Character(s) nly's blorbo compendium

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Character(s) nly's blorbo compendium

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  1. Gore
  2. Graphic Violence
  3. Sexual Assault
  4. Self Harm
  5. Substance Abuse
  6. Narrative Bigotry
  7. Sensitive Topics
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new testament blorbos

Name: Hadeon
Dominion: Death
Thread: Garden Beneath the Grave
Alliance
Goddess of Justice
God of Order​
Appearance

Physical
Though he stands among the oldest living gods, Death appears no older than if he were any youthful mortal man. His fair skin, which appears deathly pallid in the other realms, seemingly comes alive in the haven of his Underworld, where under ashen skin emerges a soft rosy tint in his lips and cheeks. His black, wavy hair is kept short in a wind-tousled side part to suit his hunting hobbies. Beneath his downward-turned brows are dark, pensive eyes. His build is between lean and robust, and he stands at average height next to the other gods, towering ever so slightly over mortals.

Clothing
Draped over one shoulder, Death wears a half-cloak made from the pelts of underworld beasts hunted in his earlier years. Beneath that, he wears the black leather armor of a huntsman, and often swaps his cloak for a chlamys for ease of hunting. He dons a lightweight armor of black with platinum accents during battle. In the comfortable solitude of his palace, he wears a chiton-like garb under his chlamys.​
Personality

There is a common belief that Death is reclusive, one who keeps to himself and seldom leaves the Underworld. He's content with the reputation, if only because it makes him harder to find as he goes about tending to his personal affairs. He enjoys the solitude of a quiet horseback ride, and the singular focus of a hunt alongside his hounds. He is a quiet god, listening from behind the scenes rather than speaking first; soft-spoken but firm; slow to anger, but bearing a wrath that burns long and scorching. He is less the type to attend garden parties, and more likely to send a lavish gift in his place. Though not outwardly expressive, he takes every detail into careful consideration, and moves accordingly.​
Backstory

Death is one of the earliest known gods, and has had lifetime upon lifetime to cement himself across all of creation, living and dead. To some, he is a cruel force, a herald of ruin; to others, the pale rider is peaceful surrender. He lorded over the Underworld with militant rule in his earlier years, which had been necessary during the ancient wars amongst gods; but in the latter years, Death has loosened his grip on those inhibiting his domain, and instead maintains a smaller army of elite warriors.

During the great war of gods, agents of Life snuck into the Underworld and instigated an insurrection within Death's domain, believing the act of death to be in opposition to the natural order. For his people's rebellion, Death brought down divine wrath upon the Underworld, sending it into desolation for generations until his anger subsided and he lifted his hand. Ages have passed since, and the realm has had ample time to recover and is now thriving once more; however, the rumors of the Underworld being a famished wasteland stuck. Since then, Life and Death have kept poor rapport and seldom speak to one another, if at all.​

✦ . ⁺ . ✦ . ⁺ . ✦​

Name: Oscar Lozano
Age: 28
Thread: Why You? [Creativemuse & nly]
Appearance
Oscar Lozano is a 6" brunette born to a Puerto Rican father and an American mother. He is well-built and has minor scarring on his hands, the cause of which he's never been convinced to share. His skin is olive with a left hand sleeve of tattoos he also refuses to provide context behind. Being just a little bit of a neat freak, his hair is always kept short and tidy, and his face is clean-shaven.​
Backstory
Toward the end of Oscar's second tour overseas, he thought he knew the kind of life he was headed toward after retreating back into civilian life—pursuing old studies, reuniting with old friends, perhaps even settling down and making something of himself that his late Ma would've been proud of. But civilian life was...missing something. It lacked something crucial he'd come to depend on heavily in the Army.

Order.

