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Post by alicia on Dec 20, 2015 23:59:55 GMT -5
Introduction
The year is 1891. Hourglass City is a thriving, prosperous metropolitan crossroads of sorts. Other cities of the same era have succumbed to class conflicts and internal strife, but Hourglass City has risen above them all by undergoing a series of extensive reforms during the 1860’s. So far, the ambitious scheme has worked out perfectly, with each different component of society coming together to allow society to function like a well-oiled machine. Hourglass City has flourished for two decades under this innovative new way to organize classes. However, there have been recent rumors that something more sinister is making its way slowly through the city, disrupting the careful harmony that Hourglass City was founded upon. Are these rumors simply pure speculation, or is there some truth to them? That, my friend, only time will tell.
Setting
Hourglass City is a steampunk city that has grown wealthy because of its advantageous position near the coast of the Steam Sea. Lots of trade goes in and out of its harbors and airship docks, providing its government with a steady source of income. Due to rapid industrialization during the nineteenth century, there is a permanent layer of smoke that seems to hover threateningly above the ground. To get around it, the populace of Hourglass City has taken to the skies, with buildings taller than ever before and connected by “streets” that stretch across spaces in between buildings. Airships and hot air balloons are almost never found at ground level.
There are six major districts of the city, and each district is devoted to a specific Guild.
Automahaven is the domain of the Automation Guild. Opulent meetinghouses and shadowy laboratories mix freely with gritty factories that pump smoke and steam into the polluted air. Automahaven is where the layer of smoke is at its thickest; anyone and everyone who can afford it avoids the streets like the plague. The factories manufacture everything from airship parts to cybernetic enhancements.
The exterior of a factory in Automahaven Gearsport is the Craftsmen Guild’s territory. Here, one can find tailors, seamstresses, and hat-makers; artisans, potters, glass-blowers, painters, gadgeteers...the list goes on and on. Colorful, whimsical buildings line the streets of Gearsport, and it is possible to just get lost in the maze of clockwork toys and hand-crafted jewelry and delicate glass flowers. A street in Gearsport
Peripoint is the sector housing the barracks, training facilities, hangars, and offices belonging to the Aeronaut Guild. This is perhaps the most organized and clean district of Hourglass City due to the strict Aeronaut discipline. All the buildings are in good repair, and the walkways that stretch over the streets are uniform in style and design. The architecture of Peripoint features symmetry and straight lines; there is little to no deviation from geometric shapes in the district.
A small training facility located in Peripoint
New Toppingham is where the Pirate Guild lives and works. In New Toppingham, airships are more commonplace than coaches, and there are more people flying with cybernetic wings than there are people walking. New Toppingham is the place to go if you want to spend the night getting drunk or browse the diverse and expansive marketplace. Airships and hot air balloons can be seen taking off and touching down at all hours.
Airship docks in New Toppingham
New Toppingham's marketplace in the sky
Ravensford houses the city's public library, known as Raven’s Watch. The Scholar Guild is tasked with running and maintaining the extensive library and archives. The streets of Ravensford are filled with buildings with a Gothic, medieval touch to them; large, arched windows, towers, spires, and flying buttresses are all commonplace in Ravensford. Out of all six districts, the wealth gap is the lowest in Ravensford.
A view from the street of the famed Raven's Watch
Cindergate is the district that houses the apothecaries and sick houses of Hourglass City. The Apothecary Guild also conducts medical research and creates new medicines in a large research facility near the center of Cindergate. The architecture of Cindergate is very quaint, and there is evidence of an Oriental influence in its buildings, which can be explained by the fact that a lot of the medicines used by healers were adapted from Eastern concoctions. The layer of smoke is at its thinnest in Cindergate, and as a result, most buildings are not more than four or five stories high and walkways stretching across the spaces in between buildings are relatively rare.
A typical street in Cindergate
A map of Hourglass City
Outside of Hourglass City:
A map of Hourglass City and its surrounding area
The Wastelands is an arid region to the northwest of Hourglass City, plagued with oppressive heat and a brutal wind. There is not much to be found in the Wastelands other than sand and grit, as well as industrial waste. Rumor has it that all this industrial waste has given rise to a new type of magic nicknamed “black magic”, but whether these rumors are true or not is unknown. The ruins of the four Wasteland Cities-Gearinggate Harbor, Obsididrift, Terraburn, and Steamfall City-are still standing as well.
The Half-Soot Forest got its name after Terraburn obliterated Steamfall City with a series of catastrophic explosions during the Wasteland Wars. Most of what was once a healthy forest immediately turned to ash. Half of the remaining trees are now blackened and charred, while the other half managed to escape the damage.
Ravenmire is a city just to the north of the Clockwork Cliffs. It is a city that was once great but now collapsing onto itself due to the corrupt government's continued use of "black magic" smuggled through the Half-Soot Forest.
Ashdale is a city located in a valley in the Clockwork Cliffs. It prospers off of trading precious and semi-precious minerals as well as mining. The Minefield Triarchy conquered and annexed Ashdale in 1860.
The Clockwork Cliffs is a mountain range that splits off into two "branches" in the west. Many valuable substances can be mined from its depths. The "branches" were formed when a series of mudslides, avalanches, and earthquakes rocked the world during the Wasteland Wars. These branches are a huge conglomeration of rock and technological junk, as the events that created the branches also destroyed cities where they stood. The Clockwork Cliffs are rich in natural resources such as wood and copper.
Coalgate is a city located near the edge of Grimebury Grove famous for its sheer industrial might. The industrial output of Coalgate far exceeds that of even Hourglass City. Factories in Coalgate churn out wheels and airships and clothing twenty-four hours a day and seven days a week. It is said that both the machinery and the factory workers of Coalgate never sleep.
Grimebury Grove is a large, uninhabited area whose trees have darkened due to the pollution produced by Coalgate. Coalgate and Hourglass City signed a pact a couple decades ago pledging not to cut down any of the remaining trees in Grimebury Grove. Most of the land in Grimebury Grove is filled with brush and impossible to navigate on foot. In recent years, the presence of a strange purple wildflower in Grimebury Grove has been noted.
Brassham City lies on the end of the Brassmere Peninsula. It is renowned for its excellent technology sector that rivals that of Hourglass City itself, as well as its prosperous underground market that sells all manner of illicit goods-usually having to do with less-than-ethical medical procedures or technology.
The Stone Sisters are two rivers that flow from the Clockwork Cliffs and into the Steam Sea. They got their name from the fact that most of the goods that are transported down these rivers have been mined out of the ground.
Slateton City lies in between the Stone Sisters. It is a thriving mining city and where most mined goods destined for overseas markets begin their journey down the Sisters.
Ironstead Point is a large city that thrives on the mining industry. Many processing plants that purify the mined substances are located here.
Ebonfort is where goods from the Clockwork Cliffs make their final stop before being shipped across the Steam Sea. Like Slateton City and Ironstead Point, Ebonfort has grown exponentially due to the mining industry. Slateton City, Ironstead Point, and Ebonfort have been working cooperatively for years to maximize profits. Together, the three cities are known as the Minefield Triarchy.
The Ashfort River flows through fertile and arable lands into the Steam Sea. It is famous for the three grand bridges that are located at its widest points. These bridges allow the passage of goods from one side of the river to the other.
Pitchport Harbor is located where the Ashfort River meets the Steam Sea. Pitchport Harbor has grown fabulously wealthy due to its advantageous location and its participation in trade.
Ashbourne is widely regarded as the primary producer of food and alcoholic beverages along the Steam Sea. The city itself is surrounded by acres and acres of fields made fertile by the Ashfort River.
Copperton lies to the east of the Emberrath Peaks. As its name suggests, Copperton's main export is copper mined from the Emberrath Peaks. It is a colony of the Minefield Triarchy, established in 1843.
The Emberrath Peaks is a mountain range that separates a desert from more temperate lands. Many precious and semi-precious metals can be mined here, including copper.
The Bronze Quarters is known for its finely manufactured handicrafts made from metals and minerals mined out of the Emberrath Peaks. It actively engages in overseas trade and does a great deal of business with Brassham City. Many of the products coming out of the Bronze Quarters are also used to make machine parts and airships across the Steam Sea.
To the Steam Sea!
Guilds
Each Guild has its own specific abilities and function. Intermarriage in between Guilds is permitted. Theoretically, a child's Guild Gift is random, but in many instances, they inherit the Guild Gift of their parents or one related to that of their parents.
Automation: The Automation Guild consists of the inventors, scientists, engineers, and mechanics of Hourglass City. They are the ones who maintain the city’s power supply, manufacture airships and cybernetic parts, and come up with the astonishing breakthroughs in steam technology. The basic premise of their Guild Gift is manipulating the temperature of matter; some can manipulate the temperature of solids, some can manipulate the temperature of liquids, and some can manipulate the temperature of gases. Through vigorous studies and practice, it is possible to master all three, but members of the Automation Guild are only born with one ability and most master no more than two.
Craftsmen: The Craftsmen Guild is made of the artisans of Hourglass City. They make everything from clockwork toys to silk petticoats. It is the Craftsmen Guild that designs cybernetic parts, as opposed to the Automation Guild, which is tasked with the mass-production of them. They are generally considered to be the most creative and innovative of the six Guilds, and many work with members of the Automation Guild to perfect a new device or repair broken parts. The craftsmen are gifted with the ability to manipulate metals.
Aeronaut: The Aeronaut Guild serves as the police force and military of Hourglass City. They run the police station, patrol the streets at night, and protect the inhabitants of the city from any outside invaders. Being a member of the Aeronaut Guild is essentially being a soldier; starting from the age of ten, Aeronauts are trained in various forms of combat, taught how to skillfully pilot airships, and are given military ranks. Most Aeronauts finish basic training as cadets at the age of fifteen, and from there they are assigned to a specific station (ground patrol [which also works with Apothecary Guild in an emergency response team], investigator, pilot, shock troop, or tactical operator) based on their natural abilities and the skills that they have learned. The basic premise of their Guild Gift is enhanced physical abilities; this manifests itself in Aeronauts in many different ways, such as super speed or augmented senses.
Pirate: The Pirate Guild is made up of the merchants Hourglass City. The members of the Pirate Guild are responsible for maintaining the flow of goods going in and out of the city. They are also experts with hot air balloons and airships; most argue that the Pirate Guild has better pilots than the Aeronaut Guild. The pirates run the airship docks and the marketplace, as well as the tavern, since many of their imports include alcoholic drinks. Their Guild Gift is the ability to communicate with machinery, and like the Aeronaut Guild, this ability manifests itself in pirates in various different ways. All pirates have cybernetic wings that are fitted on their shoulder blades, and they are the only ones who can handle cybernetic wings because of their connection to machinery. Pirate crews will swear loyalty to an airship captain, and if this vow of loyalty is broken, the offending crew members are put on trial in Ravensford.
Scholar: The Scholar Guild is made of intellectuals that specialize in record-keeping, writing, and accounting, as well as mathematics and the theoretical sciences. Their primary job is to record the history of Hourglass City, perform all the necessary paperwork to keep the city running properly, and maintain the library and the archives. However, scholars have been known to work with the Apothecary Guild and the Automation Guild on numerous occasions. Scholars are the tax collectors, judges, historians, mathematicians, researchers, and customs officials of Hourglass City. They have enhanced mental abilities (such as natural photographic memory or computer perception). Most scholars will only have one or two of these abilities for their entire lives; it is very rare, though not unheard of, for a third one to develop as a scholar matures.
Apothecary: The Apothecary Guild is composed of the healers and medicine-makers of Hourglass City.They run the apothecaries, the sick houses, and the medical research facility of Hourglass City. Members of the Apothecary Guild have the gift of healing. There are two classes of healers: Pathocura (disease-healers) and Meracura (wound-healers). Patho-healers’ hands glow a fiery red color as they infuse healing properties into medicines. Mera-healers shoot amber sparks from their fingertips as they directly heal wounds. A highly-skilled group of healers are assigned positions in the emergency response team, which partners with the ground patrol branch of the Aeronaut Guild.
A note on Guild Gifts: in general, it takes a lot of practice to hone the gifts, and using the powers is like physical activity-you get physically exhausted after a while and you need to take breaks.
Government
Hourglass City is governed by a council of six people; one from each Guild. They meet in a location unknown to the general populace. [If you would like to RP a member of the Council, that’s perfectly okay, just let me know on kik so we can talk some stuff out]
Technology
Hourglass City is known for its extensive use of steam technology to power their airships and hot air balloons. The Automation Guild and Craftsmen Guild contain some of the leading minds in cybernetics as well.
Cybernetic enhancements work with a unique mixture of magic and technology. The technology aspect of it is making the actual thing do what it is intended to do, while the magic aspect of it is binding the machinery to the person. Pirates are generally the only people who extensively use cybernetics.
Clockwork technology is used mainly for entertainment (e.g. clockwork toys) and communication. There has been past experimentation with clockwork automatons, but it was ultimately decided that they were too dangerous and unethical. As for communication, little metal devices that are known as "clock-birds" because they are usually made to look like birds are used to carry written messages around. A small piece of parchment is inserted into the clock-bird's beak, and then the clock-bird flies off to deliver it. Clock-birds are powered like wind-up clocks, so if somebody doesn't turn the key on the underside of the bird's belly enough times, the clock-bird has the potential of just dropping out of the sky en route. All clock-birds come with whistles that bring the bird immediately back to the owner. Each clock-bird has a set of "pre-programmed" destinations: the Cindergate Hospital, the Raven's Watch, and the Peripoint police station. In order to "program" more destinations into a clock-bird, the owner has to go to the new destination and call the clock-bird to them with the whistle. As soon as the clock-bird delivers its message, it will automatically go back to the location at which it was sent from, so if the owner walks away in the time that it takes the clock-bird to reach its destination and return, the owner will have to blow the whistle in order to retrieve their bird.
