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25 days ago
Current Now running: World of Light: The Tale of the Dark Itself
5 mos ago
Forever and ever, amen
8 mos ago
Calling out from Scatman's world
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11 mos ago
Called into action - by threats that seem harmonized
1 yr ago
Tomorrow comes

Bio

Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.

Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.

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<Snipped quote by Lugubrious>

I don't quite understand. Can you elaborate? What would happen if, say, a God opens one of the tombs.

Also, planning for Vowzra to expend a huge amount of might to create a 'coccoon' for Slough in an attempt to heal her completely. Your choice to what extent it succeeds, but just letting you know in case I accidentally interfere with any plots you have


Then an imprint of that god is made on the soul. If Slough theoretically opened it, the body for the soul would be a beast. If Jvan opened the tomb, the soul's body would be a titillating, squishy aberration.
Arguis' soul is captive in one of the tombs in Slough's domain. It can be retrieved by anyone, but the method of recollection used by Slough means that whoever opens the tomb leaves an imprint on the soul that governs the body made for it.


Even as the quick tempers of several soldiers smouldered, the group as a whole followed the lead of the behatted cleric, moving through the town toward the left of the gate. The main path through Belka, composed of well-trodden coffee-brown earth, led Frenzy Plant past several stacks of buildings. It abruptly gave way to a wooden platform where the ground abruptly dropped away into another wide shelf about twenty feet lower, though the buildings stayed the same; here, the huts seemed more like highrises. Numerous ropes, arches, and rough bridges hung over the vast corridor of structures wood and stone alike, and the orange-gold light of uncountable braziers shone from each. In this place, there existed so many doorways, windows, and angles from which people might come, that the only semblance of true security lay in humanity itself. Yet here at least there existed refuge from the mountain winds, and in the security of this populated lane the soldiers traveled. They marched down a long wooden ramp and onto the road, as if it never departed from the original, and the cleric led them. Two by two they strode, careful not to entangle themselves in groups of people on the road's sidelines, or in any of the carts, tables, stands, or fences that edged it.

For his nastiness, however warranted, Ike received a stern look from Sanders. ”We know what she's capable of and how to deal with her, and our captivity system is well-developed, even on the move. If she troubles us, she will be punished. In the mean time, please restrain yourself from being tough by throwing rocks at a child. Harming guild prisoners is its own offense.” At that moment, the guild emerged from the town corridor into a plaza of sorts, weedy but paved in aged cobblestone, with a large well at the center. The complaints of Gabriel flew through the renewed breeze, and Sanders told the cleric. ”Pardon us for a moment, deacon. Won't be long.” Drawing to a halt, the soldiers spread out into the plaza, subtly thrilled to be out of the confines of the building-walled road. The general fixed his eyes on Leo. His knowledge of spirits was, unfortunately, limited, but he knew disruption and insubordination when he saw it. Sanders told the lion, ”Spirit. It is unseemly for anyone, soldier or not, to step out of line and utter brash words when already taking advantage of a stranger's hospitality. It is unsightlier still to obstruct the workings of a guild and harass its members—for Private Gabriel is not at all the only soldier you have irritated. Desist or depart as you please, but be warned: if you do not comply, you are not welcome in our company.”

With that unpleasantness out of the way, Sanders returned to the cleric and offered an apologetic inclination of his head before the group began once more. His distance from the rear of the column, where Ashlyn and Isla walked, prevented him from hearing their conversation, but Mercury did not fail to overhear them. Looking over his shoulder at Ashlyn, he told her, “Listen up, newbie. It ain't your fault for not knowin', since ya just got with us, but li'l Isla here's practically a demon. We caught wind of her after she used her magic to trap Ike in a paintin' where he was hounded by monsters for 'bout a month. Time passed quicker in the paintin', ya see. We freed him, but the experience traumatized him. We learned that the li'l girl's been doin' this for some time, and never freed anyone that she trapped. She might look innocent, but she's doomed more innocent people to an awful fate then the rest of Frenzy Plant combined.” His eyes shone like cold steel. ”And 'til she helps us free every single one, she's stayin' with us.”

Just to the left side of the plaza, nestled against and in fact into the stony bluff, there lay an expanse of yellow grass. Anyone familiar with agriculture could tell by the stringed, discolored grass that the soil here had been overused in recent years, depleting its nutrition and making it useless for farming. It did, however, make the perfect spot for setting up camp. Before parting, the cleric told Sanders, “If you have any questions, please ask me or Evgeny. I'm in the liddle church by the graveyard on the opposite side o' town, but Evgeny's in the schoolhouse I told you about, just over there.” He pointed toward the area straight on from the plaza, where the land angled upward again. Terraces of farmland dotted its face, but on one large terrace there stood the schoolhouse, its windows lit and paned with actual glass. A wandering eye could not ignore the blackened stones and ashen cinders of a burned-down house directly across the plaza, seemingly balance precariously on the edge of a cliff.

