull their soul back into their body and return them to the living. This does not heal them. Any wounds inflicted would still be present. This act requires high concentration and the success depends on the circumstances of the death, Zhalia's own condition, and the willingness of the deceased to return. The caster might be met with a lot of struggle as the veil has a naturally strong "draw" always pulling souls towards and through it.
Despite the coven's belief system that there is no meddling with the dead's soul, they all learn this magic. Though they rarely use it. It is more of a failsafe.
Illusion (6)
Audible Indunation When in close enough proximity to a person, Zhalia has the ability to overwhelm someone's mind with voices. For this to work, she needs to be able to see the person she is targeting. Advanced casters might be able to use this illusion on people without directly observing them. This illusion might extend to putting specific words or phrases into a person's mind. Mostly, however, Audible Indunation manifests as a chattering of overlapping, unfocused voices that overwhelm the mind and confuse, irritate or even knock out a person.
This ability can 'ricochet' when (a) someone uses a field with ricocheting ability or (b) it becomes too restraining on Zhalia or (c) someone has the ability to mind shield. It requires concentration to uphold the illusion. Skilled casters (such as Zhalia) can pull up this illusion and leave it up for 30-ish seconds without concentration. Advanced casters might perform a longer unconcentrated illusion.
Monocular Realization This describes the ability to perform an illusion on oneself. The illusion gets attached to the caster and reimagines their appearance according to the caster's wishes. Any visual feature may be "changed" in this manner - including facial features, height, skin color, clothes, number of limbs, or (in cases of advanced casters) even the species. However, this does not result in an actual change of bodily features, but instead, works as a "filter" atop the real version. As this is only an illusion, any and all false visual features (e.g. claws, a hook for a hand, clothing items) would not truly exist and therefore never be accassible or "usable" beyond a simple lie.
This illusion requires imagination, some performance skills, and a bit of concentration. If the caster loses consciousness or concentration, the illusion will fade. Holding up the illusion will feel draining after some time and only highly advanced casters could uphold it for multiple hours. Additionally, the caster has to remember the details of their disguise. Inconsistency in the illusion would result in the deceived possibly seeing through the facade. While this is hard to master at first, skilled casters can uphold an illusion easily for a decent amount of time.
Shadowplay One of Zhalia's favorite forms of illusions is the more subtle shadowplay. Without having to see her target, Zhalia can create shadows on any surface and have them enact any form of movement she desires. A specialty of hers are shadows that imitate the target's death - causing unease, fear and possibly panic to rise within the deceived.
Divination (4)
Tracking The power to track people and objects over any distance, environment or condition is something every witch of the coven learns if they decide to dabble in divination. In its essence, tracking is used to find and follow tracks that are weeks, months or even years old, and to reconstruct what has happened from the smallest clues. Zhalia's skills in divination are solid but unrefined. She may be able to follow someone who was recently in the area but she would be unable to track someone weeks or months after they had left. Highly advanced trackers may be able to even track people who use teleportation or portals but this is mostly rumored and not actually proven.
Hematomancy Divination is mostly used in correspondence with Necromancy in Zhalia's coven. Therefore, a lot of divination comes from blood, bones, flesh and ashes. Blood and bones are said to work best. Even though the coven also uses cards (such as Tarot) quite frequently. By using blood (or bones), the caster can enhance their ability to see fractions of the future, past or present. For Zhalia those are only ever snippets, mostly incoherent. Her Divination skills are not refined enough for her to really use them effectively.
Divine Sense & Aura Detection Used in correspondence with Necromancy, Zhalia has the ability to register and detect any undead creature and identify their type (e.g. vampire, skeleton, etc). Additionally, Zhalia is able to detect and identify the school of magic of other witches and warlocks around her. She may only detect the school of magic if it has a strong enough aura around the person (at least 5/10 skill level), otherwise, the magical aura is too weak to discern and Zhalia might not be able to pin which school of magic a person is practicing most.
Determined For better or worse, Zhalia is a very determined person. If she sets her mind to something, she will go through with it. This makes her an exceptionally good student and is the main reason her necromancy skills are so advanced. This also makes her a tad bit stubborn, which has led to various difficulties and some rather unfortunate outcomes in her life.
Rebellious Pair her determination with her rebellious nature and you have a recipe for potential disaster. Even though Zhalia is more of a quiet soul, she will not back down on her morals or her beliefs and is known to rebel against coven heads and teachers at times. She tends to question authority and rules but isn't one to naively speak out of turn either.
Independent Maybe a side effect of enjoying seclusion and determinedly studying Necromancy, Zhalia has become quite independent over the years. Capable of setting out on her own path, Zhalia picks and chooses who she depends on rather carefully. Still, sharing the burdens of life with a group of friends would be a great relief.
Skeptical Zhalia tends to be rather skeptical towards people and therefore has her guard up even when she seems not to. She is not easily convinced or persuaded from her own point of view unless sufficient evidence can be provided. Even though she approaches most people openly and tries her best to keep her cynical thoughts down to a minimum, she can't help but have reservations and doubts about people's intentions.
Born in a small village in Germany, Zhalia was an unexpected child that was lovingly welcomed by her parents. Though she didn't lead an unhappy life, two devastating events would shape and re-shape Zhalia's path drastically. The first occurred when she was seven years old. Through unfortunate sickness, her parent's passed away, leaving a scared and confused child behind.
Having had their eye on the girl due to a number of strange occurrences around her, a coven took her in after her parents' passing. Known amongst western societies as a coven of "tradition" (put mildly), this circle of witches is shrouded in rumors. Living far off modern society, the coven clings to more medieval ways of life and magic. Mainly, they don't engage much with technology and use some forms of magic seen as outdated. Known as Silencia Mortem (or "silent death") by outsiders, this coven is said to be a cult. Their members don't have any or only very regulated contact with modern society and are rumored to discreetly hunt non-magical people in an attempt to "clean" the world off of those "unpure" of magic. They refuse to adapt to modern ways of magic and are known to teach an unusual (and for some people concerning) amount of Necromancy to their members. Other untraditional ways include the advanced study of herbology (mostly non-magical), the use of "outdated" divination techniques (cards such as tarot, using bones and ashes, etc.), still using runes and grimoires, and practicing rituals (and ritual castings) that rely on full moons, chants or even sacrifices. Sometimes, these coven witches are rumored to be half-dead themselves, one foot on each side of the veil because they open the barrier between the worlds too many times. Apart from all the rumors, not much is known about those witches.
The second tragic event would see Zhalia's time with the coven come to an end when she was twenty-four years old. Upon visiting a masked ball resembling the 1800s, Zhalia met Charlotte. Despite being a married woman, Charlotte engaged in a loving relationship with the witch, who stole away at night to sneak into the city despite coven rules. As fate would have it, Charlotte's husband got aware of the affair. Enraged he struck down his wife and fled the scene.
In her desperation, Zhalia asked the coven for help in bringing Charlotte back. Although the coven showed her great empathy, her request was denied. Having dealt with death in various forms her entire life, Zhalia refused to accept this outcome and set out to bring Charlotte back herself.
In the dead of night, raising fog with her blood-dripping fingers and murder on her mind, Zhalia went to attempt the impossible. Through sheer willpower and magical might, she pulled Charlotte's soul towards the veil - but her attempt to coerce the soul of her lover back into the world of the living failed drastically. With only a fracture of the soul pulled through, Charlotte's ghostly form was trapped in-between worlds, only able to relive the day of her death repeatedly while waiting and longing for something that could never come.