A clock-bird
A clock-bird whistle
Character Sheet
Character Name [First Middle Last] (insert character quote and author of quote) Nickname: (if applicable) Age: Guild: Occupation: Sexuality: Appearance: (image, written description, or both) Equipment: (what your character would usually carry with them on a day-to-day basis)
Personality:
Trait 1~Trait 2~Trait 3 (insert MBTI type, this is optional) (insert written description of personality, 2+ sentences please)
Likes: *like 1 *like 2 *like 3
Dislikes: *dislike 1 *dislike 2 *dislike 3
Fears: *fear 1 *fear 2 *fear 3
Skills: (unrelated to Guild Gift, at least three please) *skill 1 *skill 2 *skill 3
Guild Gift Explanation: (some guilds may be able to leave this blank, like Craftsmen, while other guilds-such as Aeronaut-will have some explaining to do)
Biography: (at least one paragraph please)
Rules
Not sure why this is here but it makes this rp official ayeee
*Don't be a dumbfuck rp elite godmod *We all know how to rp so yeah *At least 2+ paragraphs for each post; but its ok because remember 1-2 weeks in between each one *Please wait until everyone has posted before posting again unless we say so otherwise *Characters are all approved unless I explicitly say otherwise *Feel free to ask any questions you want via kik or SW inworld mail (i use avi stephanie heffley now)
Theme Music
(Just because)
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Post by alicia on Dec 21, 2015 0:03:18 GMT -5
Misc. Info
Typical Automation factory worker and pirate gear, respectively Aeronaut Guild Uniforms Investigator (detective and recon people): Ground Patrol (police): Tactical Operations (strategy people): Pilots (airship officers): Shock Troops (infantry military people): History- 1852-The Wasteland Wars begin (the four cities that used to be located in the Wastelands are battling each other for economic dominance in the region)
- 1853-The first successful clockwork man is developed in the Wasteland city of Gearinggate Harbor by using a combination of technology and black magic to bind the mechanical to the organic. This marks the start of an “arms race” to acquire as many automatons as possible in the Wasteland Cities
- 1857-Gearinggate Harbor is completely overrun by the black magic that was initially used to create the automatons; this also is when Shades (when the black magic failed to bind the machinery to the host) make their first appearance. Shades are set free into the region and the successful automatons seemingly self-destruct due to the overload of black magic coming in, adding to the Shade population
- 1857-Steamfall City is reduced to ruins when Terraburn, a city infamous for its munitions productions, drops a series of devastating bombs on Steamfall City
- 1859-The conclusion of the Wasteland Wars is reached when Obsididrift launches an all-out attack on Terraburn using automatons; the two cities battle it out until the last man, clockwork and human, completing the creation of the Wastelands
- 1861-The first experiments with automation in Hourglass City begin; wealthy scientists kidnap poor people from the streets and experiment on in order to find a way around the elusive black magic of the Wasteland Cities, which the scientists of Hourglass City have not been exposed to at all
- 1865-After a series of ongoing arguments in between the rich, the poor, and the moderates that began as a dispute over the ethics and legality of the automation experiments but soon escalated into a class-conflict situation, Hourglass City agrees to implement the Guild system. As part of the deal, the wealthy scientists are required to destroy and disassemble all their automation experiments. They end up dumping the remains of their automatons-which never fully worked because they did not have access to the advanced black magic used by Gearinggate Harbor-into the Wastelands
- 1865 to 1866-The black magic that was set free when Gearinggate Harbor was destroyed begins to congregate into one of the more intact automatons, bringing it new parts and animating it with a large collection of Shades that fused themselves together. The clockwork man rose out of the ruins and made its way to Hourglass City, where it assumed the guise of a human named Lucius Elliot
OOC Plot Info- Lucius Elliot, the human name of the clockwork man that rose up out of the ruins of previous automatons and the Shades set free after the destruction of Gearinggate Harbor, has multiple personality disorder so sometimes he thinks he’s just a human, while other times he thinks he is the clockwork man
- ”Shades”, aka “shadow spirits” are made from the same black magic that Lucius is animated with. They are the remnants of the black magic released when the Myalo of the human minds did not combine with the clockwork bodies during the automation experimentation phase that Gearinggate Harbor went through. When the process of combining the Myalo with the clockwork body is terminated in the middle, "shadelings" are made. Shadelings are invisible and can be thought of as an extremely weak form of a Shade. They get energy from certain metals (especially bronze and copper), and if they are left with the metals for enough time, they can acquire enough energy to separate from the metal and take on a host. The shadeling cannot control the actions of a host, but they are capable of hearing their host's thoughts and responding to them similar to the way a Shade can carry a silent conversation with a host.
- Lucius is able to exert some degree of control over them because they are made of the same black magic; this degree of control decreases as the distance in between him and the Shade increases. He can give general group of them but he cannot specifically tell one Shade to perform a specific task
- Shades can possess any sentient being by entering it through the mouth and then wrapping themselves around the brain. They get access to the person’s memories and skills, which makes it extremely hard to tell if people are possessed or not because they will most likely seem to be perfectly normal
- Shades need to “feed” on shadow essences, otherwise they become weak and unable to maintain control over their hosts. In order to feed, they must exit the host and go into a special vessel (known as a “shadow jar”) and stay there for about an hour. If they go for more than a week or so without feeding, they start going mad, which usually leads to them performing violent acts. In the final stages of their lives-right before the starvation kills them-Shades will destroy their own hosts in an attempt to get out of the host and into a shadow jar
- In their natural states, Shades are like very concentrated wisps of smoke that seem to move on their own accord through the air. In their natural states, they cannot see or hear, but they are able to sense where sentient beings are
- Some terminology: Myalo (MYA) is the scientific name for black magic (which was officially "discovered" by Isaac Silas, a man from Gearinggate Harbor), centri-filtration is a procedure used to filter out raw Myalo after the cerebral matter has been broken down by Chlrika (a mixture of substances that will break down the cells and stuff in the human brain), clockwork compatibilization is infusing raw Myalo with the ‘essence’ of electricity in order to try to get the clockwork body to more easily accept the Myalo of the human brain
- Ravenmire is a city divided into two distinct "guilds": the life mages and the necromancers. Life mages have porcelain-pale skin, white-blonde hair, and luminous golden eyes. They have the ability to manipulate pure energy, and with this ability, life mages can make things grow and give them life. Unbeknownst to outsiders, a life mage's source of power comes from Lustrya, or "white magic". Lustrya is inherently good and it is impossible to use it for harm.
Necromancers have dark skin, ink-black hair, and translucent silver eyes. They have the ability to manipulate or even become shadows and they can communicate with the dead through a series of complex rituals that allow the dead to send them visions. After necromancers die, they are able to "possess" the body of another necromancer and come back to life briefly if the second necromancer gives them permission to. A necromancer's source of power comes from Myalo, or "black magic". Myalo is inherently evil and corrupting. Necromancers spend years learning how to keep their Myalo from taking over their mind and soul.
Both Lustrya and Myalo originate from the brain. Lustrya can be seen as an embodiment of the good in humans, while Myalo can be seen as an embodiment of the evil in humans. Lustrya can be extracted from the human brain with the same procedure as Myao, however, once Lustrya is extracted it is much harder to isolate because it is practically invisible, while Myalo is black and viscous. Life mages and necromancers have learned how to harness the "mind energy" that they're born with, meaning that they need no external source of magical energy like the Minefield Triarchy or Hourglass City.
For centuries, life mages and necromancers lived in harmony. However, during the Wasteland Wars, the outpouring of Myalo from the Wasteland Cities as they churned out automatons disturbed the delicate balance of Lustrya and Myalo in Ravenmire. The sudden influx of dark energy corrupted the minds of the necromancers, and with the collapse of the four Wasteland Cities, Shades began looking for new hosts and new sources of shadow energy to feed on, which led them right to Ravenmire. They found that there was plenty of shadow energy in Ravenmire to feed on despite the fact that they had never heard of a shadow jar, since the necromancers were skilled users of shadow energy. The Shades first began to infest the necromancers, who were the most susceptible to the Shades. The Shades quickly took control of the necromancer side of the government and military, and they soon directed their attention to the life mages, who were harder to control due to the fact that Lustrya basically cancels out Myalo. The Shades enslaved what life mages that they could and slaughtered the ones that they couldn't control. Once their conquest of Ravenmire was complete, the leaders of the Shades absorbed an elixir made from both Myalo and Lustrya, which gave them the ability to function without a host. They then established the Order of Shadows (usually referred to as the Order of Ravenmire or simply the Order) and built massive shadow energy generators. Finally, they shut the gates of Ravenmire to the world, keeping people from leaving or entering. This occurred in 1870.
During the initial onslaught of Shade infestations, which began around 1860, waves of both life mages and necromancers fled the city and hid from the Order in cities spread out all across the Known World. They have established an extensive network of contacts and spies and allies with the intent of one day overthrowing the powerful Order and taking their city back.
The Minefield Triarchy was established a couple centuries ago, when the cities of Ebonfort, Slateton City, and Ironstead Point forged an alliance. Slateton City's main industry is mining, and it rules over many mining villages scattered throughout the Clockwork Cliffs. Ironstead Point is known for its factories and refineries, and it purifies much of what is mined out of the Clockwork Cliffs. Finally, Ebonfort sits on the coast of the Steam Sea, and its location has made it into a prosperous port city. Anything exported from the Minefield Triarchy is exported out of Ebonfort.
The seat of the Triarchy's government is Ebonfort, making it the "capital" of the Triarchy. The Triarchy established a colony known as Copperton in 1843 and conquered Ashdale in 1860. It is still unclear what the Triarchy has been doing with Ashdale. The Triachy is notorious for its use of spies, and unknown to the rest of the Known World, the Triarchy has been sending spies to Hourglass City since as early as 1850 with the intent of conquering it. The Triarchy wants to gain access to Hourglass City's source of magic, which they believe is a chasm underneath the city.
The Triarchy's own source of magical energy is buried deep beneath the Clockwork Cliffs, and they believe it is some sort of chasm as well. The Triarchy has not found the chasm yet, but they have noticed that rocks mined from a certain area appear to have absorbed some of the magical energy, and scientists have perfected a process of extracting the magical energy from the rocks in the refineries of Ironstead Point. There is not very much magic extracted from the rocks, but even small amounts are very powerful. Those who can afford it purchase vials of pure magic and wear it on their person to give them the ability to use the magic; those who can't afford it simply must go without.
The magical abilities given to to the wearers of the vials must be honed and perfected just like any other ability. Triarchy magic-users are able to manipulate all forms of earth, including those found in metals. The Triarchy is notorious for its ruthlessly capitalistic policies, which can be seen by how they are basically blowing up the portions of the Clockwork Cliffs that they own in order to locate the magic chasm.
There is not very much known about the Triarchy's mineral magic other than the fact that it is very, very destructive.
Refugees from Ravenmire have discovered that the Triarchy and the Order have forged an alliance, presumably so that they can share access to the magic chasm that is believed to be beneath Hourglass City once they have conquered it.