Without the structure, Oscar was directionless, a loose dog on the streets of a city he would soon learn had become the central hub to a prominent criminal syndicate. He never envisioned he would use his Army training once he was discharged, but those skills, coupled with the new faces on the street he'd soon meet, built the foundations for the life he now leads. Now known as the syndicate head's trusted right hand, the Oscar of today values nothing more than the syndicate that took him in. Their day-to-day operations are his livelihood, and his position is not something he'd ever take lightly. He is stoic, disciplined, polished, and oh so good at pretending he doesn't want to squeeze his boss' rebellious daughter.​
 
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old testament blorbos


Name: Aze
Age: Unknown
Race: Kitsune
Genre(s): High fantasy​
Appearance

Aze has untamed waist-length white hair and amber eyes. Her all-white attire is accented with gray and red, and she dresses in a similar traditional style to her two weapons of choice. She generally appears as having two white ears atop her head and can manifest anywhere between one to nine tails, often reserving the latter for battle. She undergoes a minor transformation when tapping into a reserve of divine power that creates a myriad of sigil markings across her skin, referred to as the Battle Prowess form.​
Abilities

Charisma.
Combined with her illusory magic, this borders on the power of persuasion. She is able to implant suggestions into people's minds and nudge them to act according to her will.

Illusory magic.
Conjures illusions and hallucinations to misdirect, frighten, or play cruel mind games on enemies by altering their memories. Her favorite illusion to entrap people in is, by far, the Box: inspired by the performances of olden day court tricksters, this is the overwhelmingly dreadful sense of being trapped in a rapidly shrinking space.

Keen senses.
Her sight, smell, and hearing are as sharp as her wit.

Possession.
Allows her to temporarily control the actions of others. During the Era of Wars, she frequently used this skill to infiltrate enemy territory.

Regenerative healing.
Quickly and efficiently repairs even the most fatal wounds, and can be used to restore mana. A Valkyrie's bloodlust must be backed by a potent regeneration that can bring her back from the brink of death to continue fighting, while also minimalizing the effects of exhaustion and blood loss until the fight is over. Also heals physical wounds on others, but is not liable to treat certain magical or congenital conditions.

Shapeshifting.
Even while in a different form, Aze can opt to maintain her ears and tails. The exception for this is when she's disguising her identity, in which case she appears as a normal human. She seldom does this, although this ability was frequently used during the Era of Wars for the purposes of espionage.

Sigils.
Can be used in a wide range of ways, such as warding off areas, laying traps, surveillance, stifling mana, confining an enemy in place, or summoning people and objects to a new location. This magic is innate and doesn't require a spell to be cast–laying her palm over the spot where the sigil will be placed is sufficient. Alternatively, she can prepare a sigil on a slip of parchment for future use.

Spectres.
Able to conjure a number of fox spirits that can act as independent agents wherever she needs them.

Speed.
Comes in handy when her prey dares to try and run away.

Stealth.
She often seems to appear out of thin air and vanish just as quickly.

Strength. Ideal for smiting monsters, leveling mountains, and decimating armies.

Total magic affinity.
Full utilization of every magical element known to Eden. This extends to the ability to use any and every known attribute without use of a Spirit.

Valkyrie's blessing.
Valkyries are able to grant one blessing to a person of their choice. A person may only have one at a time. This blessing leaves a mark on the body which can be used as a homing signal by the Valkyrie who placed it.​
Weapons

Longbow.
A 59" asymmetrical longbow used for stealth or magic attacks. The bow itself holds no magical properties. Elemental sigils and their corresponding attribute sigils are placed on the arrow's fletching just before firing. The spell is released when the arrow hits its mark. Its grip responds to mana by sustaining blossoms in bloom until the residual mana has faded in between uses. Its origins remain unknown, although it's speculated that Aze acquired it from a slain Valkyrie during the Era of Wars.

Twin shortswords.
The ideal tools for close-hand butchering on the battlefield, these are Aze's weapons of choice. They are heavily reactive to magic and can further concentrate or enhance a charged attack.​
Personality

Aze carries herself with an air of nonchalance that is easily attributed to her disregard toward others. Notwithstanding, she harbors an innocuous curiosity toward Eden's affairs and politics, although she has maintained a neutrality in favor of following her whims across Eden.

