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Fantasy i am the villainess // cs

houseplant

embracing all my scars and imperfections
Roleplay Availability
I am looking for roleplays.
Roleplay Type(s)
  1. One on One
  2. Group
For now, I will have you do basics, and once I have accepted you, you can do a full character sheet and I'll dm you the discord link!

Name:
Age (20+):
Role:
Gender:
Sexuality:
Brief Personality:
Brief History:
Other: (For the villainess, maybe what they did before they came too this new world?)

DUE: 11/16/24

ROLES CURRENTLY ACCEPTED:
The Goddess



 
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fluticasone fluticasone
about
name
Adelaide St. Claire
nickname
Adel
role
The Goddess
age
Twenty-three
sexuality
heterosexual
Born in the church and with a rare affinity to light magic, Adelaide had it all from a young age. Everything she had wanted was given too her with ease, any clothing item that he caught her eye or any book she had heard the other ladies speak about, but the only thing she never could truly have was the crown prince himself. When they were children they were betrothed so the church and the royal family could keep a strong relationship, despite her lack of royal blood she was the daughter of the high priest and highly influential.
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persona
fc: ange from fallen to paradise credit to the artist team
Empathetic but selfish, Adelaide is full of contradictions. To the people who rely on her healing, she's kind and compassionate, but to everyone else, she's aloof. She has no time for anyone under her or for anyone too get in her way. While she's empathetic to a fault, she also does not care much for those who are not close too her. She would do anything for those close too her, but strangers are different. The church was full of corruption, and she was always taught too look after herself before anyone else.
While intelligent academically, she lacks an understanding of emotions, and had a hard time reading those around her. She also lacks a lot of experience, never allowed to leave the church unless it was too the palace. She aches for freedom and too see things she;s never seen before and see the world for what it truly is, and not the rose colored glasses her family tries to put onto her.
Once you are able too pull past the facade and meet her for who she truly is, you'll learn just how soft and fragile she is behind the tough facade, and how much she longs for more adventure and too see things she's never seen before.
History & Abilities
From a young age Adelaide had her path laid out for her. While her younger brother would take over the church, she was just a pawn in her parents political gain. As soon as she had barely entered her teens she was already engaged too the crown prince of the nation, thrust into the spotlight in every given opportunity so her parents could boast and call her a blessed child, flaunting her abilities and status like it was their own. With her ability too manipulate light and harness it for healing, she became a symbol for healing in the church and it's followers, and all she could remember from her childhood was the constant nosebleeds and overexertion. She ended up being more prone to sickness compared too other children, but her parents continued too push and push at her.
The only time she was able too leave was when she was visiting the royal family or for towns visits her parents controlled, and she never could even get a step out of their sights. The only person who never made her feel trapped was the Crown Prince himself. She often used him as an excuse when they were younger, just a way too get out of the church, but she did slowly start too form affection for him the more she met him. Even though she resented him when she was young for the situation they were in, as she grew older it turned into a sense of pride and happiness to be by his side.
In the original game, her villain story starts with the Crown Prince falling for the main character, and she starts to see her childhood love be tore from her. It starts out as minor bullying, as the affection rate goes up she turns the church against her with baseless rumors and blackmail. Along the line there's an assassination attempt towards the main character which leads later on to have her status revoked and too be executed.
Her abilities are all attributed to light. She can brighten a room, or blind somebody, but her powers mostly come in the form of healing. She can't heal chronic illnesses, but she can heal battle wounds and minor sicknesses, which leaves her very busy during times of war. Her biggest weakness is darkness, and is honestly a huge fear of hers. She can't stand too be in an unlit room, the darkness threatening too swallow her whole.
 
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Advisor
  • Name
    Alder Rhydderch Llewyn
    Age
    26
    Role
    The Advisor
    Gender
    Male
    Sexuality
    Demisexual
    Faceclaim
    Luminas (Yuya)
    #blonde
    #golden eyes
    #181cm
    Personality
    The Crown Prince’s advisor is a treacherous devil with the countenance of an angel. Coquettish and having a way with working his wiles, both men and women alike are easily seduced by that silken tongue until he has devoured the entirety of their worth. That pious, almost saintly mask of his is cleverly disguised, so convincingly genuine that many can’t help but turn a blind eye to his true nature. However, creation reveals the creator, and aristocrats are no fools. Only a ruthless puppetmaster devoid of empathy can set the stage in the manner that The Advisor does. He’s simply fortunate that his audience is polite enough to willingly turn their gazes away from the ugliness underneath the gilded stage. Regardless of whether or not they truly believe his facade, he’s adored by many, and even his enemies will find it difficult to depose him so long as his loyalty to the crown remains firm. Unbeknownst to the aristocrats who haughtily pride themselves on having solved the puzzle that is the Crown Prince’s advisor, there exists a firm line he draws between his public and private lives. Alder Rhydderch Llewyn is a lone tree that stands tall within a meadow but desires to be a plain wildflower forgotten by the wayside. Though his namesake is symbolic of strength and protection, he maintains that his character is most closely tied to an alder tree’s susceptibility to heart rot. The outer bark remains strong and firm, hiding away the infested core that has been eaten away until it has become weak and fragile. He’s constantly on edge, desperately doing his utmost to keep prying eyes from discovering that the alleged puppetmaster is merely another marionette lying limp within the strings binding its movements. Living a life constantly watched by the knife-like gazes of the nobles ravenous for a chance to catch him slipping up continues to wear him down closer and closer to his breaking point. Many in his position seek glory and exaltation, but he distinctly recalls he was happiest when he was nothing more than a glass ornament. He’s a simple man with equally simple desires. There was once a time where he still possessed the childish innocence and wonder to seek the answers to the smaller matters such as why ants sometimes stop their sure and steady march homeward to form a carousel of death. However, those days of curling by the lake with a book far beyond his level of comprehension have been long lost within the throes of time.
Code by Nano
 