Side Characters/NPCsNPCs (can be controlled by anyone as long as it's done realistically):
- Captain Victoria Seward-in her early 60's, greying red hair always pulled up in a tight bun and a strict expression on her face 24/7, head of the Aeronaut emergency-response team
Side Characters (please get maker's permission before doing anything drastic with side characters):
Side Character Sheet- Name: Age: Guild (including anything special regarding their Guild Gift): Appearance (image or written description, image can be an SW avatar if you want): Personality (2-3 sentences MAX): Relationship(s) With Other Characters: Additional Information:Name: Octavia Toussaint Age: 28 Guild (including anything special regarding their Guild Gift): Pirate Appearance (image or written description, image can be an SW avatar if you want): Personality (2-3 sentences MAX): Perceptive, Empathetic, Curious, Cheeky/Lively Spirit Relationship(s) With Other Characters: luc's ex-gf ooooo how scandalous Name: Adam Age: 20 Guild (including anything special regarding their Guild Gift): Automation Appearance (image or written description, image can be an SW avatar if you want): Personality (2-3 sentences MAX): Grade A narcissist, sarcastic, "nice guy", kinda a loser Relationship(s) With Other Characters: Has a crush on Katherine even though they never met, friends with Charolette Name: Lydia Sophronia Longhurst Age: 26 Guild (including anything special regarding their Guild Gift): Scholar; has the ability of psychometry Appearance (image or written description, image can be an SW avatar if you want): Likes wearing black clothing and black/dark red lipstick. Also likes black eyeshadow and wants to dye her hair black. She wants to figure out if there's a way to make her eyes black, too (Ida Marcovefa) Personality (2-3 sentences MAX): Brooding, quiet, pessimistic, contemplative, rebellious, stubborn, loyal. Hates people who just go along with the system or try to force her to go along with the system and people she regards as shallow/superficial. Especially hates people who tell her that she "wears too much black". Relationship(s) With Other Characters: Childhood friend of Victor Bennett (and like-likes him, except never told him), can relate with Lucius, dislikes Adam, strongly dislikes Lottie, lowkey admires Octavia Additional Information: Works as a thanatologist in the Scholar Guild, and is fascinated by death and other similarly morbid topics. Refuses to work closely with Aeronaut Guild like most people in her field do and instead does research by herself and publishes what she deems fit Character Name: Maybell Reid "I'm not afraid of god, I am afraid of man" - Marina and the Diamonds Nickname: Relaenera Mellaeron (Her birthname, changed name to hide from Order of Ravenmire) Age: 32 Guild: Necromancer Occupation: Ravenmire Refugee Personality (2-3 sentences MAX):Even though going through hell, Relaenera may have lost her innocence, but she never lost her hope. She's a kind girl who follows her moral compass and stands up for what she believes in Relationship(s) With Other Characters: Contacted Merriweather about the Triarchy's plans Name: Dorothy Eleanora Langton Age: 26 Guild: Craftsman (uses her metal ability to make sewing using a needle far easier) Appearance: Personality (2-3 sentences MAX): She is a kind, no nonsense woman with an impeccable posture and an unparalleled sense of style. Dorothy is very respected by her peers and fellow Craftsmen and women, and while Silas may dislike her husband, she is deeply in love with him. Relationship(s) With Other Characters: Silas's caretaker and family-figure. Additional Information: She has actually met and interacted with Philomena several times with no knowledge of her relation to Silas. Name: Viola Lavender Moon Age: 15 Guild: Craftsman (*will think of her specific thing later) Appearance: Personality: She is cheeky, flirty, and cunning. Although many regard her as a dumb young lady, she uses her wits and attractiveness to get what she wants from others with little thought. Viola lacks a true temper, although she is passive aggressive and maddeningly apathetic when she wants to anger others. Relationship(s) With Other Characters: She is the girlfriend and best friend of Silas Additional Information: She is actually just as violent as Silas, although her violence is all cold and unfeeling, whereas his is passion and fire. Name: Cecilia Veringworth (born Vaenylra Vallera) Age: 44 Guild (including anything special regarding their Guild Gift): N/A (life mage from Ravenmire) Appearance (image or written description, image can be an SW avatar if you want): (note that Cecilia is missing her left eye-she wears a small eye patch to cover it up) Personality (2-3 sentences MAX): Cecilia is a tough, no-nonsense sort of person. She is practical and pragmatic and never panics, and those who know her say that she always has a plan of action. Cecilia is perceptive and analytical in the sense that she likes to consider problems from every angle; she isn't one to waste any time whatsoever and is perpetually thinking two, three steps ahead. Relationship(s) With Other Characters: Lottie sought her out for help a couple years back, though Lottie is not aware that Cecilia is the same person as the woman who assisted her. Cecilia is married to Ebenezer Veringworth and has a nephew named Byron Veringworth. She has interacted with both James Vernell (Lottie's father) and Phineas Toussaint (Octavia's father). Additional Information: Cecilia fled Ravenmire right before the Order sealed off the city from the rest of the Known World in 1870. She was with her younger sister (Ilyaenia Vallera), her husband, Ilyaenia's two-year-old son (Byron), as well as another necromancer and life mage couple. The group made it through the Clockwork Cliffs to Slateton City, where they decided to split up and reunite in Hourglass City. As Cecilia, the other necromancer, Ilyaenia, and Byron were flying out of Ebonfort in the direction of Hourglass, the Order's assassins (tasked with the job of finding and detaining any refugees) caught up with them. A fierce firefight ensued (though the life mages were at a comparable disadvantage since they cannot use their magic to directly harm others) which ended with Ilyaenia and the necromancer's death. Cecilia lost her eye and was on the brink of death herself when a passing airship returning to Hourglass City spotted her and brought her onboard. James Vernell, a Mera-healer, was able to heal Cecilia's wounds in time, though even he was not able to bring back her left eye. Once they reached Hourglass, Cecilia slipped away in the darkness of the night, though not before she left a note expressing her profound gratitude. Name: Ebenezer Veringworth (born Vaelarr Lucaenys) Age: 41 Guild (including anything special regarding their Guild Gift): N/A (necromancer from Ravenmire) Appearance (image or written description, image can be an SW avatar if you want):Personality (2-3 sentences MAX): Before his life was torn apart by the Order, Ebenezer was a relaxed, easygoing person, always full of cheeky grins and good-natured jokes. Once the Order of Shadows swept in and corrupted the minds of his friends and family, Ebenezer became more subdued and reserved, though he always remembers his sense of humor. Relationship(s) With Other Characters: Cecilia's wife, Byron's uncle Additional Information: Ebenezer himself was under the influence of the dark magic that the Shades from the Wasteland Cities brought with them after the war; the nature of Myalo and a necromancer's powers made him more susceptible to the falling under the influence of the Shades. However, before his mind and soul was completely engulfed by it, Cecilia (who was then just a family friend) managed to pull him out of it. She vehemently believes that it was his "terrible jokes" that kept the Shades and their black magic from totally taking over. Name: Byron Veringworth (born Aemion Vallera) Age: 23 Guild (including anything special regarding their Guild Gift): N/A (life mage from Ravenmire) Appearance (image or written description, image can be an SW avatar if you want):
Personality (2-3 sentences MAX): Guarded and reserved, Byron most definitely takes after Cecilia. He never really had a proper childhood; Cecilia and Ebenezer tried their best, but his real parents had been killed by the Order, and Byron will never forget that, even if he has forgotten what his parents looked like. To some degree, Byron longs to be able to socialize and associate with other people his age and wishes that he could just forget about everything and have fun instead of always staying hidden and holed up at home, but at the same time, the only thing that he wants to do is take back Ravenmire-a city that he can't even remember-and go back to his true home. Relationship(s) With Other Characters: Cecilia and Ebenezer's nephew (posing as their son) Additional Information: Byron does not belong to a Guild because Cecilia was worried about the potential risk of exposure.
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Post by alicia on Dec 21, 2015 0:09:51 GMT -5
Genevieve Minerva Winchester "Do what you can, with what you have, where you are." -Theodore Roosevelt Nickname: N/A Age: 55 Guild: Apothecary Occupation: Head of the emergency-response team at the Cindergate Hospital Sexuality: AsexualAppearance: Genevieve has a slightly tanned complexion, stern hazel eyes, and dark, straight brown hair that goes halfway down her back. She has a rather prominent jawline and angular facial structure. Genevieve is taller than average, standing at six feet and five inches, and there are wrinkles that have started to form on her face. She has an imposing stature and exudes an aura of authority that commands immediate respect. Genevieve certainly isn't the most athletic of people, but the vigorous training needed to become a part of the emergency response team as well as the running that she keeps up with to improve her cardiorespiratory endurance which improves her capability to heal for longer without taking a break has given her a leanly muscled physique. She tends to dress conservatively and rather simply. Her clothing does not have much ornamentation other than a few embroidered designs here and there, and she thinks that she is much too old to be wearing corsets and the like. Equipment: a roll of bandages, a miscellaneous collection of poultices and salves, a leather-bound notebook that fits snugly into her pocket, a pen with spare ink, and a small pocketknife Personality:Observant~Meticulous~Practical ISFJ (Defender)
Genevieve has always been a stickler for organization and is particular to the point of being fastidious about the way things are run at the Cindergate Hospital. She pays a lot of attention to details and is keenly aware of her surroundings. Genevieve values trustworthiness and reliability, and if she says she will do something, she will always follow through with that promise. Genevieve doesn't mind conversing with others, and she has a knack for memorizing important figures and miscellaneous pieces of information. She is calm and collected under pressure, although she will get a bit snappish if somebody repeatedly makes the same stupid mistakes. Genevieve believes that proper planning and preparation will lead to success, and she has the patience to see things through till the very end. She doesn't mind doing more mundane and routinely tasks; to her, they might just be the most important things because these types of things keep the whole operation running. Genevieve is loyal and protective of her friends and very easily identifies the strengths and weaknesses of others. She has a strong sense of what's right and wrong and emphasizes morals. Genevieve can come off as rather stern, but she is truly a very compassionate woman who has a drive to help others recover. Genevieve likes to take her time and think things through, and she prefers to settle things peacefully rather than to engage in some sort of physical fight. Likes:*Organization-this, in Genevieve's mind, is the key to success, along with proper planning and preparaton *Seeing patients fully healed and ready to be discharged from the hospital *History, especially that of the Eastern World-Genevieve is fascinated by it because it was the Orient that first developed a Pathocura class of healers Dislikes:*Messiness/carelessness *Bars and taverns (too many brawls erupt over petty arguments, which will more often than not lead to grave injuries) *Violence, especially violence that is utterly unnecessary Fears:*Being unable to help somebody because of her own inadequacy *War (even though Genevieve will remain cool-headed during situations like that, she still fears the outcomes of armed conflict) *Being caught totally unprepared for something or the other Skills: *Remembering small details *Planning things out (with an almost excessive attention to detail) *Sketching (mostly drawings and diagrams related to anatomy) Guild Gift Explanation: Genevieve belongs to the Meracura class of healers (so she is a Mera-healer/wound-healer). Biography: Genevieve Minerva Winchester comes from a long line of doctors, surgeons, and physicians. Almost all of her ancestors were Mera-healers as well. As a child, Genevieve fit the Winchester mold perfectly; hardworking, studious, and reliable, she was everything that her parents could have hoped for. Genevieve has a younger sister named Arabella who is a Patho-healer. Although Arabella was somewhat of a slacker and more rebellious than Genevieve-she was considered the 'black sheep' of the Winchester family-the two were very close as children and still remain close to this day. Arabella currently holds a semi-prominent position in the Pathocura wing of the Cindergate Hospital. Because of their history of working as professionals, the Winchesters are considered a well-to-do family in Hourglass City. Indeed, Genevieve has never wanted for food or shelter. However, there is an empathetic side to her that sympathizes with the less fortunate, and during her early 20's (before the Guild system was implemented) she worked to lower hospital fees. After the Guild system was implemented, hospital fees were virtually eliminated, much to Genevieve's delight. She firmly believes that everyone deserves to have access to medical care; fees and prices be damned. Throughout her early years, Arabella and Genevieve's friends would tease her for her habit of meticulously planning out every detail and thinking of every possible scenario. While Arabella was daring and adventurous, Genevieve preferred to stick to tradition and carries around a small notebook in which she writes down anything and everything-to do lists, upcoming events, things to remember, random thoughts, and the like. She has gone through dozens of these notebooks in her lifetime, and has them all tucked away neatly in a desk drawer in her home. Growing up, Genevieve's studies focused mainly on preparing her for a job in the real world. She learned how to use her power and how to identify different types of injuries and wounds as well as anatomy and physiology. She also received instruction in the more medicinal aspects of becoming a healer, although that was not the primary focus of her learning because she is a Mera-healer. Genevieve threw herself into her studies, and she did very well. She became an apprentice under an esteemed healer, who would eventually found the Cindergate Hospital, and completed her education. After Genevieve finished her apprenticeship, she was given a job at a rather small hospital, which Genevieve immensely enjoyed. Fast forward to ten years later, when the Guild system (which Genevieve vigorously supported) was first put into place: Genevieve's old teacher established the Cindergate Hospital, and Genevieve gladly accepted a job at the new establishment. At first, Genevieve worked as your typical healer, but she soon was promoted to the head of her department due to her connections to the hospital's founder and her talent with her Guild Gift. When Genevieve was forty, she was promoted again, this time to the head of human resources. As the Cindergate Hospital became more and more influential, so did Genevieve. She subsequently found herself involved in a series of political conflicts that she cared nothing for. She realized that she did not enjoy her job as the head of human resources as much as she enjoyed her previous job of working on the field and directly helping the injured. Genvieve put in a request to switch back to actual healing, which was granted. A year or two later, she became part of the emergency-response team. The emergency-response team is a group of top-notch healers of both classes that partners with the ground patrol section of the Aeronaut Guild in case of crises. Genevieve found that she loved being a part of the emergency-response team, and has declined all promotions offered that would transfer her out of emergency-response. After the head of the emergency-response team was promoted to the head of the Meracura department, Genevieve was given the position as leader of the emergency-response team. She takes this job very, very seriously; even more so than all her previous positions. Nathaniel Joseph Enright "Duty is the most sublime word in our language. Do your duty in all things. You cannot do more. You should never wish to do less." -Robert E. Lee Nickname: Nat Age: 47 Guild: Aeronaut Occupation: an airship lieutenant (he is a pilot) Sexuality: Heterosexual Appearance:
Nathaniel stands at six feet and three inches, weighing about one hundred and ninety pounds. He has an average amount of muscle for an Aeronaut and has a weathered, rugged look to him that is emphasized by the wrinkles and lines on his face. Nathaniel's slightly wavy hair is a dirty-blonde hue, and his eyes are light blue. Nathaniel has broad shoulders and an athletic physique that he's maintained all throughout his teenage and adult years. Nathaniel tends to dress in the standard manner of most pilots with his uniform and goggles. In addition, Nathaniel wears a pair of black, finger-less gloves. His "style" is more simple than that of other Aeronauts, despite the fact that he wears the medals he has received on his uniform. On anybody else, it would be viewed as pompous or overdone, but it gives Nathaniel an air of dignity and respect. Equipment: a saber issued by the Aeronaut Guild, a pair of brass goggles, a standard pair of Aeronaut Guild-issued aviator's goggles, and a plain, unadorned pocket watch Personality:Steadfast~Dutiful~Honest ISTJ (Logistician)Nathaniel is a blunt and upfront person who very rarely, if ever, sugarcoats things. He has a tough no-nonsense demeanor to him, though he can be remarkably understanding if the situation allows it. Not one for many words, Nathaniel prefers to watch and listen rather than to actively engage in a dispute. He doesn't give his input very often, but when he does, people listen. Nathaniel is the type to lead by letting others argue and picking out the good ideas that stem from the argument. Nathaniel is a man who likes to take his time. He won't voice his opinion until he has properly formulated something articulate to say. He can be rather cautious but knows when he has to be bold and decisive. Nathaniel is the type who will stick to the book until the very last minute. He has been criticized for being a stickler for rules; indeed, he will often dole out penalties for what others view as tiny infractions. However, no one has ever called him unfair. Nathaniel believes strongly in doing his duty and being an honorable person. He is reliable and loyal, even if he disagrees with you. Nathaniel loathes people who do not tell the truth. To him, that is one of the biggest crimes that one can commit. Nathaniel believes in justice and defending those who cannot defend themselves, which is very compatible with his position in the Aeronaut Guild.