The animosity in her eyes often strikes others as misleadingly conspiratorial–that is to say, she may look like she's envisioning the most sadistic way to strike down a foe, when in actuality, she's thinking about investigating an odd tidbit she overheard during a war meeting with the King of Khivaria.

Her charm and cunning makes it easier to overlook her contempt for humanity. In Aze's mind, these royals and their high priests, generals, and archmages would be all too easy to destroy with a mere crook of her finger, and are far too arrogant for their own good. They have her alliance, not obedience.

She is a strategist at her core, and is constantly on the hunt for new intel and opponents with which to hone her battle prowess. Over the course of her journey, she has amassed a broad array of knowledge regarding all manners of strange happenstance in the world. Consequently, she is unable to idle in one place for too long without growing bored.

Her entertainment comes in the form of confusing the people around her with the surprisingly harmless use of her illusory abilities. She often gets away with her schemes because people find it hard to believe that someone so straight-faced and regal would ever act so underhandedly—even if they've firsthand witnessed the amount of times she's deliberately and unrestrainedly picked on Ryuji.

On the surface, it seems as though Aze's strange fixation with Ryuji is the byproduct of a perpetual wanderer's boredom. Has she come to see him as a trainable pet? She'll never admit otherwise, but it soon becomes apparent that there's more to it in the way her mannerisms begin to change around him the longer they're together. Maybe he's wearing off on her, or maybe it's because she discovered that he places more value in his kingdom and its people than in himself that she's become substantially...kinder. Uncharacteristically soft gestures in place of coy remarks, and a newfound protectiveness in place of possessiveness… Perhaps siding with the Kingdom of Khivaria has become less of a matter of following her whims, and has more to do with a need to help Ryuji become Eden's most powerful spell caster.​
Backstory

Aze is the fourth longest surviving of the nine Valkyries of Eden: an elite class of otherworldly beings bearing tremendous power and boundless charisma. She was once regarded as the Herald of Dawn as an ode to her mounting victories during times of war. At present, she is preceded by her reputation as the Herald of Destruction, which stems from her intrinsic lust for blood and display of ruthless brutality in battle. She has ventured independently across Eden for most of her life, liberating all manner of places under the subjugation of monsters.

During the historic Era of Wars, Aze bore witness to the exceedingly rare demise of other Valkyries–and is loath to admit that she was directly responsible for many of them. In a time when war was rampant worldwide, she granted her favor to the Kingdom of Thebia and led them to victory over countless foes. The Thebian Empire grew to span nearly all corners of the continent–until their resources were depleted by the constant warfare and they were faced with inevitable collapse. In the years that followed, Aze disappeared from the forefront of the conflict to resume her ways as a lone wanderer. She observed from a distance as countless other kingdoms arose, thrived and conquered, and eventually crumbled throughout the course of history.

In time, the remaining Valkyries left humanity to its own devices, and the Era of Wars came to a long overdue end. New Valkyries soon emerged in place of their slain predecessors. Although Aze had not been seen in years and was presumed to have died in battle, a ninth Valkyrie never emerged in her place.

Her hunt for an elusive, unknown creature has led her to the Dark Scar: an uninhabitable place teeming with mana that has produced countless mutations over the course of its existence. Their numbers were vast, but with her unparalleled power, slaying them was child's play and she reveled in every minute of the three-day campaign. What came as a surprise was the unexpected arrival of a mage who bore both an immunity to the Dark Scar's toxic atmosphere, and a fierce if not hapless determination to challenge her. For the first time in millennia, Aze was once again faced with the idea of aligning with another kingdom.​

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Name: Eileen Jace Hayes
Nickname: EJ
Age: 26
Birthday: November 4th, 1996
Gender: Female
Height: 5'5
Genre(s): Crime, disaster, low fantasy, modern, slice of life, supernatural​
Relationships

