Name: AthrĂș Bandia/Bandia an athraithe, Changing Goddess/Goddess of Change ArĂș(preferred nickname)
Domain: Change
Appearance: AthrĂș's appearance depends on her mood and what she feels is acceptable or useful for the given situation, and as such she will shift between these forms as she pleases, though it's unknown if she has others. Initial form, Childish form, ArĂș
This is her most commonly known form, and as most would be able to tell, it is also her most childish. One would be a fool to believe her innocent though, as her lack of morals is ever present and she is prone to slipping into some madness. Used mostly for pleasent visits, socializing, and causing mischief. Height: 4'3"
Mature form, AthrĂș
Some know of this form of hers, as it is her most mature form. Those who have encountered it are quick to note how much more composed and insightful she is. Though it may not always be apparent, her sanity is at its best when like this. Used mostly for formal visits, discussions, and mature interactions. Height: 5'7"
Athsheinm is currently just a field of grass where everything is stuck in a loop except for those visiting it. AthrĂș made the field so that she would be able to practice replicating any random changes she causes within this space. In a sense, this is her workshop, and as a workshop one shouldn't be surprised to see things appear and disappear from within it over the course of time. The field itself might even change as she requires different things. One can find the only available gate to AthrĂș's realm, a tree twisted around a stone arch, within the heart of the Shifting Forest where grass and snow meet.
Territory: The Shifting Forest
Upon the Northwest penecula lies AthrĂș's earthly domain, the Shifting Forest. When crossing into the edge of the forest, one would only notice a few things out of place at first. An oddly shaped tree here, some upended roots there. But in heading deeper into it they'd soon discover the reason for which it was named, as the trees themselves can bend without the wind and the very ground they grow on slowly moves. Because of this the landscape is ever changing, making it difficult to navigate should one have a path to their destination in mind. But should one just travel amongst the forest and accept its shifting flows like the animals that live there, one will find it easier to travel through. Once at its center though, one will find stable ground and a small clearing in which the grass and the snow meet, almost like the eye of a calmly moving storm.
Personality: The below are the only consistencies of AthrĂș's personality amongst her forms.
Though AthrĂș often takes the form of a child and frequently acts like one, she's contrastingly quite mature physiologically. She often knows full well what she's doing and still cares not. For though she "loves" everything that exists, as the embodiment of change itself, it is but a heartless love she has. To see things be created or live brings her the same joy as to see them destroyed or die, for both are forms of change.
Because of this she is quite an amoral being, caring not if she does the "right" or "wrong" thing, for both are the same to her and as such she finds the idea of a "sin" to be quite silly. At times though she does have difficulty in remembering that people dislike negative changes, even when they're necessary to the world at large.
Those are not her only defining traits however, for she's also incredibly curious about things she does not yet understand and can almost always be found poking her nose into others business uninvited should one be able to identify her. She's also incredibly tenacious should she so choose and her almost untiring body and stamina reflect that. Because even though change itself is not all that directly powerful or imposing of a force, it is a relentless and unceasing one.
Biography: For as childish as she is mature, as intangible as she is touchable, and as mad as she is sane, the goddess of change is known not for her stability, but for her consistency in fluctuating as she pleases, with her personality dependant upon her mood and her form. Many say this is quite reflective of her domain, but it's actually the result of her rather awkward growth from a divine cord into fully fledged goddess, for she was originally to have no set form at all.
But from the moment of her inception she was affected by her very own domain, and in a quirk caused by change itself her body instead took the form of a human child, full of curiosity and... much confusion. For though she could sense the "sounds" of her domain around her, the natural changes of the world, she could not replicate them by "note", instead causing random and sometimes unnatural changes.
This was much like how a child handed an instrument and being told to learn by ear would only be able to produce a cacophony of notes and sounds at first. But instead of a single "instrument", she was given a whole orchestra and then some, being told to learn on her own while every instrument around her played itself. Wondering for what reason she couldn't "play back" what she "heard", she took to traveling in the hope of finding answers, though her initial reason soon faded as the massive and vibrant world around the young goddess quickly set her curiosity aflame, driving her to explore the world fully.