Likes:*Flying an airship; there is something exhilarating about it that Nathaniel definitely enjoys, and that feeling has not faded through the years *Spending time with his family-Nathaniel values what little time he gets with them, since most of his family members are all in different sections of the Aeronaut Guild and live in different barracks in Peripoint *Learning about cybernetic enhancements, especially cybernetic wings-Nathaniel is just a tad envious of the pirates who are able to use them, though he maintains that the Aeronaut pilots are better with airships than the pirates (of course, there is a good degree of bias behind that opinion) Dislikes:*Pompous and pretentious people; to Nathaniel, they're basically just liars *Liars, cheaters, and fakes *Asparagus (even though few have ever had the good fortune to try it, Nathaniel thinks it's gross) Fears:*Being unable to do his duty, whatever it may be *Doing the wrong thing, either morally or strategically *Being totally, completely, and utterly helpless Skills: *Flying airships-Nathaniel has flown a wide variety of them in his lifetime, from new state-of-the-art airships to airships that are literally being held together by the sheer willpower of the pilot *Combat, most notably hand-to-hand combat or sword-fighting, though he is decent with a pistol *Making soup; Nathaniel makes a killer tomato soup Guild Gift Explanation: Nathaniel's Guild Gift has most remarkably manifested itself in him in the form of heightened cardiorespiratory endurance, super strength, and lightning-fast reflexes. Biography: Born to a member of the tactical operations branch of the Aeronaut Guild and a member of the investigation branch of the Aeronaut Guild, nobody was expecting Nathaniel to excel in flying. In fact, during his early years, even Nathaniel himself thought that he would probably be assigned to one of the less hands-on branches of the Aeronaut Guild. He was not particularly tall, nor was he particularly muscular or athletic. It wasn't until he boarded an airship for the first time that he knew in his heart that he was meant to be a pilot. Like all members of the Aeronaut Guild, Nathaniel went through basic training as a cadet from the ages ten to fifteen. During each of the five years, cadets focused on one specific branch of the Aeronaut Guild as well as honed their physical abilities according to their Guild Gifts. The first two years were dedicated to tactical operations and investigation due to the fact that most of the cadets would not develop the physical abilities needed for training in the other branches until they hit puberty. Nathaniel was alright in these two; he didn't completely flunk out, but he didn't excel either. Then, during the third year of basic training, the cadets began to delve deeper into the pilot branch of the Aeronaut Guild. Nathaniel instantly fell in love with airships, pilots, hot air balloons...anything and everything that had to do with flying. He threw himself into his studies, quickly rising to the top of his class, to the surprise of most of his peers. Before, Nathaniel had just been average. Now, though, he was a super star. Before even half of his third year of basic training was over, Nathaniel knew that he was going to be a pilot, no matter what anyone else said. The military-esque atmosphere of basic training also played a big part in the development of Nathaniel's commitment to honor, duty, and loyalty. His friends would tease him of being no fun and unwilling to relax a little, but Nathaniel brushed off their playful taunts. To him, there was much more at stake than just a demerit for breaking the rules. There was the matter of his honor and the fact that he had a duty to become the best Aeronaut that he could possibly be. And if that meant staying in his room and studying rather than going out and partying with his friends, then so be it. Nathaniel's complete change in attitude came as a pleasant surprise to his instructors. He was top of his class at the end of the third year, and was praised for his determination and his all-or-nothing attitude. He then proceeded to pass his fourth and fifth years of basic training with flying colors. Although he dropped down from number one in his class, he never strayed far from the top ten. After basic training, Nathaniel was, to no one's surprise besides that of his parents, assigned to the pilot branch of the Aeronaut Guild. He studied and trained for another three years until he was eighteen, which was when cadets were officially initiated into the Aeronaut Guild. It wasn't long after Nathaniel became an official member of the pilot branch that the Guild system was implemented. Nathaniel was relatively indifferent toward it, since it did little to change the Aeronaut Guild, but he did recognize the benefits that it gave to the other Guilds, which had been fairly disorganized before the changes were made. Nathaniel slowly worked his way up the chain of command as a pilot, eventually achieving the prestigious rank of lieutenant. He is an officer aboard the airship Bronze Wind. When he was thirty-one years old, Nathaniel married a woman named Elizabeth from the ground patrol branch of the Aeronaut Guild. They have a son who is twelve years old and currently going through basic training himself. Nathaniel has an older brother of eight years that is a member of the tactical operations branch of the Aeronaut Guild, and a younger sister of three years who is a member of the tactical operations branch as well. Both his parents are still alive, and Nathaniel sees them when he can. Charlotte Rosalind Vernell "Life's too short to say no to cake!" -Anonymous Nickname: Lottie Age: 25 Guild: Apothecary Occupation: Healer/nurse at the Cindergate Hospital; previously a herbalist at the apothecary her family owned Sexuality: Heterosexual Appearance: Charlotte is certainly not the most formidable of people, standing at a mere five feet and two inches. She has sleek, wavy black hair that reaches her waist, although she likes to wear it in a variety of different styles. Her warm brown eyes are always sparkling with mirth and her rather thin pale pink lips are usually painted red and quirked up in a smile. Charlotte has a thin waist from years of wearing a corset. She has small hands and long fingers and a flat nose. Charlotte likes adorning herself with any kind of jewelry, and she adores pretty dresses and cosmetics. When she is not working, Charlotte can usually be found wearing a hat and gloves (if the occasion calls for it) and carrying a parasol or a fan (depending on the occasion). Equipment: spare hairpins and ribbons, a fan or a parasol, a pair of gloves Personality:
Cheerful~Caring~Outgoing ESFP (Entertainer) Charlotte is a bubbly, talkative person, always ready to strike up a conversation with anyone and everyone. She cares a lot about her close friends and family. She is genuinely friendly and very open about everything there is to know about her. Charlotte is very compassionate and empathetic, and she is always there if you need a hug or a shoulder to cry on. However, she tends to be flighty, excitable, and easily distracted. She is extremely giggly and people who don't know her tend to see her as shallow and superficial. Charlotte is spontaneous and impulsive. She doesn't usually give much thought to the long-term consequences of her actions, preferring to live life in the moment and worry about the rest later. She is easily upset but also easily cheered up. Above all, Charlotte is very optimistic-she believes that there's always a bright side to everything. Charlotte's sweet personality makes her come off as ditzy and airheaded to people she is not familiar with. She is a bit on the nosier side, a flaw she does not truly realize because she will tell the world anything and everything and expects others to do the same. Charlotte is a big gossiper and is typically unable keep her big mouth shut. This has landed her into a heap of trouble more than just once. Charlotte has never been good at sitting still or being quiet. She likes to move, she likes to laugh, and she likes to have fun. Likes:*Sweets-chocolate, cake, tarts, biscuits...if it has sugar, then Charlotte adores it *Fancy dresses-Charlotte loves getting all dressed up and doing her hair and wearing something pretty *Parties and social gatherings-Charlotte likes meeting new people and having a good time *Experimenting with new recipes-Charlotte's background in medicine and herbal remedies paired with her love of trying new things can produce results that are both miraculous and disastrous Dislikes:*"Boring"/stuffy people-Charlotte gets annoyed when people refuse to engage in a conversation with her and stay silent the entire time. She also dislikes people who are all prim and proper and "don't know" how to have fun *Staying silent-Charlotte is always chattering about something or the other, and being forced to stay silent is probably the hardest thing since embroidery for her *Arithmetic-Charlotte's attention span is akin to that of a gold fish, and she finds it difficult to stay focused while adding, subtracting, multiplying, and dividing Fears:*Getting herself or the people she cares about into trouble with her big mouth *Losing her friends and family *Ruining her favorite dresses and skirts *Having a perpetual bad hair day Skills: *Eavesdropping-Charlotte is nosier than nosy and always somehow finds a way to learn new things, no matter how irrelevant it is *Making herbal remedies/medicines-Her mother taught her the basics, and Charlotte went from there *Doing hair-Buns, chignons, braids, twists, ponytails; you name it, and Charlotte can tease your hair into it Guild Gift Explanation: Charlotte belongs to the Patho-cura class of healers Biography: Charlotte "Lottie" Vernell was born into an ages-old family of Patho-healers who could trace their ancestry back to the herbalists and apothecaries of the Far East. Lottie was the youngest out of all her siblings-Ardelia (33), Horace (28), and Albert (28). As a child studying to become a fully fledged healer, Charlotte didn't show much promise at first. She possessed a natural talent, but she was far too flighty to hone her natural talent. Her parents struggled for years to get her to focus in the classes that her twin brothers and older sister excelled at, to no avail. The instructors complained that she talked too much, laughed too much, and couldn't sit still. Charlotte was caught multiple times sneaking out of class to New Toppingham, where she would spend her days running around with one of her good friends named Octavia. Charlotte's mother finally decided to take things into her own hands. She introduced Charlotte to the traditional herbal remedies from the east-recipes that called for obscure ingredients like powders made from the skull of a tiger and crushed ginseng and cayenne pepper seeds. Charlotte took an instant liking to these exotic recipes, most likely because of their rather unusual tastes. She loved watching the reactions of people who drank whatever new brew she had concocted for them, often giggling about it with Albert behind their backs. Charlotte continued her education and secured an apprenticeship in her teen years. After she became a healer in her own right, Charlotte worked at the apothecary her family owned, selling their traditional herbal remedies and administering eastern medicines and cures before she was offered a job at the Cindergate Hospital. She gladly accepted and moved to an apartment that was closer to the hospital. She still sees her family regularly, and maintains close contact with her parents and siblings and childhood friends. Soon after starting her new job, Charlotte had made a dozen new friends and had adjusted nicely to the routines and protocols at the hospital. One of these new friends included a young man from the Automation Guild named Adam. He had first showed up at the hospital asking Charlotte to heal a minor injury he'd sustained in the lab, but when she informed him that he was in the wrong wing of the hospital and that the Mera-healers who could treat the injury were on the other side of the building, he promptly claimed that he was "lovesick" and asked Charlotte to treat that instead by grabbing some drinks with him that night. Charlotte laughed in his face but agreed, bringing him with her to the pub that Octavia's family owned, the Gear and Goggles, after her shift was over. Soon enough, Adam had become a regular at the pub and Charlotte would spend many a night with Octavia and Adam nursing drinks and trading stories. Just one year after accepting a job at the Cindergate Hospital, Lottie was assigned to see to the long-term care of a patient named Helen Bennet. She had been regularly visiting the hospital for almost fifteen years due to a genetic disease that the Apothecary Guild was doing its best to treat. However, she was hospitalized permanently as a precaution as she grew older. Genetic diseases were notoriously difficult to cure, and the only thing that the Patho-cura wing of the Cindergate Hospital was able to do was prolong Helen's lifespan by routinely administering precise doses of medicines. Since she was diagnosed early, Helen Bennet was able to live a long life, although she eventually died from the disease. Sadly, things were different with Victor Bennet, Helen's grandson. Charlotte met Victor through Helen, as Victor would frequently drop by the hospital to visit his grandmother. They spent a lot of time talking to each other as Charlotte cared for Helen and Victor came to check up on her. Victor was a member of the Automation Guild who was lauded as the most brilliant young scientist of his time. Charlotte took a liking to him, and Victor to her. Eventually, Charlotte invited Victor to grab a drink with her with her friends at the Gear and Goggles, and they soon began seeing each other outside of the hospital. Their close friendship soon turned to love, and the two began dating. From the minute she first laid eyes on him, Charlotte could sense something off about Victor. She initially dismissed it as nothing-perhaps a slight weakness in his immune system to certain viruses-but as she spent more and more time around both him and Helen, she couldn't help but to notice that what she sensed around Victor was disturbingly similar to what she sensed around Helen, who was slowly dying from the genetic disease. When Victor told Charlotte that he'd never gotten screened for the disease, she knew in her gut that he had it as well. Charlotte respected Victor's decision to live his life without knowing whether or not he had the disease, and kept this knowledge to herself. However, as time went on, she could sense that it was getting worse and spreading to more parts of his body. Finally, she gave in and told Lucius-one of Victor's closest friends-that Victor was indeed afflicted with the disease. Although she did not particularly like Lucius (and he did not particularly like Charlotte), she felt like it was her responsibility to at least let someone know. Charlotte told Lucius, and life went on. Helen died peacefully in her sleep, and Charlotte did the best she could to help Victor through his grief as well as overcome her own. Victor and Charlotte worked together to set Octavia up with Lucius, for Charlotte recognized that Octavia and Lucius would have made a good couple, despite the fact that Charlotte was slightly put off by his standoffish and antisocial ways, and she encouraged Victor to present his plans for automatons to the Automation Guild, even as she sensed the disease growing worse and worse. The day he was to present his plans, Charlotte knew that he didn't have much longer, but even she was not expecting him to collapse in the middle of the presentation. Charlotte was with Victor in his final hours at the hospital, doing everything she could to try to save him yet knowing that it was to no avail. When Victor finally passed away, it was with Charlotte at his side. Later, they found a ring in Victor's coat pocket, and Charlotte fled from the room with tears streaming down her face. After Victor's death, Charlotte's friends and family were all there for her, and even as she tried to move past him, she would grow depressed and uncharacteristically moody every once in a while. The first few months after Victor passed, Charlotte spent her lunch breaks in tears and would randomly stop what she was doing and stare into space for hours at a time. Although Charlotte gradually returned to her normal cheerful self, those who knew her well could tell that she had never fully let go.