Ruy Garza | 71, Grandfather
Waylon Hayes | 53, Father
Melissa Garza | 50, Mother
Augustus Michaels | 27, Husband
Travis Hayes | 31, Older brother
Jeremy Hayes | 22, Younger brother
Kristen Watts | 25, Best friend
Adam Ruy Michaels | 5, Son
Hailey Michaels | 5, Daughter​
Appearance

She has shoulder-length sandy brown hair that is naturally straight, wide honey eyes, and a right shoulder tattoo of a kite that begins under her ear and ends at her deltoid. She used to have a nose stud and various ear piercings but currently only has her earlobes pierced.​
Personality

She's a bit of a tomboy but still loves to dress up for nights out with friends or family. Still, as much as she enjoys dolling herself up, she commonly walks around the house in old band tees and rarely returns shirts or sweaters after "borrowing" them.

She's a spritely, rough-and-tumble gal with an enthusiasm for problem solving and keeping things in order even outside of work, be it bills, chores, puzzles, or vacation itineraries. Generally, she loves to be involved with anything and everything, and she could be if it didn't mean getting involved in workplace gossip.

She'll head to the local park for an evening jog multiple times a week and encourages her family to do the same. She's very vocal about what she's thinking and will express affection through quality time.​
Backstory

She was born in the Nevadan countryside as the middle child in a family of five, alongside a sickly older brother, Travis, and a younger brother, Jeremy, whom she's fiercely protective of. With Travis in need of around-the-clock care from their parents, Eileen and Jeremy were sent to live with their maternal grandfather, Ruy, in Arizona, where they grew up on old horror flicks and retro video games until they were old enough to join him in his hunting guide business.

By the time Travis' situation eased, Eileen felt that she was most at home with her grandfather and opted to continue living with him throughout her teenage years. He taught her how to drive, how to play the guitar, and everything in between.

She intended to stay at the hunting grounds after high school, but was convinced to pursue a college degree. Over the next four years, she developed a love of metalcore and gothic novels, and an unlikely fancy toward romance series. She met her best friend, Kristen, in her second year of college, and her now-husband, Gus, in her third year. By the time graduation came around, she and Gus had just become the tired proud parents of twins Adam and Hailey.

During her studies, Eileen interned under Aprico, a pharmacy chain under Heartman Enterprises. She signed on as a full-time data analyst upon graduating, some time after the twins were born.

Most recently, Heartman oversaw her transfer to Aprico's New York headquarters, where she continues to run analytics for the company.​

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Name: Laina
Age: 28
Alias: The Orphan
Genre(s): Crime, dystopian, modern​
Appearance
Physical.
She stands at 5'5, and is of a lean, athletic build. Her jade green eyes are emphasized by naturally thick, curled lashes, and her face is complemented by dusty red hair that falls in long waves down to her back. She has no tattoos to date, but her fair skin holds evidence of past training lessons in the form of light scarring, most of it hidden beneath her clothes. Her expression seems enduringly pensive, but in the company of the Boss, her features soften and become considerably lighter. She is soft-spoken, but not shy; able to put on an air of demureness with the same ease of putting on the cold indifference of an assassin, or the allure of a seductress.

Clothing.
Laina's wardrobe encompasses every occasion the Boss sends her—sleek gowns for galas, form-fitting suits for business affairs, flashy party dresses when she needs to lure in a target. Her casual wear is a balance between tight-fitted clothing for ease of movement, and oversized, baggier tops that complement her legs and are just short enough to leave what lies beneath to the imagination.​
Backstory/personality

Very little is known about Laina's past prior to being taken in by the Boss. Her secrets are buried deep beneath layers of playful avoidance and coyness that even the Boss hasn't quite been able to pierce through, but two things are certain:

One: Laina has no family to speak of.

Two: Something from her history torments her dreams.