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Vilina
name
body text bg
???
frame
Personality:
Vilina was no summer child. In a different world, under gentler hands and softer days, she might have grown up sweet, her heart unmarred by bitterness. But with hunger masticating at her every breath and parents more concerned with preserving appearances than providing meals, she became a woman steeped in venom. Nobility held no sway over her; their lives were trinkets, as fragile and meaningless to her as the lace dresses that weighed down her mother’s wardrobe. Her tongue, sharp as a serpent’s fang, cut through pleasantries with ease, and her resolve held the unyielding strength of a beast. She wasn’t easy company, nor did she care to be. Animals were kinder to her than any human ever was. They watched over her without judgment, sheltered her from the cold, and shared what little they had in ways people never did. Even the Advisor, the one human who’d extended an olive branch, found himself met with her wary gaze, her body tense. Standoffish and obstinate, she kept her distance, alert to every word, every movement. Trust, she’d learned, was a luxury reserved for creatures without hidden motives.
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History (In-Game):
Monday night, it was stale bread for dinner. The moon hung bright in the sky, casting cold light through the thin walls. Tuesday night, it was stale bread again. A fierce gust of wind had broken the door, and the chill kept her awake until morning. Wednesday, it was stale bread once more. The days were beginning to blur together - or maybe it was just her vision, softened at the edges from the hunger that gnawed steadily away.
Vilina and starvation were no strangers. Born to a pair of nobles whose downfall was as predictable as it was inevitable, her hunger was the constant rhythm of her days. They were relics of faded glory, parents who clung to titles that couldn’t buy a crumb of bread. They sold everything: the estate, the title, the land that had carried their name for centuries. Yet still, there was nothing on the table but stale bread, while her mother’s closet swelled with new gowns - gossamer silk and lace fit for galas they’d never attend. Beside her, her younger brother bore the same hollow gaze, the same empty plate. Vilina would glare at those dresses, hating them with the intensity only hunger could sharpen, the kind that saw each yard of fabric as weeks of food that would never come. She didn’t need anyone to tell her her parents’ priorities. They draped their vanity in fine silks, while she learned to scavenge.
In the woods, she’d gather what little the earth spared - berries, sometimes a fallen apple, or nuts if fortune was kind. But such meager findings did little to fill the stomachs of two growing children. On one particular autumn night, she’d found a hollow among the trees, shelter enough from the biting wind, and fell asleep to the chorus of the forest's rustling leaves and whispering branches. She awoke with a startle, feeling the weight of something warm against her back. Her heart stammered as she turned, ready to flee - but instead, she found herself face-to-face with a young bear. The cub, no bigger than herself, lay curled against her for warmth. They stared at each other for a long moment, her breath frozen in her throat. But the bear’s eyes held no threat, only a calm curiosity. It had chosen her for comfort, just as she clung to its warmth in the chilly dark.
It was in those quiet nights among creatures that she discovered her affinity with animals, a bond that would nurture her in ways her parents never could. They became her family, a pack that accepted her without question. The wolves would lead her to shelter, curling around her and her brother in their dens, their warmth a shield against the cold. They brought rabbits and other small game, their silent offerings more generous than any gift she'd known. The hawks soared high above, vigilant guardians whose sharp eyes scanned the forest floor, warding off dangers from unseen heights.
In her forest wanderings, she had once crossed paths with the Advisor, a young noble who, despite their stark difference in status, shared her quiet admiration for nature. Together, they explored the woods, two curious children fascinated by the world around them and each other. Those were peaceful days, fleeting but filled with an innocent joy - until her parents discovered her abilities. Their hearts were colder than she’d known. They demanded she bring them foxes for their fur, lambs for their meat, bears for their heads - commodities to peddle for prestige. But she refused. These creatures were her family, bound to her in ways her blood relatives could never understand. Furious at her defiance, they gave her a cruel ultimatum. If she would not betray her animal kin, they would harm her brother. The choice was clear.
Under her parents’ threats, Vilina became the silent hand orchestrating “wild” animal attacks against those foolish enough to tarnish the Treymayne name. Her parents cared for nothing beyond their own reputation, and what better mask for vengeance than the brutal handiwork of nature? A bear’s savage mauling, the calculated bite of a wolf - it was all easily dismissed as the work of untamed creatures. Investigators chalked it up to tragedy, another caution of the wild. But they were wrong. Family after family, noble after noble; all fell under her unwilling compliance, each attack fueling the whispers. Soon, the rumors spread like wildfire: utter the Treymayne name, and fate would answer in blood. In her small hometown, however, they knew more. They had seen the quiet girl with the mountain lion by her side, moving through the forest’s edge, her gaze too calm. She had become a specter in their eyes. The “Beast Witch."
As the years passed, Vilina found her heart hardening, each noble's death weighing less than the last. She no longer hesitated. The faces of those she took down faded from her mind as easily as smoke on the wind. Who were they to her, anyway? None had ever offered her so much as a crust of bread when she’d foraged alone in the woods, her ribs pressing sharp against her skin. With each new death, her morals weakened.
Her parents' demands only grew darker with time, their ambitions emboldened, crossing lines Vilina could never have imagined. When their sights set upon a noble family - one dear to the Heroine - it was a line that sealed Vilina's fate. The Heroine, pure of heart and swift to protect those she loved, had heard rumors of Vilina's powers, whispered warnings about the “Beast Witch.” Suspicion fell into their rightful places, for it was no coincidence that Vilina’s mother had attended the same banquet as the Heroine's friend’s family just a day before tragedy struck. The truth trickled back to the Crown Prince, who ordered Vilina’s execution without trial. A death sentence had been dealt.
Desperate and alone, Vilina knew she could not leave her brother in the hands of her cruel parents. In one last act of hope, she turned to the only person she trusted, the one human she had come to love. But when she found him, his eyes turned away, revolted by the blood on her hands and the taint of her family's cruelty. He had given his heart to the Heroine in this ending, and to him, she was a monster beyond redemption. And so, Vilina met her end at the gallows. As her breath slipped away, the forest seemed to weep in mourning - leaves rustling in a sorrowful dirge, the animals she once called family howling into the dark. The wild had lost its own.
TLDR: She controls animals and her parents encouraged her to hunt down noble's who crossed their paths. Eventually she is sentenced to death when her attacks fall onto a friend of the Heroine's.
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History (Before-Game):
In her former life, Vilina - once Chelsea - had been a typical office worker, lost in the hum of city life, her days painted in the neon glow of a bustling metropolis. She lived in a cramped studio where the entire space unfolded from a single vantage point, cluttered with remnants of her favorite takeout packs and instant meals. Her world revolved around the bright screen of her phone, pulling for rare characters in the gacha games she was obsessed with, filling her 2D teams with the warriors and champions she’d never be. Fate had its ironic hand in her end; her last moment wasn’t a grand battle or heroic feat, but the blaring headlights of an oncoming truck, leaving her as just another forgotten soul in the unending rush of the city.
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leaves
Vilina Cherise Tremayne
beginning of info copy paste
26 / Female / Pansexual_
end of info copy paste
Role of Animal Whisperer
Alias of The Beast Witch_
insert copy paste info section before this div
 
If she was the Sea then he was the Sun that rose on top of it.
Name: Marinus Theron Delmar
laughter.loving_aphrodite_tanned_male_blonde_anime_sea_captain__0ca86556-ced6-4e52-96ce-268a6d...png
Age: 24

Gender: Cisgender Male

Romantic Orientation: Demi-Romantic

Sexuality: Demisexual

Role: The General of Parlton

Title: The General, The Navy Captain of the Parltonian Sea

Brief Introduction:

One of the more villain-like love interest in the game, he played a game with The Mermaid seeing who would be the one to have the heroine on their side. He's smart, strong, dangerous, and he knows it but all that brawn would never give him power over the politics that commanded him. After all, good soldiers follow orders, and he's got a time to keep and a place to be by 6:25 day and night, no matter what.