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Post by Aliswag on Dec 21, 2015 0:22:08 GMT -5
Philomena Marie Shoreditch
"Only the gentle are ever really strong." -James Dean Theme Song: So I could Find My Way- Enya Nickname: Lo Age: 20 Guild: Craftsmen Sexuality: Bisexual Appearance: (Actress Isolda Dychauk) Equipment: -Mother’s locket -Father’s pocketwatch -Engraved knife -Coil of copper wire Personality: Lo is a girl with an abundance of optimism and hope. She can get along with anyone and treats most people with kindness and friendship. But once you hurt her, she never forgets, even if she tends to forgive. Her emotions often run high and she feels every emotion that goes through her psyche. -Dreamy/Whimsical -Clever -Creative INFP (The Mediator) Likes: -Doing her job; the crafting makes her calm and happy -Watching the airships and air balloons float through the sky -Reading history books Dislikes-The Pollution; it makes her cough -Wearing corsets, they may be in fashion but dear lord they’re tight -Having dry skin Fears -Homelessness -Breaking her fingers -The Dark Skills -Painting -Tying good knots -Makes delicious tea Guild Gift Explanation: N/A Biography:
Baxter and Luelle Shoreditch were members of the craftsmen guild; Baxter could make intricate clockwork, where Luella could manipulate the metal into beautiful, delicate patterns that delighted the rich who purchased their pocket watches and mantle clocks. They would never be rich, but they were happy; especially after the birth of Philomena. She was raised with the utmost love and care, but when she was nine her mother died of a horrible fever that came through the neighborhood. Her father was unable to cope with this, and he killed himself on the first anniversary of her death. Left with little but her skills, Philomena was forced to leave her younger brother to an orphanage while she pledged herself to a craftsman named Irving, a man who made grandfather clocks. Irving was an old man with no children, and he treated Philomena as if she was his own daughter, giving her the nickname Lo and giving her the love that she missed so much since her parents died. Her life with Irving taught her to look on the bright side and to have courage and be kind. As an apprentice to a master, she learned to be even more creative than her parents ever wore. Once her apprenticeship ended at the age of eighteen, she tried in vain to find her younger brother, but it was to no avail- he was gone. It broke her heart, but she made herself forget about him. She still stayed in contact with Irving though, having dinner with her father-figure every week without fail. Eventually Philomena found a small living and workspace inside of a no-longer functional clocktower. There, she makes clocks of all kinds, but her specialty is pocket watches, which are beautiful and delicate while being sturdy. In spite of all of the hardships in her life, Philomena has been filled with an unrelenting sense of hope and gratitude. She is thankful she is alive and believes that no matter what happens to her, she can find the bright side. Sebastian Ignatius Bay (DECEASED) “I will hurt you for this. I don't know how yet, but give me time. A day will come when you think yourself safe and happy, and suddenly your joy will turn to ashes in your mouth, and you'll know the debt is paid.” ― George R.R. Martin, A Clash of Kings Nickname: Bash Age: 24 Guild: Scholar Sexuality: Straight Appearance: (Actor: Harry Lloyd) Equipment:-Pocketwatch -Quill and inkwell -Small, golden rimmed glasses Personality: He looks at the world and analyzes what he sees, he does not like to succumb to foolish hopes and fantasies because it only hurts in the long run. He dislikes authority or being looked down on; he knows he is smart and capable and he hates it when people do not acknowledge it. -Practical -Cols -Analytical ENTJLikes:-Poetry -Warm drinks -Flute music Dislikes:-Overly loud noises -Being controlled -Unkempt appearances Fears:-Being told he is not smart enough for the scholar guild -Losing his few friends -Small spaces Skills: -Writing calligraphy -Scone making -Climbing things (buildings, trees, you name it!) Guild Gift Explanation: Bash has Eidetic Memory; he can remember everything he hears, so he has to read all books out loud to himself if he wants to memorize it. But he never forgets. Biography:
Both of Sebastian’s parents- Leora and Uriah Bay- are scholars who worked in the scientific section of Ravensford. The decisive and scholarly couple decided to have four children; the eldest three were everything the parents could have hoped for. They were smart, outgoing, scholarly, and had photogenic memory just like the parents. All three went into the most prestigious parts of Ravensford; science, history, and engineering. But Sebastian was different from his siblings. He was unable to memorize by looking at things, only by hearing, and he was painfully shy and introverted. Figuratively he was the black sheep of the family, and they never let him forget it. When he turned eighteen he began to work in the poetry section of Ravensford archives, and there he flourished. Truly he can memorize and recite any poetry that he wishes, and he enjoys his solitude in the quiet nook of Ravensford without many disturbances or disruptions. At the age of twenty one, he almost found himself marrying a lovely girl named Helena, but before their wedding day could come, she broke his heart by running off with an air-merchant. This did not sit well with him, and so he went to find her, and when he did, he got into a horrible argument with her new husband- it resulted in her husbands death. Bash fled and tried to forget what he had done. Silas Edmund Shoreditch “You don't drown by falling in the water; you drown by staying there.” ― Edwin Louis Cole Nickname: None Age: 15 Guild: Craftsmen Sexuality: Straight Appearance:Equipment:-Sewing Needle -Thread -Secondhand pocketwatch that he found in a dumpster Personality: Silas sees the world through an odd mix of resilience, a sense of tired resignation, and perhaps the most explosive temper in the entirety of Gearsport. He is a survivor, so he is wary of strangers, he feels abandoned by his family, and gave up on the idea of ever having a true home. -Uses humor to cover unhappiness -Explosive Temper -Scrappy Likes:- Sewing - Big Meals - Hanging out with the other youths - Fighting Dislikes:- Being Told What to Do - The idea of returning to the orphanage - Kale - Tight Jackets Fears:- Orphanages - Death Skills:- Metal Manipulation - Sewing - Embroidery - Fist Fighting Guild Gift Explanation: He just manipulates threads of metal/metal embellishments Bio:He was only five when he found himself parentless. His sister was quickly snatched up by a man in need of an apprentice, and Silas was sent to the orphanage. As he was an unusually smaller than most boys, he was picked on and beaten up by older kids. So he made himself scarce by working in the kitchens with all of his free time, because they would not pick on him while he was safely with the adults. Because he worked in the kitchens, he was given extra scraps of food. Over time he grew stronger and healthier than the majority of the others, and so he began to fight back. By the time he was ten, he was in charge of the majority of the children, who both feared and loved him. He kept the bullies in line and the younger children feeling safe. It was a semblance of a home, but he never truly felt happy there. He often thought of his parents and older sister, but he could hardly recall what she looked like, and she had only visited twice over the years. Due to this, he began to resent her, but he understood why she could not adopt him, she too was young and poor. As the years went by, the orphanage grew more dilapidated, and more and more children were packed in like sardines. Most of those that he had befriended had either been adopted, ran away, or were claimed by those in need of an apprentice. Some unfortunate ones had died of sickness in the colder months. When he was thirteen, he left in the middle of the night, stole his own files, and disappeared without a trace. He went to a tailor's shop to root around in the trash for food, and he was quickly found by the stern young woman who had just inherited the shop. Although she was strict, she was kind, and she brought him into her shop. From there on, he was employed as an apprentice, and lived above the shop. Miss Dorothy cared for him, and treated him as if he was her nephew or brother. She taught him what she knew of the trade and the two became like siblings. This changed somewhat when she married and her husband moved in with them. Her husband had no love of Silas, but he decided to deal with him, for his wife's sake. Dorothy has no knowledge of this discord, and Silas cares for her too much to upset her with the news. He spends his free time with the other apprentices, fighting, joking, and gambling by using food instead of money. He has many friends and gets along easily with them, although he does not trust any of them. They are friends, but if his family abandoned him, who is to say his friends won't?
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Post by Dalton on Dec 21, 2015 0:45:45 GMT -5
Katherine Hannah Sullivan "With a fire for every experience and an obsession for freedom that terrified me to the point that I couldn’t even talk about it and pushed me to a nomadic point of madness that both dazzled and dizzied me" - Lana Del Rey
Theme Song - Control by Halsey
Nickname : Kat Age: 23 Guild: Pirate Sexuality: Bisexual Occupation: Crewmen on an airship : Navigator Appearance: Equipment: - Silver Necklace - Quill and notebook Personality: INFJ Reserved~Sacrifical~Perfectionist Katherine has always believed that she must rely on herself, that her wants and needs are lesser than others because someone else deserves it more than her. Katherine believes she is meant to take on the world alone, she is reserved and tends to stick away from scenarios where she will be noticed Likes: -The freedom of traveling that being a pirate gives -Solitude -Helping others Dislikes: -Attention -Having to leave her comfort zone -Herself Fears: -Feeling like she is a burden -Rejection -Being helpless Skills: (unrelated to Guild Gift, at least three please) -Listening -Scavenging - Good with Maps & Directions Guild Gift Explanation: Communicating with machines; specifically communicating with magnetic fields giving her heightened sense of direction Biography: Katherine had a pretty normal upbringing, her parents were both crewmen and were (and still are) active roles in Katherines life. Though there is something strange about her, Katherine has an icy shroud over her soul and an internal darkness. Merriweather Raynor heard that she had the ability to sense magnetic fields, and he made her one of his navigators, it was one of the few times she felt genuinely happy. Merriweather Garvey Raynor "For those of us climbing to the top of the food chain there can be no mercy, there is but one rule : Hunt or be hunted" - Francis J Underwood Song: Jungle by X AmbassadorsAge: 51 Guild: Pirates Sexuality: Straight Occupation: Crew Captain Appearance: Equipment: -Tobacco Pipe -Silver Compass Personality: ESTJ -Assertive -Hardworking -Disciplined Merriweather is the type of person to find the most efficient way to do something, if tradition becomes inefficent he believes it's time to do away with it. He is prideful and would rather die before losing his reputation he worked so hard on building Likes: -Feeling Needed -Cats -Hardwork Dislikes: -Wasted time -Alcohol -Mutiny Fears: -Failure -That he will not leave a mark in history -Feeling powerless Skills: (unrelated to Guild Gift, at least three please) -Leadership -Strategy -Baking Guild Gift Explanation: Communicating with machines Biography: Merriweather's father was a drunken pirate whose time was spent between being on a pirate ship and drinking away his hard earned money in a tavern. Merriweather vowed he would never be like his father, when he came of age, his meticulous and efficient attitude earned him much respect in the ranks, his attitude might have got him through the door, but cunning and manipulative tendencies were what rose him through the ranks, once Merriweather got a taste of power, his thirst became unquenchable. It took twenty years but he became a captain of his crew, under his leadership they became one of the most respect crews in the pirate guild
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bekka
New Member
Posts: 43
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Post by bekka on Dec 21, 2015 22:03:08 GMT -5
Victoire Eloise Porter Hell hath no fury like a woman scorned -William Congreve Age: 20 Guild: Craftsmen Occupation: Owns a gadget shop Sexuality: Heterosexual Appearance: Victoire has a small, birdlike frame. She reaches a height of 5'3 with a man of blonde corkscrews tied back with string and hazel eyes Equipment: (what your character would usually carry with them on a day-to-day basis) Googles Scissors Spool of thread with needle Whistle Personality: Witty~Quiet~Headstrong INFJ- The Advocate Quiet at first glance, Victoire is a girl of few words who keeps to herself. She is not one to voice her thought unless provoked. She has a hash temper which she tries to keep contained within herself. She tries to keep her opinions to herself and does not like being told what to do. She would rather listen to many people then talk and prefers to stay silent. Likes: *Hot, milky tea *Tinkering *Reading Dislikes: *Drunks *Impoliteness *Being told what to do Fears: *Heights *Public speaking *Fire Skills: *Navigation *Cooking *Coordination Biography: Victoire has lived in Gearsport her whole life. She is the only child of Elisabeth and Jedidiah Porter, two craftsmen who ran a gadget shop that sold an array of gadgets and gizmos for the people to use. She spent her childhood creating small gadgets to make it easier for her ill mother to take care of the house. When Victoire turned 7, her mother was bedridden and soon passed away. Her father was left to raise his daughter on his own, a did so by putting her to work in the shop. She loves it, creating gadgets and gizmos for the public and seeing them at work gave Victoire great joy Even as a child, Victoire was quiet and never spoke, especially around strangers. Yet, at the age of 12, Jedidiah remarried, a younger women named Lucille, a widow. She was lovely and Victoire looked up to her new mother who taught her many things, like how to sew and tat lace and even turn metal work into something beautiful. Victoire opened up to her new mother. Lucille pushed the young Victoire to go out and find someone or just go out with friends, but Victoire was dedicated to her craft and enjoyed what she did. Her father retired when she was 18 and left the shop in Victoire's care. Now, she owns a small shop in Gearsport that sells a hodgepodge of gadgets and gizmos for all ages. She is able to use her ability to manipulate metal and create intricate works of metal for her gadgets Charles Jakob Granger Efforts and courage are not enough without purpose - John F. Kennedy Nickname: Charlie Age: 21 Guild: Aeronaut Occupation: Emergancy Responce Sexuality: Asexual Appearance: Equipment: A face mask, a small knife, a small first aid kit, a gold thimble on a string around his neck Personality: Blunt~Spontaneus~Passionate ESTP- The Entrapanuer At a first glance, Charlie is a loud mouth responder who takes life a rolls with it. He tries to nice, but his bluntness can turn people away. Never the less, Charlie takes his job very seriously even if he does not seem like it. For him, life is full of adventures and her hopes to find his way through one. Likes: *Helping people *Strong liquor, only when he wants to go to the tavern, which isn't often *His job, let's him be show his skills Dislikes: *The smog around the city, good thing he's high up * Tea, it has no soul. He prefers coffee *Keeping still Fears: *Death *Not being able to do his job *Not being able to save someone Skills: (unrelated to Guild Gift, at least three please) *Agility, growing up with 3 sisters, Charlie can dodge what's thrown at him *Paiting, his mother taught him how to paint and he likes it *Stealth Guild Gift Explanation: Biography: Being the only son of Angelina and Collin Granger meamt heavy expectations where layed on Charles. After his birth, Angelina took care of him and soon taught him her trick of the trade, sewing. As the son of a police man and a seamstress, Charlie was able to hone a variety of skills from both of his parents. His sisters on the other hand, learned from their mother. Betsy, Emaline and Rebecca where all taught to either sew, knit or tat lace while Charlie was taught to shoot a gun by the time he was 10. At that age, Charlie was sent to training. As a special part of ground patrol and those who work with the Apothocary guild, Charlie was specialy trained for the emergancy responce team. As his sabilities manifested, his was placed with them and Charlie found it exciting. He was still able to do what he loved and that was being out there. He aided healers as ground patrol and enjoyed working with both guilds. He is still new and has a long way till go before he perfects his skills and makes a new for himself within the emergancy responders. For now, Charlie does his job as a new member.