Unable to comprehend the outcome of the situation and fearing the coven's final trial for breaking their laws, Zhalia fled and left the country entirely. She spent almost three years traveling through various parts of England and the US, unable to settle for long. Recently, she ended up in North Bennington, Shipden Peak, where she hopes to find some direction, a purpose - any purpose - and hopefully some distraction.
//Every Day Carry: • Fractured Gemstone Piece | A pink piece of seemingly the same kind of gemstone Ter's left arm turned into after the bomb exploded.
A p p e a r a n c e D e t a i l s
Teraven used to have a lot of burn scars running over their left arm, resulting from an incident involving fire. Due to the bomb's impact, the arm is now encased in - or made of? - a strange pink-ish gemstone. Ter usually sports a chill pose, unable to know where to hold their arms, they tend to move around a lot and not stand entirely still. Their vibrant smile invites people to come and talk to them and they have a very trustworthy aura about them.
P e r s o n a l i t y
Teraven is an emotional, anti-capitalistic person who believes art is the true epitome of human life and experience. They usually try to have a positive outlook on things and to believe the world is always changing for the better, step by step. Their energetic, open, and harmony-seeking energy often pulls people in and makes it easy to communicate with Ter even on the first encounter.
It surely also helps that Ter is a true sweet-talker with an inherited charme that they were able to perfect due to their performing arts endeavors all their life. Teraven tends to be a bit oversharing at times. They struggle with interaction with people who are usually quiet and brooding.
Their high emotions cause them to easily feel hurt, betrayed or left out. They try hard to fit into a group with their true personality but find that outside of the theater that has always been hard for them. Being accepted and welcomed is one of their core needs. Hence, they attempt to provide a welcoming, helpful and sincere atmosphere about them for everyone around them.
C h a r a c t e r S y n o p s i s
Ter grew up in the outskirts of the city. Coming from a family of five siblings, Ter left home early with 15 years after begging to be allowed to join the theater club at a school in the middle of the city. Ten years later, their family was scattered about the world. Some of their siblings moved far away, some stayed close. Ter hasn't had much contact with them since then and hasn't heard a word since the bomb dropped.
During their last legs of their Bachelor's and throughout their Master's studies they had gotten involved with amateur theater again to inspire people as well as having accepted the offer to become a theater counselor for aspiring actors as a side project next to their studies.
Although they love their theater career, the performing arts have suffered throughout the last decades and income is consistently low for creative people. When the low money - and all the side jobs - couldn't pay for the tuition of the college anymore, Ter made their biggest unethical decision. Due to their parents having owned a jewelry store and them learning early how to use the tools to form gemstones and diamonds into new shapes - and due to a lucky coincidence - Ter ended up getting their hands on stolen gemstones. So they began to deal with stolen, uniquely handmade gemstone and diamonds in various shapes - from animals over objects to letters.
After the bomb changed Ter's appearance, they have not returned to a stage or to their theater clubs.
A b i l i t i e s & S k i l l s
//Abilities:
Resilient Gemstone Armour | Gem Arm
Due to Ter dealing and working with stolen gemstones and diamonds on the regular, they were working on a particularly hard commissioned piece involving pink fluorite and morganite when the bomb hit. As they awoke they had gem pieces buried in their left eye and left arm. Somehow this resulted in the change of the eye color (which is now pink instead of blue) and a left arm that is - as far as they know - entirely made of some kind of gemstone they don't recognize.
The gemstone arm is resilient to most impact.
Limitation(s) |
Can't be taken off
Feeling in this arm is limited
Can't be further extended
Weakness(es) |
Stealth: Makes them easy to be recognized
Stealth/Hiding: Reflects light and therefore makes hiding harder
- - - - -
Audible Indunation | Audio Overwhelmtion
Due to their very talkative personality, their constant need to chatter and as someone who has worked with spoken words all their lives and who has taken tons of roles upon themselves throughout their life, Ter now has the ability to overwhelm someone's mind with voices. However, they are currently unaware of this ability and wouldn't know how to control or activate it.
Limitation(s) |
Needs to be in close proximity to the other person
Unable to hold for an extended period of time
Weakness(es) |
Requires concentration
Can 'ricochet' when (a) someone uses a field with ricocheting ability or (b) it becomes too restraining on Teraven
Useless against people with mind shields
- - - - -
Monocular Realization | Persona Illusion
Brought on due to Ter's strong connection to the theater, different roles, and their love for this form of art, they have the ability to make people see the character Ter wants them to see. This does not result in an actual change of Ter's bodily features, but instead, it works as a "filter" atop the real version.
Limitation(s) |
Can only be held for a short period of time currently
Limited to Ter's imagination and performance skills
Unlikely to be upheld during pain due to requiring some concentration
Weakness(es) |
Needs consistency: If not consistent in color/shape/details/etc, the deceived can easily see through the filter
Weather Conditions: The illusion must be adapted during weather changes, this includes for example when Ter gets wet, they need to remember to change the illusion to someone who is also wet. (This can be done subconsciously.)
//Skills:
Sweet-talker | Ability to persuade people with their words Adaptation | Ability to slip into roles spontaneously
O T H E R
Any other information pertaining to the character that is not covered in the sections above.
⋆ poetry * reading ⋆ exploring ⋆ nature * all animals, with no exception * real life romance stories * swimming * travel * anything she can romanticize * anything adventurous * trying out new sweets * tea
Dislikes:
⋆ standing still / waiting ⋆ boredom * greed and capitalistic ideals * politics * caged animals * ungrateful people
Fears:
⋆ war * natural catastrophes ⋆ never finding a family * never finding true love * achieving nothing in life * being seen as incompetend * regret
Sexuality:
Queer
Personality:
Éliane is most described as talkative, active, curious, and having a wild imagination. She has a knack for romance and enjoys letting her mind spin tales so reality feels less dull to her. Albeit having a temper if treated unkindly for too long or treated too harshly, she usually tends to be a very forgiving, loving person. Sadly, she has not been so fortunate in receiving love and affection herself. Her one true longing for passionate and mind-blinding romance has yet to occur - like a lonely princess in a storybook, she seeks adventure, experiences, and that one specific feeling. Some may call her naive - and they would be correct in it - but her romantic notion has kept her warm on many cold nights. Figuretartivly and literally.
Éliane is seldom shy and tends to strike a conversation. However, if criticized or met with harsh words, she may retreat into herself and her imagination, to keep out of harm's way. As kind as she tries to be towards others, her heart is easily scarred. Éliane firmly believes that people are inherently good and she attempts to offer help and advice where she can. She doesn't need many materialistic things to be happy and would gladly give her last penny to someone she thought would need it more gravely than she. This, however, is not to say Éliane may never say a bad word or never wander off her moral path. If her insecurities are targeted, she may easily turn to some vile words, and she is not shy of protecting others with all she has if she can help it. In fury, Éliane has the capability of becoming a beast. This happens rather rarely, though. In many ways, Éliane romanticizes the notion of saving someone despite the danger towards her own life. In reality, she has quite a strong sense of survival and if met with deathly danger it takes more than a kind stranger for her to jump into the blade.