Personality:

Marinus has always had a playful personality growing up especially finding joy in being able to ambush and trap his prey while giving them a fighting chance to struggle out. He's smart, pretty, strong and if that works on you, he will use it against you. He dons a red bandana that functions both has a hairtie to move his bangs out of the way or as a quick way to snooze as an eyepatch or to ignore you under the guise of pretending to be asleep.

He's not afraid to get what he wants and could care less if it annoys you. The only thing that can really hold him back or make him play nice is the Prince himself or The Advisor that stays by His Majesty's side as they hold sway over politics. He also has leather clothings and ornament that he made by himself as he enjoys being handsy with his work. He learned how to make them from a swordsmaster that acted as a mentor teaching him how to hunt and how to fight.

Before rising to the rank of General, the young General was a hunter, he had hunt in the forest and out in the deserts, but his favorite place to hunt had always been the sea where animals weren't the only danger in there. There was always the thrill in the hunt, playing catch with each other. 6:25 A.M. The best time to hunt was always early morning where animals attempt to outwake the predators, giving him enough time to take them all down one by one.

"Marinus!" mother called. He sighed as he looked at his pocket watch, 6:25 P.M. The sun was setting and mother was worried. It was time to go home and he mother would beckon him, and he'd always follow. He carried a pocket watch as all good things and fun come to an end by 6:25 P.M. whether it was mother calling him home because it was time for dinner or duty calls as one of the best in his army as he grew up 6:25 A.M. He was simply the best not because he can kill but because he can follow orders clearly since good soldiers follow orders.

Eventually, hunting lead him to the greatest sport of all time: humans. What greater danger could any other being on earth possess besides a human? Throwing himself into the battle, he'd slaughter anything in his way eagerly as long as The Prince himself gave commands for it. His ability to command a fleet at sea and fend off any oceanic threats earned him the place as The Right Hand of the Prince which generated a lot of jealousy. This garnered a lot of hidden sabotages and attempts on him but he did not mind, taking it as a game to see how much can he dodge.

Though his little gimmick would earn him several scowls from the nobles and threaten his position as he did not take the threats towards him seriously and played around with it instead. Why would he? He was simply the best of the best so he could not understand why he should end it, but he does understand that he would lose his place if he didn't comply. After all, good soldiers follow orders. Strength and brawn were always his forte but not politics nor the fickle bureaucracies of the nobles. He had no power over that.

To keep his position, his fun with the jealousy and sabotages would have to come to an end as he fired, threatened, and removed those against him.

He became bored, almost sad that it ended. He flipped open his watch to look at the time as he had finished cleaning up those sabotaging him yesterday, 6:25 A.M. Just in time for relaxation and start his day stress free as he went near the sea that he'd always fondly hunt from. There he met The Mermaid. Seeing her approach the heroine in a way that seemed strange to him, he sighed and went to protect the heroine but time after time, she went after the heroine for reasons unknown to him whether it'd be to protect the heroine, to make friends, or to take her before he does. It doesn't matter what it was. It was their little game. Whispers grew regarding how The Mermaid was a threat in the small village she and the heroine found themselves in, but that's all the more fun. She'll lure the heroine and everyone would throw a fuzz while he'll be their hero and take the heroine away but always leaving the heroine close enough to be in The Mermaid's grasp.

Politics would eventually catch up to him as the nobles and villagers demanded The Mermaid to be slaughter, and good soldiers always, ALWAYS follow orders.

Once the Mermaid had died, there was only one thing he could do... stay with the grand prize he had won from her— a reminder of the fun they had and the only thing left of her. He looked into his pocketwatch one last time.

Had she known how much he'd enjoy their time, he would have followed her into the sea.

6:25 P.M.

and just like that, his hand loosened—

"See you next time, sea maiden."

He stared off into the sunset as the watch sank into the sea.

Father
His father is a merchant who lives in the wood to live with his mother but originally lived in the city. He often travels to the city to do business there to support the family and was the one who encouraged his son to joint he army when he saw there was a recruitment going on. He shares the same golden hair Marinus hair has but his has long since faded into the silverness of the moon that his beloved wife likes to hunt under.

Mother
The few huntresses who live in the woods and made a meanger living until meeting a merchant who came to spread his business all over the land to serve all kinds of customers. A hunting accident years ago left his mother unable to conceive children so his parents have adopted a young girl named Sheila. His mother shares the same cerulean eyes as Marinus has but aging and cataracts has made her eye color lighter and left her unable to hunt which contributed to Marinus's motive for joining the army and the navy.

Younger Sister
Sheila is the adoptive teenage sister to Marinus who was adopted as a child primarily for their mother's desire to have another child but to also serve as a caretaker for their nearly blind mother until Marinus has gained enough in his position to hire other maid servants and butlers. Thus, putting an end to the hunter and woodsman lifestyle his family provided him with as they reside in a manor now. Hence, Sheila lacks any knowledge of hunting, sailing, herbology, or animals her adoptive family has as she grows up.

Sheila has always wanted to be like Marinus sailing the sea and hunting despite a lack of talent for it as she always said, "I wanna sail the sea like you do and hunt all the animals in the land! I wanna be a sailor like you!"

"No, no, no~" he'd always playfully tease and lift her up in his arms, "The sea is dangerous and you can drown while you don't even know what mushrooms you can eat in the forest!"

Sheila whined but his cerulean eyes softened on her, staring intently, "The soils of earth has been roamed by many, the sea has been sailed by me, but there is the sky that is free from all animals and evil of any kind. The sky is yours, my little star sailor."

Sheila is also known to have a crush on few of the people associated with the royal family particularly the Second Prince and the Advisor. She's too afraid to have a crush on the Crown Prince as her low self-esteem believes she's not good enough for the Crown Prince so she goes for the "safer" options like the Second Prince and the Advisor.

Though for her crush on them, he enjoys fabricating wild tales about them such as the Hot-Headed Prince once "accidentally burned all of his clothes off in a dance ball once" or that The Advisor is "the World's Hide-and-Seek Champion" for how he haunts her in the shadows but she's too much of a "dumbass" to notice. He's aware of her low self-esteem that comes from being adopted and lacking the overall hunting and survival skill most of their family shows which is why he's talking "down" about the male leads or the skills that got him into being a general to make her feeling better about herself.