And for the first 25 years of her life, she had the grandest time doing so. From climbing on mountains, to hopping with stinging feet across a land of flowing magma, and even diving into the depths of the sea, she unknowingly paid vists to many of her elder siblings territories and a few of the realms she could find accessible. Along the way she often mingled with humans and eventually came to learn of many things from them, including their mortal tales and knowledge. It was from these that she learned about some of her siblings and their feats.
For a short moment she wondered why she hadn't met them yet, but the question soon passed from her mind as she continued to travel and learn the concepts of the world. Eventually she returned to her starting point and shortly after remembered her reasons for leaving. Listening once again to the "sounds" she now knew only she could hear, she was surprised when she could now identify "sounds" of the changing wind and the dying grass. In short time she replicated them with ease and realized that if she understood of what it is she was trying to change, she could more easily learn the different "sounds" of its change.
With this realization came a spark of curiosity about herself, and within a year's time she chased it down, coming to understand that she was the goddess of change itself. With this realization she matured immensely and finally became capable of changing her form in full. In the days that followed she came to understand her limits and soon mastered most of the simple changes she knew of as she relearned the concepts around her. In doing so she learned of her greatest desire. She wanted to see all kinds of change and she realized that in order to do so she would have to propagate change within the world. So she set out upon the world once again, determined to accomplish the goal within her mind.
Notes: (Leave this empty. As the rp goes on any details you wish to record go here. Once this CS is submitted Do not edit any other portion of the CS aside from this without the GM's consent.)
Misc: AthrĂș isn't a physically powerful goddess, but she makes up for it with her endurance and stamina. She's also only been around for four thousand of the ten thousand years, meaning that she's only somewhat acquainted with her other new siblings.
"Put that on my Tabula."
AthrĂș's Creations and Followers:
-none of note yet.
Rauth - The Trusted First
This mysterious man seems to be the closest and only follower AthrĂș has so far, reverent to his goddess above all else. Any who have unknowingly met him have either thought him quietly reassuring if on their side, or terrifyingly heartless if against his blade. ArĂș will call upon him for unpleasant visits, fighting, and having him travel unnoticed. Height: 5'4"
Rules and limits of the change domain:
1. Before there can be change, * there has to be something to change, * one must understand what it is they are trying to change, * and one must understand the change itself, lest a random change be the result.
2. The better understood something is, the more easily one can cause specific and/or more challenging changes. As such, * one who understands many things on a simple level will be able to cause many simple changes, * while one who understands a single thing deeply will be able to change that single thing in many ways.
3. It gets exponentially harder to cause change the more powerful and/or complex something is. As such, * to reverse a change costs one twice as much as it would to cause that change, * changing things on a large scale will tire one greatly. * trying to change something of another god's making without their help will wipe one for a while, regardless of if it worked. (No mortal should try this, as it might cost them their life.) * one cannot cause change to the psyche or mind, as it is too complex. * one cannot cause change to energy except for diverting its path slightly, as it is too powerful. * one cannot cause change to divine cords, and by extension gods, for they are far too powerful.
4. Though the domain of change has a widespread authority on many things, it will lose its control over something for the duration of its encounter with any who have a greater and more specialized authority over that something.
5. If something is of direct relation to oneself, like one's body or clothes, one will find find it somewhat easier to cause change to such things, though such things must truely be theirs for this to be of effect.
Given what I remember, each of them will have the same power copying skill that's based on the yellow magic. The only other requirements are that character has to be loyal to Teth alongside the other two character traits. Beyond that I believe who they are and how they act it up to you. Feel free to correct me if I'm wrong though Whiz.
Tatiom'Urr - A race of shapeshifting creatures that can take the appearance of whatever they please, so long as it's living and they've seen it a few times.
Their resting state is that of a bipedal humanoid, with their forms having noticeable differences in body shape, their hands being made of only two flexible "fingers", and their heads lacking any sharply defined details. Their structure is made of a warm, claylike material of a natural grey color that can change its color, plasticity, and texture. By breaking parts of this material off of themselves, the Tatiom can manipulate its properties to create temporary clothes and objects, though it all must be reabsorbed into the main body within five to three days lest it crumble into dust. The hardest materials they can mimic are that of wood and stone.