Always on her feet and always ready for an adventure, Éliane has trouble standing still. She couldn't be described as the most hyper person - as an elf, she values the quiet of nature, has learned to move without noise, and how to blend into trees - but it is undeniable that (if she doesn't actively try to stay still and quiet) she has a lively nature. Whether you want to call it bravery or naivety, she takes on challenges if faced with them. Oftentimes she does so even though she is scared, which might make her even braver or just stupid. In most situations, Éliane fails to feel a sense of doubt or anxiety. This though can easily change with the right amount of criticism or the wrong look upside-down, as deep within she fears she might never be 'good enough' or skilled enough for any particular work, occupation, or other things of the sort. Éliane is usually very reactive, but her daydreaming might interfere with this.
Always reading, writing, and spinning tales - Éliane can be said to be quite smart. Always ready to take on another project, learn another skill, she is very adaptive. But she rarely finishes something. Due to her being intelligent, it is even more frustrating to some people how naive and careless the lady can be. Where her fantasy is rich and her adaptation a great advantage, Éliane doesn't quite understand politics or finances. So she might be good for a last-minute, crazy adjustment of the plan which might prove helpful in a crisis - but she is unlikely to pre-plan a long-term financial plan, political scheme, or relationship dynamics. Éliane would describe herself as charismatic and interesting. Other people have described her as impulsive, tormenting and unbearable. She likes stories, jokes, and laughs, so if there is someone trying to amuse people, she usually enjoys it. However, the line is drawn when people or groups of people become the butt of the joke.
Whatever comes her way. She sells poems, sings in bars, or grabs the work that comes her way.
Living Immediate Family Members:
None
Dead Immediate Family Members:
Unknown
Current Companions:
None
Current and Past Lover(s):
None worth mentioning, only short relationships out of romanticizing naivety and your usual adventurous flirtation.
History
Having been an orphan for as long as she can remember, Éliane grew up without belonging to a family. Instead, the high-energy child was taken care of by the elven people of her village. She had a room and a bed, but never that one family other children did. As she was such an adventurous and romantic young girl, she managed to get into trouble on the regular. Venturing too far out, bringing in wounded animals, never sitting still, spinning tales, always blabbering at everyone who appeared to have ears - and even that one Elf who didn't have any anymore - she was very well known in town. Everyone who crossed that town during her being there, would know her.
Being curious and seeking to try everything at least once, no matter what it may be, Èliane managed to plead everyone into showing her something new, teaching her something new. This led to her acquiring a bunch of skills that can be best described as "half-baked" since she never stayed in one spot long enough to learn the entire ropes of it. The only occasions where this was untrue were two things: her magic and her sword training.
Having begged for months on end, when someone talented and experienced in the form of sword fighting finally agreed to let her have a go at it, she was determined to see it through. And so she did; and in consequence learned to hold and guide a sword, her second weapon next to her bow and arrows - the preferred weapons of the elves.
Once the young girl had come to age and was finally free to decide her fate on her own, she was fast to leave the grounds she grew up on. With romance and adventure in her heart, she made her way out into the world -- and got knocked back hard.
As much as Éliane dreamt of traveling the world, it came harder than she had imagined. However, her stubborn heart adapted, learned, and overcame the challenges life threw at her. And so she began her search for something she knew she had been longing for all her life: true love and the belonging to somewhere, or to someone.
So far she traveled to most places, never stayed longer than a few days, and still... she has yet to find that resting calm and safe sensation of belonging she seems to have been missing all her life.
Strength: 6 Speed on Land: 8 Speed in Air: 0 Magical Ability: 8 (scratching at 9) Dexterity: 9 Weapon Proficiency: 7 Stealth: 8
Species:
Elf
Subspecies:
Light Elf
Current Training Status:
Through hard training and a knack for magic, Éliane is quite advanced in her abilities and has mastered the common magical traits of light elves. However, since she is still young for an elf, she has yet to bend light for invisibility or to summon coherent, long-lasting illusions. In those departments, she is barely a beginner, if one might say so kindly.
Rowan Karnstein is 5'2'' tall. Her body could be described as 'in good condition' as she is physically fit and slim, she has beautiful sharp legs and a slightly defined stomach. Her eyes are of a deep 'deer' brown and she has brunette hair to match them. That typical 'sweet girl' image is written all over her, but don't be fooled by it. She can be feisty. Rowan has no problem with dressing like a lady or dressing like a tomboy, she enjoys both styles, depending on her mood and the situation.
Background
Rowan was born to a young mother, just sweet 19 years old, and a father of 23 years who loved her mother dearly. The Karnstein couple worked as servants for the royal family of Wazatocia for several years when they discovered they were expecting a child. The royal family was supportive and offered the very hardworking couple a decent health care within their palace. Five years after Rowan's birth her mother got sick and died two years later. The death of her mother left her father heartbroken and the only thing still keeping him upright was the seven-year-old girl that depended on him. A couple of weeks after the passing of her beloved, joyful, always hardworking, positive mother her father began to call her Mircalla randomly. He explained to her how her mother had wanted to name her Mircalla, but he had been against it. Without talking about it any further Mircalla had turned into a nickname of Rowan's that only her father ever used.
Rowan grew up with a father who was forever heartbroken, but loved his daughter endlessly and would have killed for her if necessary. He always accepted his daughter for who she was, allowed her to spread her wings as much as she could within this world. Rowan went to a school that costed her father almost everything he earned within the palace, but he was determined to give his daughter an education.
She had helped out in the kitchen of the palace since the age of six, cutting potatoes and carrots carefully. By the age of nine she was working in the palace after school and homework, helping out the servants she had grown up with and following into her father's foot steps to become a hardworking member of their family. At the age of fifteen Rowan gained the attention of the princess of Wazatocia by her natural skill for painting as she was painting in a secret corner of the garden where she thought no one ever came to. Her and the princess became fast friends within a couple of weeks. To most people's surprise, and a lot of people's jealousy and anger, the parents of the princess didn't mind their friendship and fell in love with the young servant.
They offered Rowan an education within the palace after eight months of closeness with their daughter. Overjoyed with the news her father pushed her to accept the offer. Within the next years the ever hardworking young girl grew into a young woman that profited from the friendship as much as the princess seemed to profit from it as well. She learned how to ride a horse, play the piano, dance at balls, was granted to take fencing lessons (which she was more than anything grateful for, since those really fulfilled her heart), got pushed to take painting lessons to grow out her natural talent, she was allowed to attend smaller balls, got to wear the princess's dresses and learn how to walk and talk like a lady. Her father saw a bright future in front of her and was bursting with pride of how his baby girl was able to spread out her wings and throw her colors out to the world.
Needless to say the two young ladies grew attracted to each other in their youthful naivety. Their slow burn love built up until, at the age of nineteen, both of the girls were waltzing in the ballroom to practice their steps again before the big ball the next day. (Big for Rowan at least.) Their passion got the best of them and they ended up... "waltzing like it's 1698", as Rowan would call it from then on. This was also the night that Rowan told the princess about her secret nickname 'Mircalla', that held a deeper meaning to her than her actual name ever could. She told her how it felt like a secret identity that only her father knew about. And the princess understood the deepness of meaning it had for her friend.