The tents went up quickly, the hand that worked them unenthusiastic but practiced. Frenzy Camp was now situated in Belka.
For all his dealings with magic in line with his duty as a Devil Arms Manufacturer, Souta seldom experienced magical locations. A little lightshow, of course, did not impress him overmuch, but he watched it all the same. Radiant gold and silver light streamed through previously unseen grooves in the architecture, creating an eye-catching display. Like clockwork, the double door swung open, revealing a portentous darkness behind. Still toting Escre over his shoulder, Souta took a few steps into the hallway before the sudden and striking change in Akoni's mood prompted him to look more closely down the nebulous corridor. Souta recognized the figure lurking in the shadows as Sevrin from the meeting in Barlour—after all, the group of Gilgamesh soldiers he traveled with found itself stalled by demons and then the diabolical commander Gideon, unable to reach the central cavern where the violation of the Eidolic Cairn occurred. He never did warm up to the snakelike creep, however, and the response of the old man confirmed the suspicions seeded by Souta's surroundings to signify Sevrin as his adversary.

The phantom warhammer Escre faded away, and a rush of water from the glowing patterns on Souta's hoodie materialized Maelstrom, to better ventilate and incinerate from afar. Mary readied herself for visceral combat, no doubt going to prove how the usual impracticality of utilizing a scythe as a weapon could be overcome by masterful hands, and in accordance Souta placed his off hand beneath the Maelstrom and leveled the barrel at Sevrin. ”Fine by me. Just leave enough of a smear so that I can make his soul into a nice trinket.” After being shot by Gideon in the underground firefight yesterday, Souta had a bone to pick with any demon, and now looked forward to spreading the same sort of hospitality to Sevrin. Even if the idea to question Sevrin did occur to the smith, he would not have done so; what kind of dangerous lunatic would just offer up poignant information to his enemies? The sooner this creep was cinders, the sooner the agents of the Charred Council could leave this place behind. Something about the shadows, the walls, and the heaving tomblike air made him uneasy.
Name: Delphine

Appearance: Prioress Delphine

Age: 31

Gender: Female

Personality: As armored warriors go, Delphine is highly irregular. Battle, gore, and the second-to-second rush of combat not only fail to enrapture her, but they truly displease her. If not for her station, she would have been glad to never see the battlefield at all. At the same time, however, she is resigned to the woeful age befallen the lands; cruelty and violence cannot shock her, and she understands that slaughter is the way of the world. Despite this, Delphine holds out hope, contained within her ideals: she wishes desperately for a age of light, where the misery of the world melts away and there can be rest and joy at last. All she truly wants is to be in the light. In the meantime, however, she is pleasant enough to those she encounters, polite even if others are stern. She is curious at times and bookish most frequently.

Background: Tucked away in a stormy, hilly land in the west is a great port known as Eigenalle, and surrounding the city is its vast Drenched Hinterland, a region of meadows and dells set above winding rivers, lakes, and swamps. Confined to its large but distant island, Eigenalle flourished as a paradise compared to the accursed continents to the east, but thirty years ago the rains came in the spring and it never stopped. In the ensuing floods, thousands died, muddying the waters with festering corpses of man and beast alike. The rising waters spared only the highest portions of the city and the Hinterland, including Lasteph Abbey where a baby Delphine wept and wondered where the sun had gone. Even when the rains dwindled to an everpresent trickle, the clouds remained, and from the fetid waters of the drowned city the dead walked again. The Darksign had come to Eigenalle.

At first, the people were shocked and delighted to find that they lived again, and that despite the tragedy the gods saw fit to give them a second chance. However, death lost its consequence. Be it due to misfortune, malice, or negligence, the people lived and died and lived again, ignorant of the hollowing. In her early teens Delphine discovered during an errand to a nearby shantytown that the villagers wore few clothes, wallowed mindlessly in the muck with the leeches, and treated one another with savage malice. Seeing the insanity in their eyes, she fled back to the Abbey, and after a brief inquiry the holy place locked its doors. Before long a second storm came to Eigenalle, but one of blood, not rain. The last vestiges of humanity in the thousands of people surviving in the city or its Hinterlands broke away, and the region devolved into slaughter. Out of the entire Hinterlands, only two forts, a walled settlement afterward known as Flinthaven, and Lasteph Abbey survived. The Abbey revived its militants, pressing all those who lived in it to be trained in combat, and Delphine showed a gift for keeping the undead outside. Years spent inside the compound’s walls affected her less than most, but she knew as well as the others that a real life could not be spent in a single cluster of buildings. In the dead of night she fled with four friends: two nuns, a war monk, and an archeress who’d been a refugee in the Abbey from the beginning. They made it to a boat unbothered, and set sail for another land.