She knows it's all wild tales but doesn't care nontheless as it makes her life and allows her to share joy with her brother. She knows he's doing his best to make her feel better so she does't hold it against him to trash on the male leads but desists him from ever talking crap about himself or their family's overall skills. She doesn't need insults or other people to be put down to be uplifted and wishes he knew that.

Powers:

With an affinity for the air, Marinus finds his ability most useful at the sea when using it to propel his ships or to blow winds in people's eyes if he doesn't like them. This ability is also useful in battles because kicking up dust in the enemies' eyes is the easiest way to make them stand still to get stabbed. Though, this would make people with glasses or any eye protection his weakness with using this ability. He is unable to generate waves in the ocean but combine with winds, he can augment any waves and make them more deadlier than before, making him a formidable enemy at the sea.

Other:

Marinus never saw himself as the type to get married or that he would eventually meet the right girl to as he loves the sea more than anyone else he has met. What perfect woman is out there for him besides the epitome of the sea, a mermaid?

Theme Song:

 
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Virgil Boreas Parlton
Crown Prince
  • attack
    defense
    speed
    utility
    Heavy is the head that wears the crown. Bloody is the hand that wields the sword.
    Name
    Virgil Boreas Parlton
    Age
    Twenty-Seven (27)
    Gender
    Male
    Sexuality
    Pansexual
    Magic
    Ice Manipulation
    Kingdom
    Parlton
    Faceclaim
    Leo (Alchemy Stars)
    Appearance
    Virgil has the face of his grandfather, another royal blessed with ice magic.

    His hair is gray with blue undertones and due to its length, he'll usually keep it tied in a ponytail or braided. His eyes, on the other hand, are dark blue that complements most of his blue and white clothing. Physically, his body is tall and lean, though there's still definition beneath his clothing.

    His wardrobe is large, ranging from knightly armor to winter parkas to the suits that his tailors create for him; however, the armor over his left arm is mainstay due to being an enchanted prosthetic.
    Personality
    Most people are surprised to find that Virgil is a strikingly honest individual. A person means what he says and says what he means, he never sugarcoats his words nor does he exaggerate anyone's deeds be they good or bad. Instead, his words cut through the room, commanding attention from his kingdom's subjects and obedience from his subordinates.

    Wisdom, courage, temperance, and justice govern his decisions. It's rare for him to show emotions in front of others, anger being the rarest of all. It isn't for a lack of trying at all, but rather that he's become so acclimated to suppressing his emotions that he doesn't bother to process them anymore. The only time he seems to unwind is when walking with his wolf or when challenged to a fight. Duels are not something to be taken lightly and he will not hold back (children notwithstanding) out of respect for his opponent's honor.

    It's rude to play with your food after all.
code by Nano
 
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The Hot-Headed Second Prince of Parlton
Sirius
  • attack
    defense
    speed
    utility
    You know, sometimes you just gotta burn yourself to bring the rest of the house down.
    Name
    Sirius Zephyrus Parlton
    Age
    twenty-five (25)
    Gender
    Male
    Sexuality
    Demisexual
    Magic
    Pyromancy
    Kingdom
    Parlton
    Faceclaim
    Anastacius (WMMaP)
    Appearance
    A mix of both of his parents, Sirius has the height and face of his father and the warm coloring of his mother. But admittedly, the second prince has a larger and expressive range of smug or aggravated emotions that he wears openly on his face compared to the rest of his family.

    In contrast to his paternal side of his family, Sirius has bright sunny blonde hair and clear blue eyes that remind people of calm lakes during the summer. A few years back, the second prince’s naturally much more warmer or mischievous appearance often made some people forget that the second prince of Parlton is considered infamously hot-headed for a reason. And it wasn’t just because of his natural affinity for fire.

    Though Sirius used to have longer hair like his older brother, the crown prince, spite made him chop his hair short and convenience kept it that way. It was also spite that made him dye his hair black and magically charm his eyes an equally dark color. Leaving his mother offended and upset at yet another clear (and public) show of distance from the main royal family.

    The only thing that gives his mother a peace of mind is that Sirius actually likes their tailor/seamstress and listens to them willingly. It also helps that their tailor/seamstress works very hard to make sure that his clothes are fairly fire (and blood stain) resistant. So contrary to his personality, Sirius does dress well if he hasn’t stormed off into the woods to avoid his family again.
    Personality
    For Sirius, his much more hot-headed emotions and spite is what fuels his drive to live his life the way he wants. After spending much of his childhood under the crown prince’s shadow as his spare, the second prince had grown up rebellious and spiteful towards his family and their tutors. Unlike the innocent child that used to follow after his parents and older brother to seek affection and validation, his ambitions and emotions have strayed from the royal path that his ancestors have paved before him.

    While Sirius still cares for the kingdom of Parlton, his hot temper and spiteful behavior during court in front of his family makes nobles wonder. It isn’t as if the second prince is stupid. For all his impatience, Sirius is bright and catches onto things quickly. But unfortunately for the royal family, the second prince often lets his emotions and impatience surge forward before his more rational judgement. And with his clear disdain for dealing with politics, it’s rare to see the second prince in court with the rest of his family anymore.

    For all his fierce temperament and sarcasm, Sirius still holds a piece of compassion from his childhood. But resentment and spite had forged a strong shield around it. While he seems much more personable and casual than the rest of the royal family, it is actually rare for the second prince to close that emotional gap and wear the more tender pieces of his heart on his sleeve.

    The soft underbelly is guarded fiercely by every tooth and nail in his emotional arsenal. If there’s anything his family has actually taught him, it would be that.
code by Nano
 
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“I may be reviled by the world, but at least I held its hand.”

· · ─────── ·𖥸· ─────── · ·
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‧˚₊꒷꒦︶︶︶︶︶꒷꒦︶︶︶︶︶꒦꒷‧₊˚⊹

Cordelia Aequor
The Siren of Windsong Harbor


•─────⋅☾ ☽⋅─────•

Age
24

Role
The Mermaid

Gender
Female

Sexuality
Bisexual


•─────⋅☾ ☽⋅─────•

Faceclaim
Charlize Ronan- “I Tamed a Tyrant and Ran Away”
IMG_5818.jpegIMG_5812.jpegIMG_5814.jpeg

Height

5’7


•─────⋅☾ ☽⋅─────•

Brief Personality
Stubborn, level-headed, and persistent, Cordelia is a woman driven by her ambition and moral code. All too aware of the pain complacency may bring, Cordelia is intent on doing nearly anything to achieve her goals. Emphasis on nearly. As behind her stern disposition, there lies a kind woman who sincerely desires to help people, even if it means facing their condemnation. But in order to withstand rejection, she needs to be strong. Something she pushes herself to be day-by-day. Even if being the ostracized hurts her more then she would like to admit.