Their relationship or love affair or whatever people might want to call it was short lived sadly. Only three months later a servant accidentally caught the two waltzing in the ballroom - for memory sakes - and kissing. The royal parents were anything but amused. The princess and the privileged servant girl were thrown off and couldn't understand the anger that came from the usually so accepting couple. They were furious. Their daughter shouldn't have lost her purity before marriage (apparently they've found out about that too, Rowan never knew how), shouldn't have gotten romantically involved with a servant. The two young women weren't allowed to say goodbye, but the princess was able to get a glance at Rowan while she was being taken out of the palace, just two seconds, and she looked at her love and softly said just one word: Mircalla. Rowan was, without a chance for her father to stop them, taken away from the castle, banned from Wazatocia.
And so a very heartbroken, confused, scared nineteen-year-old Rowan found herself back at in a usual servant role. No privilege, no fencing, no more painting, no princess to chase her through the castle, no father by her side to love her, hold her, dry her tears and always have her back. She felt alone. Rowan found herself serving in the kitchen, cutting up potatoes yet again, for the 'Courting Season'. She didn't know what happend to her princess, but she knew that she had never seen her participate in the Courting Season so far.
Three years have passed since then.
Personality
Rowan is a very strong headed woman. She likes to say what she is thinking, even though a couple of hard slaps have told her to learn when to shut her mouth. She still runs her mouth too often though. She is a silly person that likes to have fun during work, which many people don't like to see. She likes to goof around and talk back to people. Rowan enjoys to throw people off, see their guard drop, crash in their walls. Despite being hardworking, she can't stand when she has to clean up after people who give her more work than necessary. She also lacks the quality of staying quiet in her corner when others are talking rubbish.
Rowan loves nature and the fresh breeze, she loves balls and dancing, especially waltzing. She has often been caught waltzing by herself when she was actually supposed to scrub the floor of the ballroom. She can't stand when people treat her like she is worth less than them because of the position she holds within the food chain.
She doesn't throw out respect easily and rather fakes it than it being real, but if one receives her respect they should be very honored and proud of themselves, because it is a rare thing. But if they lose that respect, it is most likely gone forever. She doesn't let people fool her twice.
Without a doubt Rowan is still broken. She has issues she hasn't worked on. She is missing her father more than anything and tries to not think of him too much. She might even still be holding onto some hope that he will find her some day. Maybe that's the reason she is staying in one place... So he can search for her?
Other
Skills: drawing, ballroom dancing, horseback riding, fencing, cooking, cleaning, singing (though she hasn't done that for other's entertainment so far), playing piano
Weaknesses: potty mouth, maybe a bit too sassy and feisty, lack of professionalism and submission, doesn't like boundaries or rules
(Meaning each: Ascender | Free | Tree Song) (Meaning all: The free Ascender of the Tree Song)
Many people on earth have considered her name too hard to pronounce and had called her Liyah (Lee-ah). Her surname often gets mispronounced as La-horn.
Age
617 years (of which she spent 400 years on earth) Appears in her early to mid+ twenties, her ID puts her at 24.
Gender
Female
"There's demons haunting me inside that you can't see."
Description
Aaliyah is 161cm tall and weights 62kg. Her boobs measure of a 32B in bra size. She has natural brown hair, that goes down in waves a tad further than the middle of her back. She has freckles over her nose and cheeks, that will show forcefully when she gets the warm sun onto her skin a couple of days. Her eyes are of a brown tone. Aaliyah has a cleft chin, which people like to call 'butt chin' or 'booty chin', that she didn't like for a long time but has come to terms with. She likes to walk around natural, not so much make-up and comfortable clothes, but doesn't mind glamming up every now and then. She has several tattoos on her body. She also has a huge smile, which people have made fun of, but she will not stop smiling because of that.
Species
Dilloth (Meaning: Silent Flower)
Sexuality
Lesbian
Personality
Aaliyah is a calm person, who can sit and listen to you for hours. She doesn't erupt very often or easily. She tries to solve everything with words and kindness. Her heart gets heavy whenever she witnesses pain, hurting, prejudices, hate or unfairness. The woman doesn't understand cruelness or being divided by simple things like religion, skin color or sexuality. Before coming down to earth she hadn't known a word for 'sexuality', they just called it love, hadn't known that religion and skin color was a reason to hate for some people. She loves nature, animals and children and is protective of them. Liyah almost got a heart attack the first time she visited a zoo and had to leave after five minutes. Caged animals, no matter why, are hurting her heart and she doesn't understand why it would be necessary.
In her free time being outdoors in the nature where no cars drive, no houses can be seen, no loud city noises can be heard, is her favorite thing to do. Right next to writing songs and singing. She likes to have fun dancing and exploring the world, climbing, jumping, swimming. She loves to ride her bike and prefers it over cars or buses or trains. It feels more natural to her and she likes the wind in her hair.
She loves learning new things and is always very enthusiastic about it. Testing out new sweet treats is one of her favorite things. She loves movies, though she is always shitting her pants during any kind of horror movie (even if it's really not scary!).
Aaliyah is easily hurt, because she still hasn't quiet understood that sometimes people don't mean what they say. So she takes a lot of things to heart even if she shouldn't. But she has been working on that for a long while now and it's slowly getting better.
Liya benefits from several abilities that are common for her species. (See 'Abilities of her race' in the CS)
The Dilloth can't tell untruthful things. Therefore Liya can't lie.
Likes
- Trying out new sweet treats - Nature (all of it) - Singing - Writing - Swimming - Climbing (preferably on trees, but anything will do) - Kind people
Dislikes
- Violence - Earth politics - Caging animals - Being a queen. She feels like she is the worst queen there has been.
Backstory
Liyah was born on a planet called Astraea and she was the princess of the Dilloth - the race that inhabited the planet. She grew up in the forest along the other ten or so children. She spent 200 years on that planet, played in the crowns on the trees and lived within wonderful wooden places in their forest. On her 200th birthday, Aaliyah got crowned as queen. And suddenly she was in charge of Astrea, a very small planet, nothing compared to earth. But it was home. Until an evil outcome forced the whole species to flee. Not all of them made it.
While the common people slept, the royalty as well as some advicers and healers kept awake on the ship they had fled the burning planet with, heading towards the next best planet to live on. The species that seemed most like them, most to accept their ways and to welcome them was the human race on Earth. It took only 17 years for the Dilloth to arrive on Earth, year 1600.
But the force had followed them and when they had landed and exited the ship something happened. The Dilloth have the ability to turn into trees and they use to do that whenever danger tags along, to hide in plain sight. When they did it this time, they froze in their state. All of the Dilloth at once had been trapped into their tree form - except for one. The young queen met eyes-to-eyes once again with the force that had killed her planet and over half of her people back home. And what they wanted, she couldn't give them. So they left all of her people frozen in their tree form on a planet of people that considered trees a source, something they could kill to use the wood. The queen - all alone with no parents to guide her, no one to talk to, no advicers, no healer by her side - was lost. Of course she tried to find a way, she tried to find the cure - that she knew existed somewhere in the possession of the great evil that had done this -, but after having been everywhere and having found not one clue, she didn't know how to proceed further. All her ideas failed. All her people were trapped for eternity.
And the princess soon too learned, that not only had the great evil trapped the Dilloth in their tree form, but had stopped all Dilloth from growing. The trees didn't grow, after fifty, hundred, two hundred years they still stood at the same size - and so did she. Aaliyah hadn't aged ever since that day, she was doomed to forever be in the position of the queen that got half of her people killed on the first day since coronation and got the other half stuck forever 17 years later in a world that would only gladly kill them one by one.
These days, Aaliyah still feels terrible about it, still hopes for an answer, a solution, but has barely any hope. She had given up. She had started to live like a human as best as she could.