Whatever untold stories her past holds have played their part in creating the Laina of today. Once a feral teenager on the streets of a city overrun with malevolence, Laina has been refined into a living weapon. Silent on her feet and quick on the draw, her targets don't see her coming unless she's sending a message. She is largely independent, often disappearing for long stretches to pursue her own private agenda, but when the Boss calls, she comes without fail—after all, he took her off the streets and granted her livelihood. This unconstrained loyalty is their binding tie: the Boss understands that he may not always know where she is or whom her personal vendettas are against, but he is confident that her loyalty is in service to the man who gave her belonging. This doesn't mean that she blindly obeys his every word—Laina digs into his motives, dances around orders when no one else under his umbrella would dare lift a finger. She is the lure to his trap, the dagger in his hand, his eyes and ears, a fierce enforcer of his rule, and a perfect complement to his ruthlessness.​

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Name: Michael Huxley Madden
Age: 28
Association: The Restoration Coalition
Ranking: Special Operations Officer
Title/Alias: Warrant Officer, Hux
Genre(s): Crime, dystopian, sci-fi​
Appearance

Michael's sandy blonde hair naturally shapes upward in a messy side sweep. Coupled with the warm hazel eyes he inherited from his mother, his soft featured face is misleadingly kind and unassuming – the last thing to be expected from a keen-eyed marksman. His spinal augment is tactfully hidden beneath TRC's baggy black uniform and a tactical vest. Besides the tech piece fused over his spine, his lean body bears evidence of several discolored skin outlining years of wounds – scars that suggest knife wounds from training and close-hand combat, a myriad of shrapnel scarring, and a stupefying amount of puckered scars indicating bullet wounds.

The spinal augment on his back is an external steel apparatus that begins at the base of his skull and runs along his spine. It is flexible enough to fully accommodate the frequent bending and stretching of his 5'10 form.

The apparatus designed to help Michael walk at a minimum 15% capacity. An increase in capacity grants Michael with technical enhancements such as heightened senses and speedier reaction times.​
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Personality

As a boy, Michael was prone to spiraling into his strong negative emotions, and when he fell, he fell deep. He's since learned to keep his emotions in check, especially as loss became an expected part of life as a soldier for The Restoration Coalition.

Despite the freedom available to TRC's agents, Michael no longer sees himself as a separate entity from the faction, and doesn't remember a time that he's lived for any reason beyond burying himself in his work. This also means that he feels particularly strongly toward victories against the TNO...but little else gives him cause for joy. Once a sportive man who could set his idealism aside to give way to a more militant demeanor in the interrogation room and on the battlefield, the reverse has become the norm for Michael. His hatred toward TNO runs deeper than it ever has before, and his methods have become substantially more heavy-handed. He's unaware of how far he's fallen, of how lonely this lifestyle has become, of how consumed he is by the conflict that is so far beyond his ability to bring an end to on his own.​
Backstory

Michael was born to a retired Air Force Captain father and Medical Sergeant mother during the earlier stages of the US government's collapse. When he was just months old, his father, Russell Madden, was called back to action to aid in the battle against unethical biochemical engineering, and so Michael and his mother relocated from his birthplace in Kansas to Wyoming to stay close to his father. At age three, his mother, Lydia Madden, was recruited by a rising organization known as The Restoration Coalition, whose cutting edge technological research turned it into the leading military power at the forefront of the conflict against The New Order. From that moment, Michael's life became plagued with uncertainty and the ever-present horrors of civil warfare. He was bounced from one stopgap safehouse to another as The Restoration Coalition continuously gained and lost ground against The New Order.

Unbeknownst to Michael, The Restoration Coalition came into possession of a sample of Saca-Batrox and petitioned to use it on the younger children in their care for research and development. However, his mother was in strong opposition and refused to allow him to be used for testing.

Michael was 12 when his mother perished in a recovery assignment. Soon after, he became one of six orphaned children taken in by then-Major Katherine Howard after it became apparent that The Restoration Coalition was lacking the manpower to continue facing off against The New Order. These six children – five boys and one girl – were raised to become highly skilled soldiers in Major Howard's Special Task Force. For years, they trained extensively in all manners of artillery, engineering, intel, and medicine; and Michael soon became his team's designated marksman. Over the years, he came to regard the other children as even closer than siblings; the loss of his mother and the uncertain fate of his father haunted him less and less as he grew up alongside his newfound family. From their teenage years and well into adulthood, they completed assignments and celebrated small victories together; in essence, they became inseparable.