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Post by allyoopster on Dec 21, 2015 22:36:06 GMT -5
[Charlotte Lavinia Orwell] "The only differences we have, sir, are that I am much more capable than you, and I have a pussy" - Charlotte Character theme song: Nickname: (if applicable): Some call her "the flame", but she is never addressed by this name directly. Age: 24 Guild: Aeronaut Sexuality: Bisexual (secretly) Occupation: Tactical Operator Appearance: (image, written description, or both) Very beautiful fiery red hair, flawless pale skin, green eyes. Average height 5’5”, and slender. She always wears eye shadow and lipstick. Equipment: (what your character would usually carry with them on a day-to-day basis) Her rapier, with a specially made hilt that can unravel into a spinning shield and fend from bullets and such (even ricochet bullets at times). A pistol as well. Personality: She is very strict, and slightly devious at times. She is witty, and has charm, but her temperament often backfires on her. She will damn near beat the crap out of any man who utterly disgusts her (as in try to put the moves on her, or have a disgusting attitude toward her). If she were to get drunk enough, she becomes very promiscuous. Headstrong~Bossy~Tactical ENTJ - The Commander
Likes:*like 1 - Bossing men around. *like 2 - Fine wine. *like 3 - Being victorious. Dislikes:
*dislike 1 - Men treating her with disrespect (even more than women). *dislike 2 - The constant smog and smells that pervade the air. *dislike 3 - Getting too drunk. Fears:
*fear 1 - That people will find out she has an interest in women. *fear 2 - Being embarrassed. *fear 3 - Defeat. Skills: (unrelated to Guild Gift, at least three please) *skill 1 - She is very quick, and very agile, making her an excellent fighter. *skill 2 - On top of that, her strength can rival some of the strongest men in the guild. *skill 3 - Being quick and concise in her ability to solve a problem (but she’ll take her sweet time in an appropriate situation to do so). Guild Gift Explanation: (some guilds may be able to leave this blank, like Craftsmen, while other guilds-such as Aeronaut-will have some explaining to do) Besides her superhuman abilities, she is very skilled with a blade. Biography: (at least one paragraph please) Charlotte was always spoiled rotten when she was a very little. Her father was a wealthy aristocrat, and provided for his family well. At the age of 5, her father died, leaving her and her mother to fend for themselves. Her mother moved them into Hourglass city, where she became a seamstress. Charlotte was picking fights with the boys in her neighborhood, with anger and disgust towards her new lifestyle. Her constant battle on the streets made her stronger, and she began training to be in the Aeronaut guild at the age of 11. They almost refused to let her join for being a year late, and for being a girl. She proved her worth when a high ranking officer witnessed her take out a group of boys outside the training facilities. She trained hard, rising above and beyond her peers. She is now an Aeronaut tactical operator, and will sometimes lead ground troop raids. [Marcus Stanley Jackson] "I'd like to think that I'm unique, not just some pansy in a blue coat as I am addressed" - Marcus Nickname: (if applicable) Mark Age: 20 Guild: Aeronauts Occupation: Ground Patrol Sexuality: Heterosexual Appearance: (image, written description, or both) Dark brunette, always has at least a little bit of facial hair. Dark blue eyes, and tall; 6’3”. (if this is a celeb, I wouldn't know lmfao) Equipment: (what your character would usually carry with them on a day-to-day basis) Pistol, flask, goggles and gas mask w/ his initials carved into them, and a dull pocketknife that was given to him by his father when he was young. Personality: He’s very immature at times, but he can be very sentimental as well. He’s very flirtatious, and funny. He loves to drink but he’ll get emotional when he drinks too much sometimes, and even recall the strange things he has seen in the past. Despite his humorous/social nature, there is a darkness that resides at the pit of his soul that he has never been affected by, but is manifests himself through dreams and, very rarely, visions. He rarely tends to react to insults, unless it is about the way he works (then he’ll go batshit). Despite his career as a ground patrolman, he’ll often lose his sense of discipline, but manages to keep up with his work.
Humorous~Immature~Dedicated
ESFP - The entertainer
Likes:
*like 1 - Drinking/Partying *like 2 - Women *like 3 - Exploring, experiencing new things. *like 4 - Whittling w/ his dull pocketknife Dislikes:
*dislike 1 - Hangovers *dislike 2 - Being insulted about his worth ethic; he hears about it too much. *dislike 3 - Technical problems with machinery Fears:
*fear 1 - Rejection *fear 2 - Losing his job *fear 3 - The Wastelands, although deep down he is very curious about the place (he got lost there when he was young and witnessed strange things) Skills: (unrelated to Guild Gift, at least three please) *skill 1 - Very quick and stealthy, (though not as strong as other Aeronauts w/ enhanced strength) *skill 2 - Excellent marksman. *skill 3 - Whittling, and holding his liquor. Whittling Guild Gift Explanation: (some guilds may be able to leave this blank, like Craftsmen, while other guilds-such as Aeronaut-will have some explaining to do) - Heightened hearing and sight, making him an excellent at stealth missions and marksmanship. Biography: (at least one paragraph please) - Marcus’ father was an Aeronaut before him, and discipline was the one thing that Marcus’ father struggled to teach him. When Marcus joined the Aeronaut training facilities at the age of 10, he was still very small and skinny. He was often picked on by his peers. One early morning before training began, a very large boy insulted him by saying, “a sack of shite could be a better Aeronaut than you”. This set Marcus off, and the large boy was found beaten bloody, landing Marcus a week suspension, a good hard slap in the face by his father, and a little more respect from his peers. He developed a sense of humor as the years went on. He managed a job as a Ground Patrol member. He loves his job very much, and the only thing that really makes him mad is when someone insults how well he works.
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Post by captainjeanlucpicard on Dec 22, 2015 1:34:35 GMT -5
Lucius Elliot
"What I wouldn't give to be normal. To live in that bubble. Reality of the naive." -Elliot Alderson, from the show Mr. Robot
Age: Appears to be in his upper 20s/lower 30s Guild: Ex-member of Automation Occupation: Criminal, Makes $ (When he needs it) by selling things he either finds or steals to merchants willing to buy. Sexuality: Unknown
Appearance:
Lucius typically maintains a rather trim appearance, wearing a long coat, collared button-up, and fine business shoes. From an onlooker's perspective, his expressions almost always appear to be apathetic. His mannerisms are blatantly calm. He oddly never appears to display normal, unconscious, human ticks... such as tapping a foot, rubbing one's nose, or biting a lip. When he does make a gesture, it's always seemingly deliberate and calculated. As if each motion was a part of a bigger plan.
Equipment: Pack of smokes, matches, multi-functional pocket-knife thing
Personality: Innovative / Introspective / Indifferent Lucius is seemingly an emotionless box to the outside viewer, but he's exceptionally teeming with thoughts on the inside. When conversing with other people, they tend to misunderstand the apathetic way he conducts himself and often take immediately to disliking him. This has led to many difficult situations, but has also caused him to become increasingly bitter and antisocial, feeling that their misunderstanding of him is really quite their own error rather that his.
If an outsider were to take a peak at his thoughts, they would see that he despises conformity. Lucius views the typical social conventions of society as fluff-- truly believing that people have come up with these silly rules because they genuinely enjoy not having to think about a single thing for themselves. He believes the their most sacred use of fluff is to simply distract themselves from their inevitable death. They are sheep than will never leave the herd, never seek purpose or meaning. Oftentimes, he becomes extremely frustrated when people attempt to pull him into their game. Lucius is thoroughly convinced that their dislike toward him is their own jealously of his being free from their rudimentary rules, though they aren't clever enough to know that themselves.
Cynicism aside, Lucius is also constantly curious. There is never a question he isn't trying to answer, or a feeling he isn't trying to pick apart. Once a problem has taken root, he is restless until he can come up with or find an answer. One of the things that sets him apart from other scientists is that, though he appreciates the usefulness of solid data and observations, his best conclusion always occur when he follows his intuition. Additionally, he also appreciates organization. He does try his best to implement it, but he's often so consumed in the rush of solving a problem that he scatters any object in his path. He's tries to clean up after himself, but fails to do so a good amount of the time.
MBTI: INTJ
Likes: -Looking the worst in people in order to uncover their secrets, thus giving him leverage over them. -Solving problems through non-conventional methods & answering questions. -Doesn't mind cats.
Dislikes: -People that lie to themselves in order to be happy. Ignorance is not bliss. -Bandwagon mentality. -Conversations with no value, which are a waste of time.
Fears: -He considers his mind the only prominent thing about himself, to lose control of it would be an intense loss. -Being misunderstood is a consistent problem and annoyance in his life. -Being a slave to conformity.
Skills: -Rather creative style of thinking, which leads in to good problem solving skills -Though he is slim, he is able to hold his own in a fight. Being able to strategize well helps this. Against an opponent that has actually been trained, though, he'd probably be in grim circumstances. -His ability to analyze people allows him to manipulate them when needed. This skill is sometimes faulty when it comes to particularly emotional situations because they're rather unpredictable in his eyes.
Biography: Lucius can't remember much, if any, of his youth. He has severe hallucinations on occasion, but they're often so real he isn't able to tell the difference between what is real and what is not. They never seem to be about anything of importance, and very few have anything in common... except for one. Oftentimes, he believes that he's conversing with a man that is entirely comprised of clockwork, but appears to have the gift of human thought. Treasuring the usefulness of his mind above all else, he's thoroughly convinced himself that it's nothing more than a bit of a daydream; though he cannot help but wonder if these dreams... hallucinations... have anything to do with why he can't remember his childhood, and why he sometimes forgets where he is, and what he'd been doing. Oftentimes, these questions keeps him awake at night, but he prefers to repress them in the back of his mind as much as possible.
The memories that Lucius does have start when he began life in the Automation Guild. He has consistently kept to himself during his time there, and never came to expressly enjoy the company of the other scientists (most of which he deemed, while clever enough, to be extremely pretentious). It wasn't all bad though, he much preferred the members of this guild to those of other guilds, feeling that the scientists there were at least semi-creative, and not as sheepish as the folk in the other guilds. Lucius often lost himself in his work, becoming so enveloped that he frequently stayed awake for 24 hours. Though he was offered advancement to positions of leadership in the guild, he saw this as in invitation into the fluffy social conventions of society. Lucius refused each offer, and hasn't regretted it a single time. Fluff aside, becoming a high-ranking member would also attract much-despised attention. Why would anybody want to conduct research and invent new things with other nosy sheep constantly looking over your shoulder, wishing to steal the ideas for themselves, or even tattle on you to the Council Members when your work doesn't conform to their ideology? No, Lucius much preferred the privacy and freedom of being out of the spotlight.
Somewhere, deep down in his isolated heart, Lucius also knew that ranking up before some of his peers would also make them look on him in a negative light. Quite peculiarly, Lucius had never been able to master any of the "gifts" of the guild, when most members were skilled in at least one by the end of a few years of intense study. His lack of ability was cause for many of the members to see him as a misfit among them. The notion of the misfit becoming their boss would certainly not be pleasing.
Recently, Lucius has devoted himself a new project. Done completely in secret because the Automation Guild didn't approve of the initial plans he presented, he resolved to pursue the project on his own. The project surrounded his fascination with automated men-- he wanted to create one. There has never been a solid reason for why he wanted to do this, rather he had a "gut" feeling that'd been compelling him. His first step would be to secure a test patient, but that wouldn't be possible without the Guild's resources. Eventually, he kidnapped a homeless man and induced an unauthorized coma upon him. Then, Lucius began a series of pre-planned experiments in which he wanted to take the mind of the man and transfer it into the clockwork body of his automated project. The Automation Guild found that Lucius had begun to pursue the experiment, though they hadn't yet found where he was conducting them, and filed for Lucius's termination from the guild.
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Post by skyparttimedemigod on Dec 22, 2015 14:54:01 GMT -5
Character Name John Jacob Smith "science!" - an overly enthusiastic scientist Nickname: N/A Age: 25 Guild: Automation Occupation: Inventor Sexuality: Unknown, too busy exploding things Appearance: Equipment: - Screwdriver - Wrench - A pocket watch that's always one hour and seventeen minutes late - Notepad to write down brilliant ideas and a pen that works 2/3 of the time Personality: Innovative~Sporadic~Optimistic You never know when John is about to come up with a brilliant idea and he will have to write down whatever he came up with, lest he might forget it. But don't bother trying to talk to him when he goes through one of his phases. With all his brilliance relating to coming up with new ideas it takes away from his ability to be able to socialize well with other people. Likes: - science - machines - success Dislikes: - failure - people questioning his work - not being able to invent Fears: - forgetting a valuable idea - having his inventions stolen - people Skills: (unrelated to Guild Gift, at least three please) - knowledgeable - working with explosives - make a conversation turn really awkward in less than a minute Guild Gift Explanation: (some guilds may be able to leave this blank, like Craftsmen, while other guilds-such as Aeronaut-will have some explaining to do)- He can manipulate the temperature of solids Biography: (at least one paragraph please) His father was a craftsman and his mother, a scholar, and had him out of wedlock. Do to how people might react to that when asked about his parents, John is known for just saying they were engineers in the Automation, happily married, and leave it at that. Naturally, inheriting those talents of his parents he combined them to come up with the greatest inventions Hourglass has ever seen - or rather a lot of broken prototypes. But despite many failures, he keeps inventing and while to everyone his ideas seem far fetched and would never work John has always kept confident that somehow someway his dreams will become reality. Lately he mostly with constructing cybernetics and kept on the downlow, he has been working on a fully functioning android, so far with little success.