(There's a full, fleshed out story to why and how all this happened, but I didn't wanna write even more in the CS to bore you all.)
The Dilloth have something within their blood, their DNA they call Eredh (translated that means 'Seed'). The Eredh is something that is a part of them like smelling or hearing. They get born with it and some have a stronger Eredh than others. And the Eredh gives them some abilities.
Eredh is a natural thing that once existed in all of nature's creatures; plants and animals alike. Animals and plants do not have a strong Eredh, they can not 'use' it in the way the Dilloth can. But every Eredh can feel when there's something around with Eredh, how strong their Eredh is. And so it comes that all the animals can feel when a Dilloth is near them and they happen to not be afraid of them, to not be aggressive towards them. They respect them. Though they do not listen to them or do things they want. They simply feel that those people mean no harm due to the Eredh within their veins. On the other side of the coin the Dilloth feel pain whenever Eredh around them is destroyed, therefor they would cause themselves physical harm by harming an animal or by killing a tree. It's a two way street. On a sadder note, not all animals still have Eredh though. Animals in the wilderness are more likely to still have their Eredh than animals that are living among humans or in captivity.
The Eredh that runs through their body gives the Dilloth the ability to interact and behave in the environment differently than any other species. They can walk within nature - and only nature! - without making a single sound. They can climb like it's their destiny, are fast on their feet and have quicker reactions than most other species. The Dilloth learn to use daggers and bow and arrows, but they don't hunt with them. They use them in a different way. They have a natural good aim and many train this ability to perfection. So did Aaliyah. (Due to these abilities the Dilloth could be trained to be amazing warriors, if only they would consider to harm anything. But it never even occurred to them that their abilities could be used for military reasons.)
Eredh is also within water. Underwater the Dilloth can see and breathe. This is because the Eredh in the sea will naturally give them the things they need to survive down in the deep. Like plants underwater. The Eredh in the water needs to have time to adjust to her body though, so the 'survival abilities' for underwater will only kick in after around 30 seconds of being completely underneath it. If she gets out of the water before the thirty seconds, it will not work. If water gets pushed over her head, she will not be able to connect to it's Eredh. However if her head gets forced down into water, after thirty seconds she will be able to breathe within it. She can't connect to the Eredh when she is unconscious. She has to be awake for it.
The Eredh forces the Dilloth to always speak the truth, they can be silent if they wish or tell half the truth. But no untruthful word will ever leave their lips. They're unable of doing so. They learn to use their words wisely. By not lying but using words that will set a different kind of thought into the head of someone, they still can prevent themselves from having to spill a truth they don't wanna share. A woken mind will notice their way of words though and not be fooled.
Eredh is able to heal. This process is something the Dilloth have to train hard for, for a long time before it will work at all. Some very few are even able to resurrect someone. Healing someone is a tiring process that considers a lot of attention and strength as well as life. By healing someone, the Eredh will go over in their body and quicken up the healing process. But it comes with a price. Not only will one feel weak, dizzy and maybe even faint, but they will be giving away a part of their lifespan. Every healing process, as little as it might be, costs them a little bit of their own life. The bigger the wound, the bigger the price. So resurrecting someone can cost the Dilloth hundreds of years of life and even cause them to die immediately. The Dilloth respect death and do not make use of their power to resurrect (not that many can anyway). They also prefer to let wounds heal naturally, using natural salves and bandages.
Sexuality is a word the Dilloth do not know and Aaliyah only learned it when she started to live her life on earth. The Dilloth do not consider themselves straight, gay, bisexual or whatever weird words Liyah had heard. They call it love. Simple as that. So she didn't understand why the human race needed different words for the same thing and even felt hate towards some love. It confused her and angered her.
Having a child is a completely different thing for the Dilloth. A child will only ever be born when two people have physical contact during the deepest emotional connection. Physical contact can be anything, from touching a cheek to holding hands to having sex. The deepest emotional connection is more than love, it's two souls physically connecting. It's a special bond, a moment full of vulnerability and weakness and pure emotions for each other. During the deepest emotional connection a child will only be received when the Eredh within one person feels so very pulled towards the Eredh of the other person that a spark of it will leave the body to go over into the one of the partner. That kind of connection is rare. Any couple can get children, the sexual organ is not needed to reproduce. The men of the Dilloth also can receive and carry out children, though they always have to use a risky C-section for the birth of their child. So it can always be that a same sex couple will have a child or that a man will be pregnant with the child of his wife.
Due to the very deep connection to be existent when receiving, children are always born into a loving family. Children are something very precious, because the connection and the ability of the Eredh to split a part of it and jump over into the partner's Eredh is a rare and very beautiful thing. Children are always happily welcomed and are always a blessing. And they're always single children. In the whole history of the Dilloth there were only a very few siblings. For the Eredh to split once and do the incredible task of producing another Eredh, a little child, another little light is a miracle, a wonderful thing. But for it to happen twice is completely out of the norm. There has been siblings, but they're so extremely rare that one would never even consider that they could have two children.
Occupation
None.
She barely keeps above water with her 'amateur performances' at different small locations.
She hasn't given it much thought or attention. It just never seemed like a reality to her. Scared to be a disappointment to her.
Soul Mate
Kosara Nikolov
Misc
Most songs she writes that sound like heartbreak songs are actually meant for her people and herself, which she felt she has disappointed in the biggest way. She will drink any tea you offer her. But she actually has a guilty pleasure for cappuccino and coffee. She can not drive.
Actual Name: Jessamae Ramona Nelseigh Chakeyoen {Jessa-may Ramona Nell-say Sha-key-yen}
Pretend Name: Ramona Jessa Chalkley
Nicknames: Jessa; Jess; Nels {by very few}
She goes by Ramona and Jessa both as a calling name. Most people only know her as Ramona though. Closer people (not necessarily friends) know she rather goes by Jessa.
Age: 24 years
Gender: Female
Sexuality: Homosexual
DOB: February 24, 2093
Nationality: Born and raised on Vasciamaera {Race is called Vasciamaerian}
Position on The Condor: Explorer; helping out with engineering problems if required; listed as possible military soldier if ever required
Years on The Condor: 5 years
Appearance: Jessamae is 5'7'' (1,70m) in height and has an average body figure. Her hair length goes a little bit further over her shoulders and is of brown-ish color with a ginger touch, lighting influences the appearance of her hair color. Her eyes are of hazelnut brown color. She has a slightly tanned skin and her arms show some few muscles from hard work. Jessa also has a somewhat toned stomach. Her skin is strangely clean, showing no signs of skin blemishes - this though comes from her biology, her genes, her race.
Personalized Information:
Personality: Jessamae is a woman who stands up for what she believes in and will fight for it if she has to. She doesn't shy away from adventure, fights or dangers. Though she doesn't necessarily seek out fights either. She likes to avoid physical fights if possible and has a rather strict moral to not be the one to start them. She believes in defense rather than taking punches as much as she believes in not hitting a man when they're down and giving her enemies a quick dead if absolutely necessary.
She is a curious person, likes to obverse people and they're behavior, reactions and conversations. She is someone who likes to stay secretive about herself, but likes to know about other people's stories and what drives them. Jessamae has always been more of a silent person, but she tires to interact and initiate conversations more these days. Allies are important, after all.