As a race, the Tatiom are actually fairly benevolent and kind, even though they share some of the same amorality as that of their creator. Their main form of communication is through telepathy, but they are capable of producing sounds by vibrating parts of their structure. AthrĂș knows not how they achieve either of these things, for their creation was a bit of a happy accident and a bit of thoughtful intent.
They were brought about when, in a bout of frustration and boredom, she decided to unleash a burst of random change upon a mixture of clay and luminous moss, the latter of which she had found on her travels. The resulting material seemed to be a fusion of the two, resulting in a warm, claylike substance that shimmered softly when molded. After messing with it for several days once she noticed the pile had grown, AthrĂș decided that she would make something of it and roughly molded a humanoid form before infusing it with a bit of her essence. It was through this that the first Tatiom was created and brought to life, as the divine energy itself brought about their sentience and ability to shape shift before fading within their now softer looking structure.
The Tatiom'Urr are also resistant to cold, though because of this they cannot venture into dry or hot areas for very long, lest they crumble to dust and die. And for all of their skill at blending in, a major giveaway on what they are is that they will faintly glow when in the dark.
ArĂș AthrĂș Rauth
On the Northeast penecula where snow meets grass, the only noticeable gate to AthrĂș's realm lies in the center of the forest
For as childish as she is mature, as intangible as she is touchable, and as mad as she is sane, the goddess of change is known not for her stability, but for her consistency in fluctuating as she pleases, with her personality dependant upon her mood and her form. Many say this is quite reflective of her domain, but it's actually the result of her rather awkward growth from a divine cord into fully fledged goddess, for she was originally to have no set form at all.
But from the moment of her inception she was affected by her very own domain, and in a quirk caused by change itself, instead took the form of a human child, full of curiosity... and much confusion. For though she could sense the "sounds" of her domain around her, the natural changes of the world, she could not replicate them by "note", instead causing random and sometimes unnatural changes.
This was much like how a child handed an instrument and being told to learn by ear would only be able to produce a cacophony of notes and sounds at first. But instead of a single "instrument", she was given a whole orchestra and then some, being told to learn on her own while all of the instruments around her played themselves. Wondering for what reason she couldn't "play back" what she "heard", she took to traveling in the hope of finding answers.
But she soon went from traveling to full blown exploration as her curiosity set aflame by all the things in the world around her. The world itself seemed massive and vibrant to the young goddess, and this spurred her to forget her initial goal and instead take in as much of the world as possible.
And for the first 25 years of her life, she had the grandest time. From climbing on top of a mountain in which she could "hear" changing metals, to wandering across the frozen lands of the north. From hopping with stinging feet across the land of flowing magma to diving into the depths of the sea, she unknowingly paid vists to many of her elder siblings territories and a few of the realms she could find accessible.
Along the way she often mingled with humans and eventually came to learn of many things from them, including the mortal's tales on some of her siblings. For a short moment she wondered why she hadn't met them yet, but the question soon passed from her mind as she continued to travel and learn the concepts of the world.
Eventually she returned to her starting point and soon after remembered her reasons for leaving. Listening once again to the "sounds" only she could hear, she was surprised when she could now identify "sounds" of the changing wind and the dying grass. In short time she replicated them with ease and realized that if she understood what it was she was trying to change, she could more easily learn the different "sounds" of its change.
Bret: Once we've got this back in town I'll tell Kleid you look promising.
<Snipped quote by Stabby>
*Does so* Boring is good when you're a guard.
Madelin: Agreed. B-but some of the hot headed fools want a chance to "prove" themselves, even though they're doing their job pretty well. I hope they never get a chance to do so.
*Follows you carefully, looking around and listening for any unusual sounds*
Bret: *We manage to make it back to the edge of the forest before taking a break.*
<Snipped quote by Stabby>
The peace must be nice.
Madelin: I-it is, though some of the guard say it's "boring." I don't really think this town could use any excitement though. Y-you should probably grab a plate or something to put food on. *Says this as I put some soup in my bowl and grab some bread.*