As a result, Cordelia acts as cold and cunning as much as she acts prim and proper. She is elegant, having taught herself to use the attention she receives to her advantage as she uses her grace to command everyone’s attention. Similarly, Cordelia is a seemingly two-faced woman, knowing when to smile, nod, and praise others when it benefits her and when to drop such niceties and being direct and stern with others to get her way. She clearly possesses an intelligent and analytical mind that she frequently uses to her advantage. In a way, she may resemble the Mermaid in-game and her deceitful and ruthless nature.

However, at the same time, Cordelia fights to be different from her in-game counterpart. Rather than allowing her anger towards all those who ostracized her to consume her, she grasps onto her morality code. She refuses to allow herself to stop caring for others with everything she does being aimed to help others no matter how much they look down on her nor how much she needs to sacrifice. Remaining selfless to a fault even despite all the walls she placed up. At the same time, there can be little slips in her strict demeanor that further show the tender heart underneath. A poor habit of apologizing immensely when she believes she wrongs someone. An inability to come up with witty insults due to worries about going too far. A much quieter and sincere tenderness she always displays to those in need. The burdens she carries as the mermaid more than she’d like to admit.

A heart of gold amidst a cold countenance.


Virtues
Compassion
Sympathetic consciousness of others’ distress together with a desire to alleviate it

Courage
Mental or moral strength to venture, persevere, and withstand danger, fear, or difficulty

Determination
A quality that makes you continue trying to do or achieve something that is difficult

Humility
The quality or state of not thinking you are better than other people

Integrity
Firm adherence to a code of especially moral or artistic values; the quality or state of being complete or undivided

Vices
Deceitfulness

Intentionally misleading or fraudulent

Impatience
Tending to be annoyed at being kept waiting or by being delayed; unable to tolerate a particular thing and easily annoyed by it

Irritability
Easily annoyed or exasperated; extremely sensitive, especially to aggravation

Secrecy
Unwillingness to reveal information

Stubbornness
Unreasonably and obstructively determined to persevere or prevail

Likes
Cold Treats
Cordelia is especially fond of ice cream. Just enjoying the chill these treats send down her spine when she indulges in them.

Singing
It’s not rare to find Cordelia singing or humming to herself. It’s a habit of her’s to sing to herself when she often gets stressed or nervous about something or simply needs to busy her mind.

The Sea

Growing up as an outsider, Cordelia cherished her connection with the sea as near it, she always felt like it’s where she belonged. Underneath the waves, where things are silent , peaceful, but ever changing. She can’t predict anything with the sea she supposed but she cannot help but feel the slightest bit of reassurance when near it.

Dislikes
Hot Drinks
Cordelia has a bad habit of drinking things as soon as she gets them. So she always burns her tongue, leading to a hatred of hot drinks.

Noisy Areas
While she doesn’t openly express this dislike of them, she finds that loud noises can distract her train of thought. It makes her feel anxious, as though she must always be on edge. And she’s not exactly a fan of feeling this way.

Being Interrupted
Cordelia finds obnoxiousness in general aggravating but when someone outright interrupts her and never lets her speak, she gets annoyed quickly. Not only does it always cause her to lose her train of thought, but also she can’t help but feel offended when her ideas and words are ignored. She does her best to be patient if this happens with those close to her but if you are not close to her and not a superior, she will have no issue with telling you off.

Hobbies
Reading and Research
Cordelia is an inquisitive young woman who always tries to answer any questions that occur to her. Thus, books have become a cherished possession of her with it not being uncommon to find her spending her free time reading through various books and encyclopedias to answer the questions she had thought of throughout the day. She even has a little notebook of questions.

Going on Walks
When needing to clear her head, Cordelia often finds nature walks soothe her. She often tends to walk by the sea as it always relaxes her, but she is not against exploring new environments. She has begun making a habit of taking walks through more forested areas in hopes of finding ingredients for potions and medicines of interest to her.

Swordsmanship

Being all too familiar with how she dies to the blade of a sword, Cordelia has begun practicing on how to use a sword. After all, even though she plans to avoid that fate at all costs, there is nothing wrong with preparing to defend herself, especially during a time of war. Is she good at it? Absolutely not. But she remains persistent, doing her best to spend the time she can trying to master techniques.

Abilities
Hydromancy/Aquamancy

The ability to manipulate any substance with water in its liquid form whether it be rainwater or poison that was dissolved in water that is in the user’s line of sight. The more a substance is made out of water, the easier it is for her to manipulate it. Meanwhile things that contain less water require more energy and focus for her to manipulate. Those who practice hydromancy are known to be able to use their magic to heal others, using water to accelerate the healing process of external non-fatal wounds. However, they can also use their magic to manipulate one’s body through their blood, one cut made visible to them can be enough to allow them to puppeteer your body. This aspect of hydromancy was used often by the Siren in-game. However, Cordelia has vowed to avoid using it no matter what, fearing becoming reliant on such a dangerous power. Nonetheless, due to her merfolk heritages, she has a natural affinity for hydromancy which she wields.

Potions
Having helped run her father’s apothecary shop since she was young, Cordelia has an extensive knowledge on a variety of concoctions whether it be a medicine for a common disease or a fatal poison. While her in-game counterpart uses this knowledge to make a variety of poisons and more nefarious potions, Cordelia continued educating herself on medicine in hopes of being able to help people beyond her magic.

Tempest Magic
Through intricate rituals, Cordelia, alongside all who practice hydromancy, has the ability to manipulate the weather via the summoning of storms. These rituals are intricate and difficult to perform with one mistake able to cause the rituals to completely malfunction, rendering all the materials unusable. In game, Cordelia attempts to use these rituals to destroy her town. While Cordelia wishes to refrain from using such methods, she can’t help but study these rituals related to Tempest Magic… just in case.

Merfolk Heritage
Due to her merfolk heritage, Cordelia has gills that appear as scars on her neck which allow her to breathe underwater. She also has coral pink scales randomly assorted around her body with many accumulating at her legs. As confident as she tries to be about her heritage, Cordelia is insecure of the scales as they feel like a reminder that she will never belong on land nor in the sea. An abnormality that differentiates her from all. So she often hides them from others with her outfits often covering them and her refusing to swim or disrobe in front of anyone.