Jessa was brought up to believe and trust in karma, but has already back then had trouble letting 'karma' handle every wrong that was done. She wasn't someone to sit and watch while something wrong was going on, wrong in her opinion anyways.
Her patience is one of her weaknesses. While her race is known for being patient and wise, there are always those who are the 'black sheep' and just couldn't learn to have some patience. If anything, Jessa was one of the most impatient children she had known herself.
History:
Vasciamaera is a planet of middle size, not the smallest but far far away from being the largest. The planet only knows of the seasons summer and spring, they have four months of summer and eight months of spring. Therefore Vasciamaerians don't know of autumn or winter personally, though most know it exists on other planets. Rain is different on the planet as well, it works the same way, it does the same tricks, but the water doesn't feel yucky on the skin, it doesn't stick to it. It rather feels like soft smooth silk moving over your skin and therefore is highly loved by most people. It doesn't rain often on the planet. The landscapes are similar to the ones on Earth.
The race has three known (or rumored) abilities: their skin heals faster, they pick up languages abnormally quick, they can foresee a possible future and the outcome of events.
Vasciamaera and the race that inhabitants it, are only a whisper these days. Most people have heard crazy stories here and there, but no one believes they really exist anymore, at least not this far away from the planet. As a race able to foresee the ending and beginning of wars, a lot of powerful people, all kind of races, have come across the planet and asked or forced help out of the most skillful Vasciamaerians. A long time they were 'The End', the end of any war, because whoever had that race on their side won the war. But the more wars they helped with, or were forced to help with, the more enemies they made, the more jealous some people got. And in the end a war began, a war against all Vasciamaerians, no single one should be left to live. Many died, on both sides, but the race survived somehow, decided to leave the galaxy to it's problems and mind their own business once and for all, they went into silence. That was 500 years ago and ever since the whispers about the Vasciamaerians have become more quiet, yet resilient. The galaxy won't fully forget about the race that is able to foresee. They won't forget, but most people don't believe them to be anything more but a myth, a made-up story.
No map in the whole universe shows their location, you either know or you don't. The missing of any documentation of the whereabouts of this planet are a big reason for the people to not believe in the stories of the Vasciamaerians. How all locations documented got destroyed is a mystery that will never be solved...
Jessamae Ramona Nelseigh Chakeyeon was born on the planet Vasciameara. Children of that planet start school at the age of two, they learn languages and start their education about foreseeing. With the age of six it was clear that Jessamae had a talent for mechanic and engineering as well as aiming any firing weapon. She lacked the skills that were so highly acknowledged in their culture though, she was impatient, impulsive, strong headed, disobeyed too much, got into trouble too often, ditched too many school classes and, the worst, had no ability to control or extend her foreseeing powers whatsoever. That being said, Jessamae wasn't 'less gifted', in fact she had a completely average foreseeing ability. She just couldn't work with it... at all. On her planet that meant as much as being 'bad in school' and having a 'not so good job in the future'.
Knowing that she was never gonna get where they wanted her to be, she decided to use the skills she had to start up a life. So she joined the army at the age of twelve and became a soldier. The training was hard and harsh and dirty, but she didn't give up. She sucked in all foreseeing classes in military and didn't ever make it near any commanding position. So they tossed her off to be a simple soldier and a mechanic. Something that Jessa was incredibly good at.
Military was strict and with the age of fifteen Jessamae had enough of it. She was thinking about quitting. There were no fights to be fought, it was all simply preparation for the possibility that they would get attacked again. And then she met her. Caylea Lethendriel changed her world twice. When she entered it. And when she left it so drastically...
And here we are, the reason why Jessamae Chakeyeon left her home planet to go far far away at the age of nineteen and accidentally found her new home to be on-board the Condor. The woman changed her name to Ramona Jessa Chalkley, it just sounded more... human..., and began her new life.
What happened with Caylea...? That is Jessa's story to tell.
Skill Set:
Combat and Fights: Skilled with any kind of firing weapon Combat skills {with a large stick, with her bare body}
Knowledge: Skilled mechanic and engineer Some medical knowledge Fluent in many languages across the galaxy {trying to hide it} Quick learner
Other: Instinct towards upcoming troubles, events and possible outcomes {trying to hide it}
Specials: As a Vasciamaerian Jessamae has the ability of feeling someone's intentions and foreseeing a possible future, mostly related to big events (like wars or their outcome) and moments in the very near future. Foreseeing an event is a painful, uncontrollable thing that mostly shows through little to major headaches, sometimes ending in the person fading out. Foreseeing is just a possible future, it can be very clear and very strong, or very foggy and uncertain. Even very clear outcomes can change, but it is so very unlikely that no one in the galaxy dares to still believe in it. Foreseen moments are 95% covered with pain, fear, anger or any other negative, hard feeling. Happy moments are very rarely foreseen. Foreseeing is a gift and a skill both - you get born with a certain amount of ability, but can extend it and control it with hard training and discipline. (Jessa never had enough discipline to control any vision ever.) This is a very obvious trait of her kind and the need to try and put this off as 'instinct' or 'intuition' to others is only reasonable.
Jessamae's skin heals quicker than those of humans. It is not a rapid, visible pace (you can't watch it disappear), but with some attention towards the wound healing process someone could spot that it might be healing a little too quickly for a 'human'. For example: A normal bruise might be gone within a day or two and indicate that something is off, if someone payed attention. (She is not in any way more resilient to deadly harms or the like.)
Her race is known for learning languages abnormally quick. It is rumored that this is the last piece that shows of the telepathic skills the Vasciamaerians once had. If they ever really had telepathic skills is a very good kept secret, most Vasciamaerians don't know the answer to that either. (Jessamae doesn't know.) For the very reason of it being so known as a trait of her race, she tries to not show it too often.
She can't handle coldness at all, since her skin is not made for it. (On her planet there is no winter.)
"I may have burnt the house down, but I made damn sure you were in it when I lit the match." -Juliette Barnes Name; Myriam Riley Lovelies
Nickname; Myri; Riley; Riles - just what people have decided to call her and she didn't complain
Miram-Riley - by her mother, which she dislikes
Date of Birth; 06/04/1994
Age; 22 years
Gender; Female
Sexuality; Homosexual
Relationship Status; Single
Sexually Active; Whenever she feels like it; but honestly not too much at the moment
Occupation; Currently working at Starbucks
Room Number; Room 504
In Depth Appearance; Myriam stands at 5'4'' and weights 121 lbs. She isn't very strong and doesn't look it either. Her arms and legs are thin and some had told her she looked like she'd break if they'd grab her too roughly. Despite that, she is very tough and can take a lot; though it also easily shows on her skin since she bruises very quickly. She has natural blonde hair and likes to keep it long. Usually you will see her with either open hair or having it in a ponytail. Her eyes are blue-green, which she insist on because she wants to have green eyes, but most people just say her eyes are blue and she is imagining the green. Myriam's prefers her make-up rather simple, but sometimes will add a bright red to her lips when in the mood for it. Her clothes usually always seem kind of the same - a "cool" t-shirt, hot pants and either barefoot or in sneakers. On chillier days she will put on long jeans and when it gets really cold a cuddly hoodie is her preference. She doesn't like dressing in fancy dresses or skirts, but keeps a couple hidden in her closet in case she needs them or "accidentally" has one of these days where she needs a clothing-change.