Days later, they discovered three undead stowed away on the ship. Terrified of the curse, the escapees prepared to kill them and toss them overboard, but were persuaded by one of the undead –a sage from another land- to let them be, telling them that only death triggered the Darksign. Delphine tentatively agreed to let the undead alone. That night she awoke to a clamor to find her companions and an undead fighting, and one of the nuns lying dead. Enraged, she grabbed her blade and killed all three with the help of the war monk, despite the protests of the sage telling that he had no part in the murder. Within an hour, the ship made land, and the clerics disembarked. After getting rid of the undead, they resolved to bury their comrade at the edge of a cliff in the morning, but when the dawn broke they found the nun alive again. Delphine and the monk agreed that their now undead ‘friend’ could go insane and attack at any moment, and that she should be dealt with. The other nun cried bitterly but did not lift a finger to stop her. When the monk, weeping also, steeled himself to do the deed, the archeress raised her bow and shot him. As he gurgled on his own blood, she revealed herself to have been undead all along. “You so blindly follow your doctrine of despise that you leap at the chance to slay your own holy sister,” she declared, nocking another arrow. “I will reward your hatred in kind. Die, and live, so that I call kill you again.” Before she could make good on her promise, however, the undead nun threw herself in the way of the arrow, crying, “No matter what we are, we both love the light. I’m her Sister still!” Stunned, Delphine could only watch as the nun and the archeress tumbled off the cliff to the water far below. The remaining nun, overcome with grief, collapsed, and Delphine could not awaken her. Now weeping greatly herself, the Prioress took her things and left, her heart aching woefully. She wandered the new land, fighting when she had to and collecting books when she could, eventually stumbling upon this group.

Weapons, spells, armor, other equipment:
Mendicant’s Greatneedle, a ultra-thin and lightweight greatsword with superior thrusting potential.
The Llewelyn Shield, a small iron parrying shield crafted from geisteel, with remarkable absorption.
Prioress Cowl, a voluminous black-and-white hood that frames a faithful face.
Prioress Armor, a specially-tailored cuirass overlaid with a white-striped black cloth.
Prioress Gauntlets, smooth black gauntlets with no armor on the fingers.
Prioress Leggings, a set of smooth black greaves meant to deflect blades.
Great Heal, an epic tale of the gods, that heals her and those close by.
Blessed Weapon, a miracle of distant Lothric, that increases her weapon’s attack power and gradually heals her.
Great Magic Defense, a tale of the dragonfoe Havel the Rock, that protects Delphine against sorcery.

Any relations:
Mother Adeline of Lasteph Abbey
Warbrother Hugh
Sister Felicity
Sister Camille
Hawkeye Vivian

Talents: Though a passable fighter, Delphine is more talented as a scribe and scholar, reading and passing on knowledge—particularly Miracles.

Title: Prioress
I'll have my character up soon.


Most of the guild recognized the funeral procession as a grim and serious affair, and drew quiet and still in respect for the literal and metaphorical passing. One soldier, however, allowed his impulsiveness to drive him to various hasty conclusions, and General Sanders found much displeasure in the declaration. Enma’s words drew looks not just from the nearby cleric, but from the morose funeral-goers as well, not filled with hostility, but with an indignant unhappiness. The cleric’s gaze lingered the longest, the bemusement obvious on his face. As far as he knew, the only business this mercenary company had in Belka was to stay for a day, refuel, and depart. What was this about infection and searching?

Sanders did not reply to either Enma or Damian, though his did appreciate the Blade’s discretion. The near-outburst of Argus did, however, require his attention. ”I suggest that you do just that then, Mr. Leandros.” he murmured, managing to make a quiet and unassuming tone rather imperious. ”I recall specifically requesting that nobody flaunt their magic while here. Kilo will accompany you.” Hearing his name, the huge warrior gave Argus a slight nod, and slipped toward the back of the group to leave.

As the two melted away through the crowd of soldiers, another figure approached. The portly cleric appeared to have made up his mind about the visitors, and with the departure of the funeral procession made his way over in earnest. Singling out the man at the front he recognized as the leader, he told him, “If you’re havin’ concerns about some kind-a sickness, please don’t be alarmed. The ashes what just passed belonged to poor Singed Willard, Belka’s only pyromancer. Last night his little hut by the cliffside caught fire and collapsed with him inside. It’s a mighty sorrowful affair; he were a kind and godly soul. Anyone who saw his amber charm knew that a fine young man was comin’ their way.” The solemnity on the cleric’s face did not pass, but he at least attempted a smile to seem personable. “Anyway, enough about that. Lemme show ya folks a good spot to set up camp. We got a little inn in Belka, but it’s sure not big enough for the lot of ya. If ya got any question ya might like to ask, Evgeny is at the schoolhouse just next to the pens.” By the way the cleric spoke, he expected the soldiers to be at least passingly familiar with ‘Evgeny’—perhaps either the farmer woman or the nobleman who greeted Frenzy Plant just a moment ago.

Giving a slight bow, the cleric began to walk in the opposite direction of the graveyard, subtly mindful of the spikes on his walking club.
<Snipped quote by Lugubrious>

I'm all good. I'll just stick with my weird avatar. xD

By the way, where has Fleo been?


Fleo was doing something with Trinity for a while, but then that stopped.

<Snipped quote by Lugubrious>

What the hell did I just watch?!?
That was amazing...but...what?


That is only the lightest layer of the bizarre and hellish world of Cyriak.
If you thought that was weird...

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