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hermyoninny
New Member
i miss the old kanye straight from the go kanye chop up the soul kanye set on his goals kanye
Posts: 22
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Post by hermyoninny on Dec 23, 2015 2:13:44 GMT -5
Character Sheet
Character Name: Ansel Newt Portsmouth "I've heard of fear. I simply choose to believe it doesn't apply to me." - Jace Wayland
Nickname: He usually goes by Ansel, but he also responds to Newt and "Hey you!" Age: 19 Guild: Aeroanuts Occupation: Emergency Response Team Sexuality: A sexu alAppearance: (Actor Jamie Campbell Bower) Equipment: A pack of cigs just for show, not to actually smoke. He doesn't smoke and just flashes them about to seem cool. He also carries about a large knife strapped to his thigh and a silver ring that, if you press the side, can eject a poison tip. Personality: Reckless~Sarcastic~Flamboyant ESFP, the Performer Ansel is a very reckless and spontaneous person, preferring to take action while on his toes rather than organizing it beforehand. Most of his actions are inspired by his moods, and many of them are never the same twice because his moods can change at the drop of a hat. He's not very open physically, and whenever confronted with a difficult situation, he'll resort to witty and sarcastic responses. Ansel also likes to be in the spotlight. If he's the center of attention, all is right in the world. If he feels left out, he'll start acting out drastically and this can lead to some odd and difficult scenarios.
Likes:Hand-to-hand combat. He says he enjoys the thrill of it. Strawberry shortcake. Even if he doesn't want to admit it, he has quite the sweet tooth. Playing the piano. He has long, slim fingers meant for the trickiest of notes, and after getting quite hot headed he claims it calms him down. Dislikes:Organization. If he walks into a spotless room, he automatically has the urge to make himself at home and wreck the place. He doesn't usually act on this. Cats. Cats always seem to hate him and Ansel claims they stare into his soul with their cold, lifeless eyes. Sword-fighting. He's more proficient at hand-to-hand, and prefers wielding a knife more. Fears:
Rejection. Despite his outward attitude, Ansel loathes being rejected in any form. Swimming. He claims that man is meant for the sky and land, not for water. It's mostly because he doesn't know how to, though. Birds. Why do those losers get to fly and have sharp beaks while we don't? Skills: (unrelated to Guild Gift, at least three please) Long distance running. His stamina is impressive, and he can travel on foot with a heavy load before exhaustion seeps in. Hand-to-hand combat. Memorization. Ansel can remember quite a lot of things, but unfortunately they only stick if they interest him or he feels like it can be used later on. Guild Gift Explanation: Ansel has lightning quick reflexes, and is his coordination and balance are over the top. He likes to say he is nothing but grace, but the latter of his gift is only shines when in combat. Biography: Ansel never knew his mother. She was never in the picture. Whether she left, was disowned, or died, he never knew. He was hoping she was dead, it would make his pride feel more at ease. His father was an odd man before he died as well. He wasn't much to show praise or appreciation, which made Ansel crave that more than ever. His father was the one to make him endure harsh training a few years before official training began. He would have to go through tests of agility, strength, and coordination, his heart swelling each time his father nodded in acknowledgment of his hard work. Ansel's father mysteriously died when he was thirteen. Rumors were it was an assassination from some group he was involved in, but the doctors put it down to an undetected heart problem. After this, Ansel was shipped off to an old family friend. They were a young and troublesome couple, two children his age with another already blooming. For the first months, Ansel was a quiet and obeying child, but as the death of his father settled into his mind, he grew more reckless and sensitive to closeness with age. The boy was already adventurous and witty for his age, but that small thing sent him over the edge at a ripe age. Character Sheet
Character Name: Edith Gale Grainger "It is our choices that show what we truly are, far more than our abilities." - J. K. Rowling
Nickname: N/A Age: 23 Guild: Apothecary Occupation: An aid in a sickhouse. Sexuality: PansexualAppearance: (Model Willy Cartier) Equipment: Most likely various common medicines. Ones used for the common cold and to clear up an irritating cough are frequent ones. A pocket watch that doesn't tick can be found in her pocket, as well. When she feels overwhelmed, she likes to slide her fingers over the cool metal surface. Pens that don't work, pens that work, scraps of paper, random plants, salve, and various other forms of junk are carried around. Personality: Adventurous~Loyal~Logical INFP, the Healer Edith is a very adventurous person; always taking new routes to work, purposefully experimenting with new medicines, and even switching up bandage brands. She has no clue why she does this, maybe it's because she doesn't like the way her life is at the moment, or maybe she has deep physiological feelings hidden. Despite being a very daring person, Edith knows her limits and can come to the most logical and proficient answer quickly. She's also very loyal to ones close to her, and can be quite the blabbermouth around people she's comfortable with. Otherwise, she can be seen as an obedient and quiet nurse's aid. Well, one who can be seen trying to jump from one high place to a low level below.
Likes:Dogs. If Edith sees a dog in public, she'll proceed to gasp dramatically and then rush over to pet it. Heights. They make her feel wild and free. She likes how the wind blows through her hair and dances across her cheeks, leaving behind feather light kisses. Hot and injured patients. They may be injured, but that doesn't mean she can't openly admire them while closing up a gash in their face. Dislikes:Fighting. It's not much violence in general, but more so that she can't physically protect herself. The number 3. It's a bitch to multiply and divide by. Writing. Her handwriting is sloppy at best and complaints are frequent with readers. Fears:Spiders. They don't need that many legs and eyes damnit. Public speaking. She'd much rather keep to herself and her small friend group. She's also uncomfortable with all eyes being intently focused on her. Death. Whether it be her own or someone else's, it freaks her out. Skills: (unrelated to Guild Gift, at least three please) Mathematics. Edith is a genius when it comes to math. She can quickly decipher an answer in her head, and multiplying fractions come as second nature to her. Cooking. She's especially skilled at steaming broccoli as it's her favorite. Climbing. She loves to climb and can stand on the thinnest of ledges. Guild Gift Explanation: Edith is a Meracura, but because of her sheltered childhood, she can only work her gift when it's someone she's close to or feels connected to. Biography: Edith grew up with extremely cautious parents. They were so cautious that Edith wasn't even allowed to go outside for too long during the colder months so she wouldn't catch a cold. Because of her parents life style, Edith grew up wanting to explore the city thoroughly and to take risks, but never pushing the risks far enough to risk her life. What also came out of her nearly non existent childhood was a severe lack of social skills. She did earn some experience during her teen years, which was her more rebellious stage, but she still is very awkward around many. This caused her power to only work when healing the wounds of someone she considers a friend or has a connection to, thus explaining why she's only an aid at her age.
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Post by thetreebarks on Dec 24, 2015 4:38:36 GMT -5
Because I am an idiot, I posted this as a guest, and therefore, I am unable to make any edits. Whoops! Name: Selah Aryabacki "Science is one thing, wisdom is another. Science is an edged tool, with which men play like children, and cut their own fingers." -Sir Author Eddington Nickname: (if applicable): N/A Age: Early 20s. Guild: Scholar Occupation: Journalist/Researcher Sexuality: Asexual Appearance: Equipment: (what your character would usually carry with them on a day-to-day basis): Pocket watch, magnifying glass, and a notebook with a pen. Personality: Analytical~Introspective~Stoic ------ INTJ ------ Selah's ultimate goal in life is to accumulate as much knowledge as possible. Truth holds a much higher value than people's sensitivities. Selah is not very outwardly expressive, and is often assumed to lack any sort of emotion at all. Despite of her harsh appearance, Selah is soft at heart and deeply introspective, pondering about the human condition on a regular basis. Selah tends to view social interaction as a giant puzzle to be solved- and in small doses, enjoys pulling the strings a bit. However, her social limit is small, and after too much socialization, all she longs to do is hide in her lab and research her current project over a cup of tea. Despite of how cerebral she is, she is quite forgetful, often leaving open flames unattended. Likes: -Books -Puzzles -Caffeine Dislikes: -Public displays of emotion -Talking for the sole purpose of talking -Willful ignorance. -Mindless tradition Fears: -Losing the ability to think. -Failure. -Invasion of privacy. Skills: (unrelated to Guild Gift, at least three please) -Has the uncanny ability to read people's intentions. -Has the ability to sneak around undetected- would make a great spy. -Very strategic mind. Guild Gift Explanation: Researcher/Has the ability to understand complicated abstract concepts. Biography: Selah enjoy learning from a young age, often venturing off to the docks to sample the various types of mold that grew underneath, much to the displeasure of her parents who would prefer that she stay safely indoors. Selah's parents worked in the tax collector branch of hourglass city, often spending their time ranting about pirates and the low tax rate. They were a bit paranoid, creating arbitrary rules in the hopes of keeping their daughter safe- however, Selah always managed to find a way around them. At the age of 12, Selah's parents were arrested for theft, found to be embezzling millions of dollars worth of taxpayer money and funding the smuggling operations of the pirates. Facing a lifetime in prison, her parents chose to commit suicide instead, leaving a note with directions to an underground bunker. Upon discovering this, Selah packed her clothing and hid in the bunker for the next 6 years, occasionally venturing out to steal food and collect mold samples. Unwilling to face the emotions surrounding the suicide of her parents, she, instead, became obsessive over the various properties of mold, and spent the majority of her time studying it., As her interest in the substance grew, Selah's bookshelf overflowed with books on mold, until, eventually, she started using the stacks of books as side tables. Creating a makeshift lab, she spent the next six years experimenting with mold. She eventually discovered that mold makes for a cheap and clean source of fuel, and, after finally emerging from her bunker, went straight to the president of the researcher's guild to reveal her discovery, which changed the way Hourglass City was fueled forever. For her hard work and dedication, Selah was awarded with a real home with an actual lab and a built in library for all of her various books. Despite of her newly stable situation, Selah found that her emotions were becoming much more difficult to control. She turned to substance abuse in the hopes that she could avoid such dark thoughts, however, she quickly learned that this abuse was not the antidote. The exhilaration of her highs could not combat the lows she faced, and after finding herself contemplating suicide on multiple occasions, she finally decided that she should seek help. After intensive therapy, she learned how to deal with her emotions in a much healthier manner, although she still found herself susceptible to dark and brooding thoughts. Instead of turning to alcohol, she turned to caffeine, and found that this enabled her to work longer hours. This brings us to her early twenties. Selah is currently studying the properties of electricity, and along with this, is running a coffee and tea farm (in a greenhouse of course.) in order to supply her obsession with caffeine.
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Post by moswick on Dec 24, 2015 14:28:35 GMT -5
Character Name Opal Batta-Finecast "From each according to his abilities, to each according to his needs. " -Karl Marx Nickname: People usually refer to her as Batta. Age: 27 Guild: Aeronaut Occupation: Tactical Operations Sexuality: Lesbian, but for all functional purposes, considers herself to be asexual. Appearance: I imagine her to dress a bit differently, so let's just pretend this photo was taken in her more um.. "experimental" college years. \ On a daily basis, she sports this kind of get-up topped off with an unkempt ponytail. Equipment: She tends to rely on her cunning to carry her through a stressful situations, as she's naturally pretty disorganized and forgets her crap a lot. Sometimes she uses a jet black parasol. Personality: Pragmatic - Confident (if not unbearably cocky) - Charismatic ESTP A natural born leader and strategist, Opal is both motivated and ready to make it to the peak of government for both herself and her guild. Although she delights in being quite prepossessing in a crowd, she prefers to be left alone to her collection of history books and exotic parrots. Likes: Birds Historical drama novels Hot springs Baked goods The feeling of physical exertion Dislikes: Having to take a backseat in the action Most nutritious foods Being ignored Fears: Silence Earthquakes Smog Skills: (unrelated to Guild Gift, at least three please) Pretty damn good with climbing, military strategy, and social situations. Guild Gift Explanation Causality Perception She can perceive and understand all cause and effect relations, deducing the path leading to any effect, allowing them to plan, analyze, and take action with absolute efficiency. Although this gift is incredibly powerful, Opal's lack of physical prowess keeps her from being able to act on her knowledge. Psychological Intuition She possesses an incredible and innate understanding/knowledge of psychology and can use it for various purposes, often by changing the perception or behavior of others through underhanded, deceptive, or even abusive tactics. Biography: Oedipus Finecast, Opal's father, was a dexterous Aeronaut as well as a charming heir to a large fortune, which brought about a lot of opportunity for the young man. Most namely, opportunity to accessing untold amounts of carnal knowledge. Oedipus, although married to Aeronaut prodigy Pearl Batta, slept with a woman from the Scholar guild. Afraid of penal repercussions, the family kept this scandal under wraps, and Pearl claimed Opal as her own when she was born. When Opal began to possess scholar gifts, Oedipus hid this by training her to use her natural affinities for military strategy.
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Post by alicia on Dec 24, 2015 16:04:27 GMT -5
October 5th, 1891
A lone pirate roamed the nearly-deserted streets of New Toppingham. Above him, the night was in full swing, with pirates flying gracefully amongst the walkways and airships moving to and fro, even at this time of day. However, the pirate who had taken to the streets was not like the others.
You're dying, Edward thought smugly to the Shade in his head. You'll never find Shayde soon enough to get into a shadow jar.
Shut up, the Shade thought-hissed back. The Shade's name was Jonathan, when it was still a human being. But those days were long gone. Edward was helpless, trapped inside his own body-unable to control his own actions or his own words-yet he could still think, could still process information, and could still draw conclusions. Edward knew that the Shade would start the last stages of its life soon, and what would happen. The Shade would start going mad because of the shadow essence deprivation; and then it would kill its host in a last attempt to free itself and somehow get to the shadow essence that was like food to a Shade. Edward knew all of this, and Edward felt no fear. Better to be dead and free than alive and a slave.
October 6th, 1891
It was that time when day seemed to dance with night in an elusive waltz across the sky; when the sun was still up but shadows were beginning to creep into the golden rays and darkness and light intertwined for a brief moment before the careful balance was tipped and the black rushed in, bringing with it the night. Of course, the majority of the inhabitants of Hourglass City were not able to fully appreciate this seemingly paradoxical situation due to the smog layer that blanketed the streets with a light grey hue, but occasionally, when the light shifted just so, one might be able to catch a glimpse of the sky as day and night came together.