The girl has one single scar on her body, positioned at her lower back on the left side is a small 1,7-inches scar, a horizontal line slightly protruding in a white tone from her skin. She has both her ears pierced once and her belly button. Myriam also has a single tattoo, hidden on her right inner thigh.
Habits | Oddities | Quirks; Myriam loves her long nights out as much as she likes her long sleeps, which often causes her to sleep all day and be up all night. ~ She loves kittens and although she doesn't wanna be getting one herself, because that would ruin her badass image, she is totally weak for them. ~ She turns on the TV or video games the minute she wakes up and will only turn it off when she leaves the house or wants silence to sleep.
Hobbies; Gaming Horseback Riding Travelling (if only she had more money)
Secrets; She is a complete Harry Potter nerd and J.K Rowling is the only author she has ever read volunteeringly. ~ She loves music by Meghan Trainor and Demi Lovato. ~ Disney! And DreamWorks, but mostly Disney. Keeping her secret for the love of Disney is hard if it ever comes up in conversation, because she just has trouble not saying what she has on her mind, and when someone says something bad about Disney, she will most likely get angry at any other thing they do to cover up the real reason why she is so upset. And don't get her started on Frozen's queen Elsa. She owns a whole collection of children's movies, hidden and locked away in her room. The only cupboard that is locked in her whole apartment. And she freaks out when someone wants to get behind the secret of it.
Likes; Turning her music on full volume Video Games Concerts Junk Food and Snacks Cuteness Glasses Football Season Heights Travelling Playing Games (Monopoly, Truth/Dare, Beerpong, Karaoke, Cards, anything with interaction)
Dislikes; Being Woken Up The Color Pink Rejection Being Alone Her Last Name Drugs Cleaning Up Religions
Fears; Lighting - because she always hears how people got struck by it ~ Paranoia of someone she knows or herself getting cancer ~ Being the one getting dumped in a relationship
Personality; Positive Trait Myriam is an adventurous young woman, that loves to travel to new places and enjoys heights. She wants to go skydiving, jump off cliffs into the water, fly a plane herself - all that kind. She loves adrenaline, but she also thinks that safety comes first. As much as she likes any new adventure, if she considers it definitely not safe, she will not do it. She is very social and likes to interact with a lot of folks. Meeting new people is a treat to her and she enjoys seeing all those different personalities come together to form a group of friends. She easily talks and shares things with others, not being shy about speaking her mind and not afraid to talk in front of bigger groups. That also leads to her often saying silly things.
Negative Trait Myriam is still a teenager deep inside and doesn't like to act like a grown up. She enjoys having a lot of free time and therefore isn't interested in seeking a full-time job, even though it would pay her better. She spends most of her free time either gaming or interacting with someone else. Being alone is not her thing. School, work, responsibilities - all of those kinds are mood killers for her and she would avoid them as much as possible. She is rather impatient and lazy. Myriam is forgetful; she never turns off the lights and usually leaves her key at home 3 out of 5 times. That resulted into an annoyed roomate several times in her life.
Place of Origin; Germany, Hamburg
History; Myriam Lovelies' family is originally from the UK, her grandparents from her mother's side though travelled often to Germany with their daughter, Myriam's mother Abigail, and therefore Myriam's mother learnt how to speak German from her visits and her parents. Later her mother had decided to move to Germany and live there. She met a sweet guy and after a while got pregnant with her first child, a daughter she named Helena. The father didn't stay with them, but Abigail soon enough found a new lover and although that guy didn't stay with her either, she got her secend daughter from him, Myriam. 3 years apart in age, Myriam and her odler sister Helena had always had a heavy love/hate relationship, in which the hate mostly outweighed.
At the age of 8, Helena being 11, their mother decided to move to the USA, Springfield, Illinois. Having a heavy German accent and knowing only so much of the English language from their mother's parents, the two girls had some trouble fitting in at first. But they learnt quickly and lost their accents rather soon than late.
Myriam lived with her mother until she was 18, then she decided it was about time to get out of there and she flew straight over to New York City. Not really knowing what she wanted to do there, she only knew that she had always dreamt of living in the big city. Myriam has yet to figure out what she actually wants to do.
Misc.; Her favorite place to travel to would be Australia, she loves their accents and the weather over there. But really, anywhere is fine, travelling is just super nice! ~ Given that she lived in Germany and was born there, she speaks the language fluently. ~ She never learnt how to drive. ~ Myriam is able to ride any horse, as stubborn as they come.
[color=gray][table=bordered][row][/row][row][cell=active][center][h1][b][color=lightgray]💀 Welcome to this Hell Hole 💀[/color][/b][/h1][/center][/cell][/row][/table][table][row][/row][row][cell]
[b]Also Known As[/b]
[sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][indent]Ben, Benji
(I'm a woman despite the odd name)[/indent]
[b]Age[/b]
[sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][indent]28 years[/indent]
[b]Birthday[/b]
[sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][indent]24 Feb[/indent]
[b]Country[/b]
[sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][indent]Germany[/indent]
[b]Languages[/b]
[sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][indent]English, German[/indent]
[/cell][cell][quote][center][img]https://c.tenor.com/mUOZzsl19OoAAAAC/scylla-scylla-ramshorn.gif[/img]
[color=2e2c2c][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/color]
[/center][indent][b]Roleplay Preferences[/b]
[sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup]
[indent]I mostly enjoy writing in the Casual section of the guild. Character development and exploring character relationships motivate me. I like to really think myself into my character and their view on others and the world around them which is why I prefer to stick to one character per roleplay. I love world-building but I am also easily overwhelmed with very detailed concepts I haven't been met with before. So you could say I love a decent amount of world-building and prefer original builds. Once everyone has settled, expanding that world and its concept is a great way to create more depth and keep me as a player hooked as I love to discover new things!
My favorite genre is and has always been fantasy. I guess you could say I love escapism to a point where I like to flee the mundane world entirely. I also feel drawn to sci-fi roleplays but I have noticed that those usually intimidate me. I feel like I am not adept at writing about technology and all that sci-fi goodness so I mostly just pine over how awesome some OOCs look and never apply to them.
When it comes to fantasy I feel right at home. For my mind, it is much easier to grasp magical concepts and worlds than sci-fi ones. As a result of this, all the worlds I write up (be it here as a GM or elsewhere) tend to be fantastical in one way or another. I especially enjoy adventure RPs and witch RPs. I like to see new magical systems and am always eager to learn more about the worlds I RP in.
Additionally, [i]all my characters are queer, always.[/i] Since I am queer myself and can't imagine playing straight ^^
[/indent]
[/indent]
[indent][b]Latest Roleplays[/b]
[sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup]
[indent][url=https://www.roleplayerguild.com/topics/188803-the-witches-of-shipden-peak]The Witches of Shipden Peak[/url] (GM) [/indent][indent][indent]Although the days of witch hunts are long past us, life isn't roses. While the upcoming election is threatening witches with a potential anti-witch politician claiming the title of president, unrest is stirring in the corners of the world. A rise in threats has been detected - unnatural beings, magical beasts, and other supernatural phenomena pull media attention and feed directly into an anti-witch campaign.[/indent][/indent]
[indent][url=https://www.roleplayerguild.com/topics/189270-the-death-knights-squire-d-d-5e-one-shot]The Death Knight's Squire[/url] (GM)
[indent]A D&D One-Shot. A group of adventurers is hired to find the missing grandson of a wealthy couple visiting the town. He was taken by a mysterious knight who rode his horse into the deadly woods nearby, taking the young boy with him. But the knight is not a simple man, he is said to be a resurrected ghostly figure forever in search for a squire, kidnapping young boys who never return home.