•─────⋅☾ ☽⋅─────•

In-Game Background
Cordelia’s story begins with what should’ve been a fairytale. An apothecary meeting a mermaid princess, the youngest of her family, who had gotten her tail injured after getting it caught in some fishing nets, nearly getting captured. She had been curious about the world above due to merfolk being strictly isolated from humans due to the centuries of bad blood present within the two species only to nearly get captured and discovered.

Yet rather than allow this hatred to cloud his view, Cordelia’s father healed the princess, resulting in an unexpected friendship forming between the two. They begun to meet in secret at night, reuniting in whatever hiding places the village’s beaches provided. This affection they felt for one another soon grew romantic as the two begun a secret love affair. One that grew deeper as the princess managed to discover and brew a potion that made her temporarily human, allowing her to spend time on land with her lover.

However, as days passed and the two grew closer, the princess couldn’t help but beginning to long to stay on the surface forever. With her lover. She managed to brew variants of the potion that lasted longer and even begun researching a variant of the potion that would be… permanent. Unfortunately, her family caught onto this research and attempted to bar the princess from seeing her lover again by imprisoning her. The princess managed to escape and in the rush, managed to create a permanent transformation potion. Using it, she fled to the surface, leaving her life as a princess behind to live with her lover.

Unfortunately, the potion was faulty so while the mermaid was able to live as a human, she quickly became feeble over the following months. Getting fatigued and ill easily and occasionally spending days bedridden. Yet her and the apothecary lived happily, eventually marrying and having Cordelia. Unfortunately, childbirth was much too taxing on her mother with her dying from the exertion a few days later. All the while Cordelia’s scales made it evident to the village what she was and the nature of the apothecary’s relationship with his wife.

He had married a mermaid and Cordelia was the cursed halfbreed to come from such a union.

Since then, Cordelia was raised by her father. However, remaining patient as ever, her father did his best to raise Cordelia in a warm and loving household. Unfortunately, the reveal of her mother’s true species harmed the two’s welfare repeatedly. Alongside the discrimination the two faced daily, many of her father’s customers stopped coming in, preferring to go the capital instead despite the long road then risk working with someone who “betrayed his entire race” and the offspring of that union. And the customers who did remain treated the two cruelly. As a result, while the two were able to remain in their village but lived in poverty, being outsiders in the village who barely managed to get by.

However, Cordelia’s father did his best to ensure his daughter was not influenced by this hate they were surrounded by. Rather, he pushed his daughter to embrace her merfolk heritage. He tried to learn magic to help her master her innate magic. He fostered her curiosity. He taught her to be kind and patient with others but also ensured he know that she was something greater then what the people tried to make her believe. And while Cordelia tried to take these lessons to heart, she couldn’t help but desire for change.

Unfortunately, Cordelia got that change in the form of her father falling ill. Being the only apothecary in the village and lacking the ingredients needed to treat his illness, the two’s only hope laid in the Capital as the two tried to afford enough money to purchase the ingredients from the Capital to make the medicine. Unfortunately, they just had begun entering the war with Zulbric, the prices of the ingredient were at an all time high. Nonetheless, Cordelia begun running the shop herself as her dad slowly became bedridden. Trying to earn enough money to purchase the ingredients, trying to raise the prices of the shop’s wares, asking customers for donations, even searching for a second job. Only to be met with the townspeople’s hostility at every turn. And eventually, her father died from his illness with Cordelia never able to gather the funds to afford those medicinal ingredients.

Through this loss, Cordelia realized something. She could not sit and wait for change to happen.

She had to be the change.

In-Game Story
In the time following her father’s death, Cordelia became resentful towards the village people. With no father there to calm it, this resentment only built, growing into hatred. Just as her father described, she was greater than what the people believed her to be. Greater than anything any of them could imagine. And she was desperate to show them.

That was when she was approached by undercover soldiers of Zulbric. Having heard of the existence of a merfolk hybrid in this village, they desired to use her proficiency in hydromancy to their advantage. So they offered anything she desired in return for her cooperation. Driven by her desire for revenge for all the years of mistreatment she had to face, Cordelia agreed.

Using her magic, knowledge in potion-making, and the forces at her command in Zulbric, Cordelia managed to take over her hometown of Windsong Harbor. She had the mayor assassinated before using her various abilities to take his place. She drugged the various citizens of prominence in her village to flow her every whim. Anyone who spoke against her either became a victim to the secret Zulbric forces under her command or her skills in blood manipulation, a form of hydromancy she begun practicing. She turned Windsong Harbor from a port town into an undercover base for Zulbric soldiers. And earned the title the Siren of Windsong Harbor as a result.

Cordelia first appears in the game where she comes to the capital for a meeting with all the representatives of the territories under the kingdom’s domain. She goes with the intention of poisoning the king during the meeting and sneak away. Only for the heroine to catch her attention. Wondering if she was a kindred soul, she approached her on the beach, in hopes of getting an ally. Even dropping many hints to her about what may happen tonight in hopes it would convince her to join her.

Only for the general to not only overhear her but foil her attempt to reach out to the heroine. And while Cordelia managed to escape back to Windsong Harbor, the assassination attempt managed to be pinned on her. However with many of their forces already involved in keeping Zulbric at bay, they did not invade Windsong Harbor immediately. Rather, they planned to quietly destroy the base from the inside, sending the general (and the heroine should he be on her route) there to secretly overthrow her and chase Zulbric forces out of the harbor. Cordelia quickly became aware of this plan, beginning her and the general’s game.

Nonetheless, her hope that the heroine could be a kindred soul lingered. Thus, acting on her loneliness, Cordelia continued reaching out to her only for the general to stop her every time much to her frustration. At the same time, as she noted how… sincerely respectfully the general treated her, she found herself respecting him and growing slowly attached. Not that she would ever admit it especially since he was far from respectful in the traditional sense. He was honestly infuriating to Cordelia yet… he never feared her nor looked down on her. His delight in defeating her was less out of revulsion for her and more for the thrill of the game. He treated her as an equal. Something Cordelia was so unaccustomed to. Something she wanted to hold on to even if it means playing this frustrating game forever.

Unfortunately nothing lasts forever and Cordelia was eventually overthrown, chased out of the village, and forced into hiding. But the villagers nor nobles were satisfied with that. They wanted her dead. So the general and heroine sought her out and found her trying to carry out a ritual to create a storm that will wipe out Windsong Harbor in a final desperate attempt to get revenge on the village that had been nothing but cruel to her. Only to find herself impaled on the general’s sword.