Genevieve was in her small office, sitting at a rosewood desk-a rarity these days-and flipping through the crisp pages of a pocket-sized notebook. The office itself showed many Eastern influences; the rug beneath Genevieve's feet was red and dull gold featuring circular designs and organic shapes, the desk was decorated with intricate carvings of lotus flowers and koi fish and the like, and there was even a small jade dragon figurine perched on the book shelf. Genevieve did not care very much for this unnecessary ornamentation, but Cornelia, the former leader of the emergency response team, was the one who had them ordered and moved into the office. Genevieve had not the slightest clue why Cornelia hadn't taken the fancy furniture with her after she was promoted, and it had been almost ten years anyway, so Genevieve simply put up with the excessively ornate furniture and did not raise the issue. After all, there were a score of more important things to be discussed.
Genevieve cast a glance to the clock that was hung on the wall-almost seven o'clock. Alexander and the night shift would be arriving around eight or nine. In the mean time, Genevieve had to submit a report of the emergency response team's annual budget by the end of the month, and with nothing else to do, she decided to begin, brushing a strand of her dark brown hair out of her face and tucking the offending strand into her bun.
Genevieve hadn't even had the chance to bring her hand down away from her hair before the alarm went off. Genevieve was up and out of her seat in an instant. She grabbed the first-aid kit she always carried around with her, mentally checking off what she had; a roll of bandages, three syringes (one large, one medium-sized, and one small), vials with assorted painkillers in them, and a couple of tourniquets. The small notebook was hastily stuffed into Genevieve's pocket as she rushed out of the door, where an alarm was screaming shrilly. Genevieve could see steam coming out of the back of it, where the pistons would be pumping up and down in order to generate enough force to ring the bell, as the alarm continued to sound.
The healer sprinted down the hall, remarkably spry for her age, and burst outside. There were two airships already being fired up by pilots from the Aeronaut Guild. Mera-healers were busily scrambling for supplies while members of the ground patrol branch of the Aeronaut Guild boarded the airship. Genevieve motioned for a rather young Mera-healer named Walter over. The young man immediately made his way to Genevieve, looking slightly flustered with disheveled blonde hair and a flush coloring his pale cheeks.
"What do we know?!" Genevieve demanded.
"A-a pirate in Ravensford," Walter stammered. "We have reports that he seemingly went crazy and drew his weapon and began randomly attacking bystanders," he continued, breathing hard.
Genevieve narrowed her eyes. Rogue pirates took up the largest portion of the relatively few criminals in Hourglass City. "What weapon? How many are wounded? Are there any dead?" Genevieve fired off in rapid succession as she strode toward the airships. The airships themselves were nothing eye-catching. However, there were two flares affixed to the sides of them which would explode like firecrackers once activated, alerting any other pilots of the emergency response team with bursts of light and noise. Even as she listened to Walter rattle off the details, Genevieve's mind was racing, taking in the implications of the events that had transpired. A rogue pirate in Ravensford? That was almost unheard of. What would he or she be doing there, and why? Genevieve shoved the thoughts away. There was no time for that right now.
Aboard the airship, people had loaded stretchers onto the deck. Everything seemed to be in place, and Genevieve eyed the ground patrols. There were only two faces that she did not recognize immediately; both young men, one with a pretty-boy look to him and the other with a more rugged and muscular appearance. Captain Victoria Seward, a severe red-haired woman who was the head of the ground patrol section of the emergency response team, approached Genevieve. Her mouth was drawn in a grim line. "Doctor Winchester, I have people already heading over by street and by air. There are some Aeronauts who are not part of the emergency response team, including tactical operators named Charlotte Orwell and Opal Batta-Finecast and a member of ground patrol named Marcus Jackson. From what we know, nobody is dead, although there are dozens that are badly wounded. As of six minutes ago, the rogue pirate is in front of Raven's Watch." Genevieve nodded to her; Victoria had simply confirmed what she already knew.
"Good. I have the usual number of healers with me. Patho-healers will not be of much healing use in this situation though. Are the two over there first-timers?" Genevieve asked, motioning to the two young men that she didn't quite recognize.
"No, but they are fairly new members. Ansel Portsmouth and Charles Granger," Captain Seward clarified. As the pair conversed, the airships began to rise up into the air, propellers spinning rapidly so that the airships could gain altitude. The flares began to go off, shooting streaks of bright red and neon blue all over the place. Genevieve followed Captain Seward belowdecks, standing near one of the portholes. From her vantage point, Genevieve could see more and more of the city. They rose just above the tallest buildings, and Genevieve watched people hurry through the streets as Cindergate faded onto Ravensford, the distinctive shape of Raven's Watch discernible in the distance. When they got close enough to land, Genevieve went back up to the deck again, where healers and Aeronauts alike were hurrying around, busy with their assigned tasks.
The airships landed in a small, emergency docking area located in front of Raven's Watch. Before the propellers had even stopped turning, emergency response personnel were streaming off of the airships and into the streets, meeting up with the other Aeronauts that Captain Seward had sent along earlier. The ground patrol worked to clear the area so the healers could have access to the wounded, and a small squad was dispatched to find and apprehend the rogue pirate. Genevieve noticed that the new members of the ground patrol section of the emergency response team were among them.
Soon enough, the wounded were all brought to the area by airships. Genevieve stood by the gangplank of the one she had arrived in. "Anyone with wounds to vital organs comes to me," she barked, rolling up her sleeves. "Those with extreme blood loss go to Ezekiel's group. People who are not going to die if they are not seen to right now go aboard the airships."
Genevieve knelt down and placed her hands on the abdomen of the small girl lying on the stretcher, the first of the dozens of wounded who were being sent to Genevieve. As amber sparks began to shoot from her fingertips and into the bloody mess of the young girl's midsection, Genevieve wondered how the hell one single rogue pirate could have done this much damage. Beside her, a Patho-healer named Reggie mopped up the blood that was flowing from the child's wound. Genevieve healed the wound to about halfway and moved on; now that the girl had a chance of survival, Genevieve needed to see to the others. A group of healers bandaged the girl up and sent her aboard an airship.
"Doctor Winchester!" a shout rang out. Genevieve looked up for a second, her hands buried underneath a layer of gore as she pressed her fingers into an open wound, amber sparks streaming out of them. It was Walter again. He rushed up to her, breathless. To Genevieve's alarm, his face was a deathly white color despite the fact that he was panting. "I...I think you need to come see this," he said in between gasps.
"Walter, if this isn't a life-threatening situation, I don't want to hear it," Genevieve replied in the most patient tone that she could muster, beads of sweat forming on her brow as she redoubled her efforts to save the man with a wound that had most likely punctured one of his lungs and part of his heart.
"It's the...the rogue pirate. They caught up to him. The Aeronauts wanted me to get either you or Captain Seward. Something is...something is really, really wrong." There was something in Walter's voice that made Genevieve pause.
Genevieve looked around wildly, spotting Ezekiel. She waved him over, blood running down her hands. "There's something I need to see to. Can you handle these people until I get back?"
The black-haired healer nodded and went to work. Genevieve wasted no time in grabbing her first-aid kit and following Walter. The pair wove their way through the crowds that the Aeronauts were working to hold back. It seemed like years before she and Walter finally arrived to their destination.
The little nook behind the Raven's Watch library was well-concealed from the street. There were maybe a dozen people all clustered around the squadron of Aeronauts, who had someone-presumably the rogue pirate-cornered. However, it didn't seem like any of them were willing to approach the pirate. Genevieve moved to the front, and the group of people parted easily for her, most likely due to the blood that had stained her hands and clothing.
When she saw the rogue pirate, Genevieve stopped dead in her tracks. The face of the pirate was so mutilated that she couldn't even tell if the pirate had been male or female. A small arsenal of blades and pistols littered the ground surrounding the pirate. But what Genevieve found the most strange of all was the smoky substance that was slowly coming out of the pirate's mouth. It looked like smoke, albeit darker, but the way it was moving confirmed that it was definitely not smoke. It appeared to be pulling itself out of the pirate's mouth hesitantly, moving in starts and bursts. And Genevieve could see where it was beginning to dissipate away like a genuine wisp of smoke. She stood transfixed, rooted to the spot, until the substance was fully out of the pirate's mouth and had simply dissolved in the air.
Genevieve hesitantly strode toward the dead pirate, assessing his or her injuries. He or she had been stabbed repeatedly and slashed viciously across the face. Walter warily accompanied her. "Walter, who did this?" Genevieve asked in a calm voice.
"H-he did it to himself," Walter replied.
Genevieve pursed her lips. "What? Explain."
"I...I don't know what really happened, but one second he was trying to kill the Aeronauts over there and the next...the next, he was stabbing and shooting himself until he died."
What on earth? Genevieve thought wildly to herself. "Walter, find Captain Seward." The young man nodded and hurried off. Genevieve turned toward the others that had assembled around the dead pirate. "Do any of you know anything else?" she asked, her expression strained and her eyes stern. "The smoky thing jerking itself out of the pirate...what the hell was that?" Maybe the other eye-witnesses would have some answers.
Summary
Your characters all find yourself behind the Raven's Watch library some way or another (for some of you I made it super-duper easy haha) and see the Shade (although your characters wouldn't know it at the time) in its last moments. Please don't be intimidated by that hella long post (I got carried away oops), as long as you hit two paragraphs you're perfectly fine!!!
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Post by Aliswag on Dec 24, 2015 17:20:57 GMT -5
October 6th, 1891
It was nearing dinner time when the palpable feeling of unrest washed over him. He had been in his small quarters, preparing a simple meal while his companion made tea. They tended to enjoy eachother's company in comfortable silence, as was their wont; he found that speaking when there was nothing to say was pointless, and she was often so lost in her own mind that she forgot how to vocalize. Their silence was broken suddenly and violently, like a plate shattering or a fire sparking.
The screams from the street were loud enough that they penetrated the thick walls of Ravensford, and prolonged enough to suggest actual danger was afoot. Sebastian looked up from his vegetable cutting and made eye contact with his dining companion and friend, Philomena. She looked absolutely terrified; her hands were shaking and her lower lip trembled, but the determined set of her jaw told him that they would likely have to go investigate whatever the hullaballoo outside was. He sat the knife down gently and turned the stove off, giving her a terse nod. "Let's go see what the trouble is Lo." Sebastian offered her his arm, but she ignored it, pushing past him to run down the stairs.
Sighing deeply but feeling actual worry in his gut, he followed after her until they reached the exit. Just as she pushed the heavy door open, the screaming stopped abruptly. The only sounds remaining were whimpers, cries, and approaching airships; likely the healers coming to assess the injuries of the innocent. Sebastian's eyes flitted over the scene in front of him, trying to make sense of what he saw; but all he could truly comprehend was the color red. A man was dead on the ground, his entire body grisled and injured beyond repair. It was obvious that he was dead. Gnashing his teeth together, Sebastian turned away, unable to make himself look at the carnage in front of him. After all, he had seen more than enough carnage in the recent years.
Suddenly remembering Philomena, he turned to his friend, expecting tears or hysterics. Instead, her head was tilted to the side ever so slightly. She did not seem disturbed, only intrigued.
October 6th, 1891
She stared at the scene in front of her with her lips slightly parted and eyebrows raised. The people around her were filled with an uncertain and panicky air about them. She could understand why- what had happened was gruesome and discomfiting, but she couldn't tear her eyes away. She could remember finding her father, wrists slit and blood the color of roses smattering the floor and the bed and everything. It was horrifying and she could remember screaming but she couldn't tear her eyes away. It was always like that; the red blood and the screaming and the panic. Her strongest memories were made up of those things. She had watched it through the window of her friend's little apartment, and saw the way he shot and screaming and tried to kill others before turning his rage onto himself.
"Lo," a strong hand gripped her shoulder tightly, likely Bash, and a voice whispered that they should get away from the scene. But at that moment, the medics began to arrive. The young woman watched as everyone was dealt with silently and swiftly, with precision and ability that she could only feel the sting of jealousy for. Sure the ability to manipulate metal was wondrous and lovely, but Philomena knew that her ability didn't allow her to help others. All it did was make pretty little trinkets for the rich. She sighed internally and almost allowed Bash to pull her away, but a distinguished looking woman asked a question.
"Do any of you know anything else? The smoky thing jerking itself out of the pirate...what the hell was that?"
"I have no idea what the smokey thing was... but I saw that he was going mad, saw that he was trying to hurt everyone in his path, for revenge, anger, or pure evil, I am not sure. But suddenly it was as if he was fighting with himself, and then he turned his violence towards his own body, and ended his life. I rushed down only seconds after it happened, but I have no idea if he said anything that could indicate what he was experiencing or why it was happening." Philomena had found herself answering without thinking, eager to help her.
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Post by Dalton on Dec 25, 2015 9:27:23 GMT -5
October 6th, 1891
Two sets of mechanical wings lowered as two figures landed in Ravensford. "I can't say I've ever been to Ravensford before, Captain" The red haired young woman admitted. "You won't need a map Katherine, I just need you to feel the magnetic field, try to get a feel for a set of wings that isn't ours" The older dark skinned man ordered. One of Captain Merriweather Raynor's men went off the grid after a recent shipping trip, and until tonight hasn't had much of a lead of where he's been. Desertion is a high crime in pirate culture, Captain Raynor see's it at one of the highest levels of treason, some could argue Merriweather is here tonight to turn in his lost crewmen, though there are some that can firmly believe that Merriweather is planning putting a bullet in someone's head. "There's too much machinery in the city to be able to hone in on one little set of wings" Katherine confesses disappointedly. Then they heard it, blood curdling screams in the distance. Merriweather looked at Kathrine, "Stay on foot for now, Scholars ain't used to seeing pirates around their parts" he said as they became to follow the source of the scream.
They arrived at the Raven's Watch Library to a scene of carnage, a body lies there, massacred by it's own attempt at demise, cornered by Aeronauts. Katherine fell to her knees and covered he mouth, in her young life she has never seen something so wretched before. Merriweather felt relieved, his duty done for him, the scene was unsettling, then they both noticed a smokey fog exiting the man's mouth, as if it were his dirty soul leaving his body behind.
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