When he was 20, Michael sustained a traumatic spinal injury during an unexpected confrontation with TNO agents, and consequently became a paraplegic. He was taken off duty until a technical augmentation could be designed to give him back his mobility, during which he fell into a depression. Through the support of his close comrades, Michael overcame the grueling physical therapy to integrate with his new augmentation.

This augmentation came in the form of a steel exo-spine, which enables him to walk at its minimum value, but can be increased to enhance his physical performance via heightening his speed and reaction time. However, increasing this value for too long has its drawbacks – prolonged use leads to fatigue, and excessive use leads to bodily deterioration.

During a failed covert intelligence assignment, 27-year-old Michael was returned to The Restoration Coalition's primary medical facility, dubbed the Crashpoint, in an undisclosed location in the Atlantic. For nearly two months, he remained comatose in the medical ward; upon waking, he became depressed and reclusive after learning that he and his military brother, Sean Hickman, were the sole survivors of their Special Task Force. Still, following an extensive six-month rehabilitation, Michael was finally cleared to return to active duty, where he now seeks to avenge his fallen comrades.​

✦ . ⁺ . ✦ . ⁺ . ✦​

Name: Val-Ruith
Age:
22
Genre(s): High fantasy, low fantasy, medieval
Names
Name: Val-Ruith (meaning exiled from Ruith; sometimes shortened to Val meaning exiled)
True Name: Elimaer Val-Ruith (meaning Elimaer, exiled from Ruith)
Alignment
Court of Ruith (former)
Appearance
Capped by her resizing ability as a woodland fae, Val-Ruith is just a few inches shy of "tall" at human height (her true height technically sits at three inches), and she maintains a lean, athletic build. As per the Royal Order's protocol, her straight, dark hair is typically fastened into a high, waist-length ponytail, gleaming with the slightest tinge of green in the light as evidence to her fae heritage. Her olive skin is clear of any ink or marring, and her light brown eyes carry a stern diligence to them. She appears like any other human in the kingdom, and she may have had people convinced that she was human if not for the modification to her knight's armor to accommodate her translucent, insectoid wings.
Backstory
Once an esteemed interpreter for the Court of Ruith, Elimaer was no stranger to traveling far beyond the boundaries of the fae wilds to participate in important meetings and dealings with foreign lands and kingdoms. Her talent for being quick to learn new tongues and speaking to all manner of nobles and royals regardless of race was her pride, and of such use to the Court that Elimaer became regular company to the Court's nobles. She was more than prepared to lay down her own life for the good of the Court, but hadn't been prepared to act under the threat of a brigand who knew what no outsider should know.

By law, a fae's true name was utmost confidential—anyone who knew it could then demand anything they wanted from the fae. With her true name in the hands of an enemy of the Court, Elimaer had no hopes of stopping herself from handing over everything the brigand asked, from access to the innermost Court, to the names of those high within. This act of betrayal, however involuntary, was unforgivable. Perhaps those who knew her understood that their names had been given under duress, but the damage was surely done, and Elimaer would flee before facing the aftermath of the incident. She fled from her home, leaving behind every possession, every title, every connection, and branding herself with the customary title of those exiled—Val-Ruith.

Though she knew many kingdoms throughout the continent where she could seek refuge, she dared not cross the Court of Ruith for fear of imprisonment. As much as she understood that it was necessary, she couldn't face the Court's familiar faces, and was afraid to learn that something terrible had happened to them because of her. Instead, she ventured far into foreign land—human land—where she would undergo combative training under the guidance of a retired knight, acquire her enchanted twin swords with which to defend herself, and where she would eventually meet the regent queen, who would grant her asylum from the Court's persecution.

 
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