[/indent][/indent]
[indent][color=cbac37]Wandering Topside [1x1][/color]
[indent]The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms – the Harpers, Order of the Gauntlet, Lords' Alliance, and even the Zhentarim – must unite to stop the cult from fulfilling its dark purpose in the city. Meanwhile, Rhana, a drow rogue with a questionable past, and Salissa, a dhampir bard with flair, find themselves somehow involved in this as they tackle different missions aimed at stopping the cult.
[/indent][/indent]
[/indent]
[indent][b]Other Places of Interest[/b]
[sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup]
[indent][url=https://www.roleplayerguild.com/topics/188960-whispers-of-the-past/ooc#]Whispers of the Past[/url] [/indent][indent][indent]This is just my character archive. I have recently reorganized it. I made a whole new thread for it, moved the CS I wanted to keep for memories sake over and am now less ashamed to have people stumble upon my creations.[/indent][/indent]
[indent][url=https://www.roleplayerguild.com/topics/178622-how-to-run-a-multi-arc-role-play]How To Run A Multi-Arc RP[/url] (by BlueSky44 and Morose)
[indent]Some helpful tips on running and organizing your roleplay and what to do when your story is concluded. This should help you when running a multi-arc roleplay. You will also find some tips on setting up an Interest Check and OOC here.[/indent][/indent][/indent]
[indent][b]Quirks[/b]
[sup]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup]
[indent]I always write my IC posts in gray due to finding the white color pretty straining on the eyes.[/indent]
[/indent][color=2e2c2c].................................................................................................................................................[/color][/quote]
[/cell][/row][/table][/color]
<div style="white-space:pre-wrap;"><font color="gray"><div class="table-responsive"><table class="bb-table bb-table-bordered"><tr class=" bb-tr"></tr><tr class=" bb-tr"><td class=" bb-td active bb-active"><div class="bb-center"><div class="bb-h1"><span class="bb-b"><font color="lightgray">💀 Welcome to this Hell Hole 💀</font></span></div></div></td></tr></table></div><div class="table-responsive"><table class="bb-table"><tr class=" bb-tr"></tr><tr class=" bb-tr"><td class=" bb-td"><span class="bb-b">Also Known As</span><br><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup><div class="bb-indent">Ben, Benji <br>(I'm a woman despite the odd name)</div><br><br><span class="bb-b">Age</span><br><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup><div class="bb-indent">28 years</div><br><br><span class="bb-b">Birthday</span><br><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup><div class="bb-indent">24 Feb</div><br><br><span class="bb-b">Country</span><br><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup><div class="bb-indent">Germany</div><br><br><span class="bb-b">Languages</span><br><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup><div class="bb-indent">English, German</div></td><td class=" bb-td"><blockquote class="bb-quote"><div class="bb-center"><img src="https://c.tenor.com/mUOZzsl19OoAAAAC/scylla-scylla-ramshorn.gif" /><br><font color="#2e2c2c"><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup></font></div><div class="bb-indent"><span class="bb-b">Roleplay Preferences</span><br><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup><br><div class="bb-indent">I mostly enjoy writing in the Casual section of the guild. Character development and exploring character relationships motivate me. I like to really think myself into my character and their view on others and the world around them which is why I prefer to stick to one character per roleplay. I love world-building but I am also easily overwhelmed with very detailed concepts I haven't been met with before. So you could say I love a decent amount of world-building and prefer original builds. Once everyone has settled, expanding that world and its concept is a great way to create more depth and keep me as a player hooked as I love to discover new things!<br><br>My favorite genre is and has always been fantasy. I guess you could say I love escapism to a point where I like to flee the mundane world entirely. I also feel drawn to sci-fi roleplays but I have noticed that those usually intimidate me. I feel like I am not adept at writing about technology and all that sci-fi goodness so I mostly just pine over how awesome some OOCs look and never apply to them.<br><br>When it comes to fantasy I feel right at home. For my mind, it is much easier to grasp magical concepts and worlds than sci-fi ones. As a result of this, all the worlds I write up (be it here as a GM or elsewhere) tend to be fantastical in one way or another. I especially enjoy adventure RPs and witch RPs. I like to see new magical systems and am always eager to learn more about the worlds I RP in.<br><br>Additionally, <span class="bb-i">all my characters are queer, always.</span> Since I am queer myself and can't imagine playing straight ^^</div></div><br><br><div class="bb-indent"><span class="bb-b">Latest Roleplays</span><br><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup><br><div class="bb-indent"><a href="https://www.roleplayerguild.com/topics/188803-the-witches-of-shipden-peak">The Witches of Shipden Peak</a> (GM)</div><div class="bb-indent"><div class="bb-indent">Although the days of witch hunts are long past us, life isn't roses. While the upcoming election is threatening witches with a potential anti-witch politician claiming the title of president, unrest is stirring in the corners of the world. A rise in threats has been detected - unnatural beings, magical beasts, and other supernatural phenomena pull media attention and feed directly into an anti-witch campaign.</div></div><br><div class="bb-indent"><a href="https://www.roleplayerguild.com/topics/189270-the-death-knights-squire-d-d-5e-one-shot">The Death Knight's Squire</a> (GM)<br><div class="bb-indent">A D&D One-Shot. A group of adventurers is hired to find the missing grandson of a wealthy couple visiting the town. He was taken by a mysterious knight who rode his horse into the deadly woods nearby, taking the young boy with him. But the knight is not a simple man, he is said to be a resurrected ghostly figure forever in search for a squire, kidnapping young boys who never return home.</div></div><br><div class="bb-indent"><font color="#cbac37">Wandering Topside [1x1]</font><br><div class="bb-indent">The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms – the Harpers, Order of the Gauntlet, Lords' Alliance, and even the Zhentarim – must unite to stop the cult from fulfilling its dark purpose in the city. Meanwhile, Rhana, a drow rogue with a questionable past, and Salissa, a dhampir bard with flair, find themselves somehow involved in this as they tackle different missions aimed at stopping the cult.</div></div></div><br><br><div class="bb-indent"><span class="bb-b">Other Places of Interest</span><br><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup><br><div class="bb-indent"><a href="https://www.roleplayerguild.com/topics/188960-whispers-of-the-past/ooc#">Whispers of the Past</a></div><div class="bb-indent"><div class="bb-indent">This is just my character archive. I have recently reorganized it. I made a whole new thread for it, moved the CS I wanted to keep for memories sake over and am now less ashamed to have people stumble upon my creations.</div></div><br><div class="bb-indent"><a href="https://www.roleplayerguild.com/topics/178622-how-to-run-a-multi-arc-role-play">How To Run A Multi-Arc RP</a> (by BlueSky44 and Morose)<br><div class="bb-indent">Some helpful tips on running and organizing your roleplay and what to do when your story is concluded. This should help you when running a multi-arc roleplay. You will also find some tips on setting up an Interest Check and OOC here.</div></div></div><br><br><div class="bb-indent"><span class="bb-b">Quirks</span><br><sup>▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔</sup><br><div class="bb-indent">I always write my IC posts in gray due to finding the white color pretty straining on the eyes.</div></div><font color="#2e2c2c">.................................................................................................................................................</font></blockquote></td></tr></table></div></font></div>