As she saw the heroine, the person she thought could relate to her, gaze at her in horror, Cordelia realized she had become the monster people said she was. Yet, the general didn’t look at her with fear still. Rather, he seemed saddened. He still saw her as more as what people said even if Cordelia herself no longer believed in it.

“A sea maiden hm? Perhaps in another life.”

And with those final words and a smile on her face, Cordelia fell into the sea, allowing the waves to cradle her one last time.

Real-Life Story

Cordelia doesn’t remember much from her past life. The memories vanished when her new life begun and slowly have been surfacing back as she grew older. They’re all blurry but she knows two things:

One, this world was part of a game that Cordelia spent hours on, nearly memorizing every part of it.

Two, Cordelia was once a woman who allowed others’ opinions on her control her life.

She let her parents’ expectations for her control her life to the point she ended up going down a career path she didn’t want to. Ending up stuck in an office job she wasted away in.

She constantly skipped out on chances of love cause her crushes were always on people close to her or were loved by the people close to her. And who was she to ruin her happiness? Either way, these bonds ended up fading as she spent her life focused on her studies and then work.

She worked tirelessly to please those around her. Only to be screwed over by her bosses and even coworkers as they so often took advantage of her kindness.

Her only form of escape were these visual novels. These games where she was transported to these worlds where she could be who she wanted to be. Take control of her life after having her own life ripped out of her hands so many times before. Playing them gave her joy.

Getting home to play them was her last thought before she got hit by a truck, having been to exhausted after an overtime shift to realize she was not supposed to cross the crosswalk yet.

Only for her to wake up in one of the worlds she adored.

Cordelia’s life in the game resembles the mermaid’s past. However, as she grew older and remembered more of her past life, she slowly realized her fate and tried to avoid it. At first, she hoped just being extra kind was enough. Yet nothing changed outside of her growing closer to her father. The people continued to ostracize her and her father still died.

But Cordelia refused to let herself fall into hatred as her counterpart, for her own sake but in honor of her father’s memory. Rather, for the first time in her life, she decided to really take control of her life even if it means going against fate herself. Thus, instead of remaining in the village until she would be approached by Zulbric soldiers, Cordelia sold the shop, using some of the money to travel to the capital of Parlton with the intentions of offering her services as a healer and medic for the military. Aiming to be seen as something. Just this time… she wants to be something good.

•─────⋅☾ ☽⋅─────•
IMG_5811.jpeg
︶⊹︶︶୨୧︶︶⊹︶︶⊹︶︶୨୧︶︶⊹︶︶
✦ .  ⁺   . ✦ .  ⁺   . ✦ .  ⁺   . ✦ .  ⁺   . ✦ .  ⁺   . ✦ .

“A sea maiden hm? Perhaps in another life.”
 
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Ephyra
deLeocadia
A long time ago, in a beautiful world under the sea, there lived mer-people. Merpeople were strange magical creatures with bodies like you and me but long fish’s tails instead of legs. Although mer-people were happy in their under-sea kingdom, sometimes, just for fun, they would swim up to the surface and take a look at our world. Sometimes they would see human beings sail past on their great ships and say, ‘What strange lives those humans lead!’ The king of the mer-people had six mermaid daughters. All were very beautiful, but the loveliest was the youngest. Not only was she beautiful, but the Little Mermaid had the best singing voice of all the mer-people.
01
basic information
name
Ephyra de Leocadia
role
the mermaid
age
Twenty-six
gender
Female (she/her)
sexuality
greysexual
credit
@lalangheej on Twitter
theme
02
appearance
hair
scarlet
eyes
emerald

At a glance, there is little that distinguishes Ephyra from the everyday noblewoman.

Her pearls glint as dully, her puffed sleeves deflate as regularly, & her hair is worn as loosely; it's upon closer inspection that one can catch the luster of her body's naturally occurring scales of a rosy hue. Standing at a height above most other women, Ephyra is one to walk with a skip to her gait; however unamused her eyes may seem, its her body's language that betray her true enthusiasm.
03
personality
likes
the feeling of velvet, her own reflection, & water hyacinth on jammed bread.
dislikes
meat other than fish, bitter lipsticks, & clanging silverware.

The sea personified, the mermaid swims wherever the current takes her.

A cursory glance is sufficient to gather that Ephyra is one to pursue a path of least resistance. One to follow the channel most harrowed, even if carved by accident, it's Ephyra to meet its end with a river's rushing force.

If ever an "in" into another makes itself apparent under that viridescent gaze, she's there to pursue them relentlessly, employing whatever tactics she has available at her disposal—without question & without defenses. To a certain degree, this obsession lends itself well to observation; paired with a habit of placing her captive interest above all else, Ephrya can easily be described as a near-viciously devoted individual.

To think is to stagnate & only maladies thrive in still water, of which the mermaid is not. Consideration of whether to classify her as either wicked or good is to forget water's acquiescence. Contained in a crystal vase, Ephyra is of the ability to sustain roses, while capable equally of drowning if allowed an abyss to do so.

In passing encounters, however, the woman is nothing short of pleasant—refreshing, even, to conversate with. By the shoreside, there's little decorum or expectation to hold oneself to as everyone's cheeks—from king to shepherd—rouge the same under a beating sun. The same is true of even Ema, who places the merriment of others in above her own propriety. In a group setting, it's of course Ephyra who carries conversation with levity, positioning herself to be humored.

Her form is that of her environment's which was praised in her past life, working in management.

The curious thing is this: the cadence of the original Ephyra's tone, characteristic of her partial-kind, is still as intoned, airy, & rhythmic as ever. Speaking so affably, though with such an otherworldly timbre can occasionally give the haunting impression of a woman possessed: half-lidded, unamused eyes but eager mannerisms. On occasion, Ema's internal thoughts—of which there are a plenty, musings formatted like online comments—are made themselves apparent by her mouth's expressions.
04
backstory
There's a red maiden who waits at sea. Under a moonlit sky, her skin, dress, & unenthused eyes fade into murky seafoam but its that hair, like blood in the water, that betrays her presence.

Born of nereid mother & noblemen father, Ephyra's personhood embodied a border bridged between two worlds. Her childhood was nothing short of a dream, a single cabin nestled in a secluded cove with only an equally secluded village some ways away as their single neighbor. For the better portion of a given year, it was simply her mother & herself, with her father visiting every other week or so when the opportunity to steal time away from his baron's duties presented itself.

Life was honeyed. Seclusion allowed Ephyra to grow as wildly & swim as freely as her heart so demanded, chasing fish & collecting sea glass, until the day she couldn't.

When a particularly long stretch of months had passed, it was a letter that would finally announce her father's passing. An ailment had taken him & he'd been away, else either her or her mother could've done something to help. Ephyra had been about 14 when she'd heard the news & it was in that year that her mother decided, in her grief, that it'd be best for her to be socialized in society, beyond the occasional visit into town to collect things in her fish-tailed mother's stead.

With her father's surname, the girl was granted privilege to wait on a nearby count's pregnant wife. There, she learned proper decorum & picked up how to navigate the gentlemen's world. Her treatment was rather regular, albeit not as forgiving as her mother's—if ever Ephyra made an error, it was her stomach that paid so it was rather quickly that the girl learned.

An older Ephyra gathered it to be a matter of that particular count's economic trouble, as the girl was also only allowed to wait during the summers. When the wind chilled, back to the village they'd send her. This was her life until, as was the typical upwards movement of a young waiting girl, a nobler family accepted her; then a nobler one, then another, & so on, each accepting of her habit of going back home for the winter. There was something to be said of a girl with scales, good humor, & the ability to heal common ailment; her status allowed her to even, eventually, send money back home.



It was back in the village when The Mermaid met the protagonist & The General. That summer, her mother had passed & Ephyra had fallen into a depression in learning how it'd come to pass.

The stream of steady income with a secluded cove as its destination had finally caught the attention of local scum in the form of men. Robbery turned homicide & with a golden carcass, laden with scales to pawn, to take home as their bonus: the water held the attack's memory when Ephyra gazed into it one afternoon upon arriving home.

It was in this first month that the female lead first met Ephyra, finding her to be a mess of a person & even worse of a siren. The depression had drawn out the more animalistic characteristics of her partial-kind. She'd sit in the shore of her childhood home & bore dead eyes into the reflection below: a face of her mother's & the hair of her father's.

Though, at the time, such memory was lost on her; looking at it, it only made worse the reality that it was her & her involvement with man to blame for her mother's tragedy. In water, such hair would've stuck out among those belonging of the sea, those races preferring cooler, more neutral colors for the sake of survival. Yet, there she sat: a memory of her mother's appeal to unite two people & paying for it by her own daughter's negligence. Her father had this cabin built purposefully away, her mother had never gone into town for a similar reason, but Ephyra had the privilege of having never known the cruelty of either man or mer—the hatred that division brought.

When the protagonist met her, Ephyra could only glare at the woman who kept returning day after day. One day, with the stench of a man who she'd eventually come to recognize as the later-acquainted general.

Eventually, the girl's repeated attempt to befriend her—much against the recommendation of the aforementioned general—had eventually come to remind the mermaid of her days in the society of men; the kindness in idle conversation, so Ephyra fell deeply. Such a kind friendship also introduced her to the protagonist's friend, The General, whose game she played only for the sake of no longer sharing the protagonist's attention with him.

With trust built, it was eventually that Ephyra took the female lead's hand to the water & shared the water's memory, the one that had the mermaid enraptured for so long.

It was then that it was said. It was the climax of The General route, one of either four similar dialogue options that could've been said to this villainess in this shared moment by the sea: "Oh, Ephyra... I'm so sorry for your loss; I had no idea. What an awful thing for those monsters to have done. You have no idea how much I wish they could see justice."

The object of her interest had wished, so Ephyra granted what was within her power to do so.

In the matter of a week, the village had turned into a ghost town after the first of Ephyra's descent into madness. The first had left the town so shaken that the second & third were so easy to identify: they had simply holed up into their easily identified homes.

When the dust had settled, the village called for the execution of the perpetrators but there was only one. To the protagonist, who had been the only other to see the attack & recognize who of the remaining townsfolk was missing, there was no question who had committed the atrocity.

Approached by the game's other player, Ephyra calmly walked with him into town to meet her fate.



In her past life, the mermaid swam the waters of project management.

Once called Ema, when it came down to choosing an area of study, it was apparent to her to follow the existing hare's tail of a route she'd already found interest in. Quiet daughter of equally quiet, uninvolved parents, it was gaming & literature that largely provided companionship to a young Ema's childhood, so it seemed apparent to her that game development was what she ought to pursue.

Stair stepping between companies of increasing prestige, it didn't take exceptionally long for her to reach her current company: a decent, moderately-sized mobile game company.

Back then, pride was easily placed in her success in positioning her team ahead of schedule. Her studio's latest undertaking was a new men's dating sim with a modern setting—the game was already in Alpha, months ahead of schedule, when playtesters gave their first round of feedback:

[ Feels robotic. ]

[ Not to sound like a masochist, but these girls are too easy to talk to. ]

[ Personality? ]

[ Why do they like me already? Am I Adonis? Lol ]


Speaking frankly, Ema was one of maybe 7 women in her immediate group of over 30 peers so the news of a game made by men, for men, had snagged a thread in the test group was a little more than shocking.

In an effort to regain this long-forgotten perspective for the sake of her peers, the to-be-mermaid returned to games of her own youth—targeted at her demographic as a young girl in high school & appealing uniquely to her personal interest of historical fiction romance. Such a pursuit led her to replaying the long-forgotten Phantoms of Love between meetings & tasks. Even at home, she'd port her save file via a thumb drive to & from work to play after hours—a diligent worker was she, truly.

It was one of these nights—rainy, of course—that Ema had tracked wet boots in. Preoccupied by the game's ancient wikipage, reading up on the routes of available men, she'd gone to absentmindedly plug in her phone to charge.

If her life's last moments were to play out, it'd go like this: in one, a bright flash &, in another, the subsequent roar of thunder & the hissing of rain on a wide plane of open sea as far as the eye could see. To look down, it was as though a pool of blood encircled her head: the red mane that she'd, from then on, lose herself staring into for hours from that point onwards.

There's a red maiden who waits at sea.
05
relationships
The General — yet to be defined.
06
last words
Ability
Water manipulation

More accurately described as an ability to control the channels that water takes. Whether it be in air or through another, Ephyra guides the path that the water around her may take.
07
extras
1.
There was a brief stint in her original life where she LARP'd in her college years. Playing the role of Ephyra came a bit too easily when she'd first risen from her premature demise.

2.
Outwardly regarded as narcissism, it's not uncommon for Ephyra to let hours go by as she stares into her reflection in a mirror or body of water. The person who stares back at her, copies her mannerisms, & shares her thoughts mesmerizes her.

Easily did she lose all hope of returning to her original life, but on occasion, away from prying eyes... she does lament her circumstance. What she wouldn't give to see a previously familiar face.

3.
[ ooc ] my humble apologies for the delayed application! this last week was uniquely midterm season & i usually have a lot of free time (lmao), so i hope i'm able to be considered still. if there's anything you need from me, please let me know; thank you for reading, if you did!
code by Nano Nano
 

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