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Fantasy π•Ώπ–π–Š π•Έπ–”π–”π–“π–‹π–‘π–”π–œπ–Šπ–— π•Έπ–Šπ–“π–†π–Œπ–Šπ–—π–Žπ–Š (CS - Not first-come-first-serve)

Reign of Terror

Destroyer of Ramen
Roleplay Availability
Roleplay Type(s)
Alias: Which Flower are you applying for?
Name: Their actual given and/or family names
Age: The first 3 Flowers are nearing 150 years of age this year, all other Flowers are about 125 years old or younger. All characters 18+. Some flowers will be born the same night, you have the option to plot with another writer as twins, or keep the two as strangers born to different mothers!
Orientation: Preferences here if you think your Flower might shoot their shot at some point.
Garden Stay: Were they whisked away to the estate the moment they were born, or how long ago did they find themselves in the garden? A month? 130 years? Everyone was brought in or came to the estate differently, so there are no wrong answers.
Affliction: A space to talk about their ability in more detail, however you see fit. You can even give it a fun name~)
Appearance: Be sure to describe their physical oddities here. No two will be the same.
Personality: The usual, but at some point in this sheet, include their feelings or relationship toward Delacroix.
Bio: Share as much or as little as you like here so long as we get a snippet or two. You'll see in my sheet, for example, I included his infancy and the night he was brought to the estate, and no more.
.
Note: Remember that Gardeners aren't actually doing anything botanical, lol. Their purpose is to care for Flowers, keep them company, and to keep them safe while also serving and living at the estate themselves. They're not considered 'the help' or of low importance, but they are expected to work. Some Flowers have combat abilities and others may not, so Gardeners wear many hats throughout the estate to ensure everyone is in good health.

Alias: Could be a nickname or a job title- Witch, Warrior, Doctor, Rosie, the Hash Slinging Slasher, you get it.
Name: Their actual given and/or family names
Age: How old were they when they contracted? All characters 18+. Remember, they're gonna be this age you choose forever. Neat!
Orientation: Preferences here if you think your Gardener might shoot their shot at some point.
Garden Stay: Delacroix recruited the first of the four Gardeners 80 years ago, after realizing he could not care for his many children entirely on his own. How many years has your Gardener been at the estate, or are they the newest and final Gardener?
Contribution: What do you do for the estate specifically? Doctor stuff? Do you hunt the Grymmswood beasts for food and materials? Are you a famous chef? Covert guardian activities? Helicopter parenting?
Affliction: All four Gardeners are now bound, soul to soul, to Delacroix. As a result, they are receiving portions of his power. What is the nature of the ability they received after their contract?
Wish: Very important! All Gardeners are consenting parties who more or less sold their souls for a wish. What did they wish for? Did they save someone? Did they undo or redo an event, or ask for an assassination etc?
Appearance: The usual! Describe their appearance day to day.
Personality: The usual, but at some point in this sheet, include their feelings or relationship toward Delacroix.
Bio: Share as much or as little as you like here so long as we get a snippet or two.
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Click Stars and Scroll
  • Artist β€” vikisigh
    INTRO
    β€œ
    ”
    π•²π–—π–Šπ–Šπ–™π–Žπ–“π–Œπ–˜, π–œπ–Šπ–†π–—π–ž π–™π–—π–†π–›π–Šπ–‘π–Šπ–—. π–‚π–Šπ–‘π–ˆπ–”π–’π–Š 𝖙𝖔 π–™π–π–Š π–Œπ–†π–—π–‰π–Šπ–“, 𝖆𝖓𝖉 π–•π–‘π–Šπ–†π–˜π–Š, π–’π–Žπ–“π–‰ π–™π–π–Š π–‹π–‘π–”π–œπ–Šπ–—π–˜.

    O4DpXU9.png



    150 years ago, the moon nearly fell.

    Christened the Black Moon, the cradle of the earth was laid bare that night, and a fee was enacted upon all Men- perhaps penance for their transgressions or maybe merely one of nature's cruel games. Nonetheless, Black Moon babes were affected the world over, as for the duration of the night, only 3 such children held breath, all others silenced before their first cries. While the rest of the world wept, three mothers found their worst nightmares swaddled in cloth, alive and well. These three children would become the menagerie's first residents, under the care of Monsieur Claudiu Delacroix, a strange and shadowy nobleman who appeared practically out of thin air.

    "At the edge of the hellish Grymmswood, just out of reach of the common man, lies an estate like none other- One Monsieur Delacroix's Moonflower Menagerie, the very first of its kind. Men and women of great stature and standing find themselves burdening the estate for its oddities, both for business and pleasure alike." - Xadian Empire newspaper excerpt, 70 years ago

    Since the Black Moon, the lunar body has produced another child of circumstance every quarter century as it rushes and fades like the tide, with Delacroix there to receive each flower with care. A letter, a chance meeting- or even the occasion stumble through the doors- not every flower has lived a full lifetime at the menagerie, but none have ever left to live elsewhere ever again.

    The menagerie is patient, never cramped, never hurried. In recent years, Delacroix has taken up another task, finishing up with his most recent Gardener recruitment. Branded, every Gardener will live out their days in contractual servitude to Delacroix in exchange for one wish. Love or hate be damned, all flowers and all Gardeners fates are inexplicably tied to Delacroix and the garden, never to break free of its sweet embrace.
    TERMINOLOGY
    Flower - menagerie/garden residents are referred to as flowers or Moonflowers overall, but each is assigned a particular moniker- a specific variety of flower best suited to their species, abilities, or disposition. Flowers are born to lunar anomalies or phases of the moon - harvest moons, blue moons, eclipses, full moons, and new moons qualify, supposing the conditions and prerequisites align. The moon seems to have created living progeny without title of what were once mortal babes, some with animal or otherwise less-than-mortal likenesses, generally all with powers that could overturn entire nations if left to the avarice of Men. The first 3 are Elder Flowers, the first of their kind and the eldest of the garden residents.

    Mortal - As defined here, this will be Humans. Flowers are very likely to take on aspects of Mankind despite their abnormalities. As is typical, Humans will inevitably grow old and die while those with Delacroix's blessing or contracts are finely preserved for as long as he lives and breathes. They come to the garden for favors- fortune tellings, magic salves and cures, sweet dreams, memory erasure, and all other manner of fantastical things one cannot get from a local human apothecary back home.

    Glamour - A powerful aesthetic spell cast to change ones appearance. Hard to come by, but allowing Flowers to travel safely without the torches and pitchforks being lit on rare occasions where travel is due. Currently, the only one capable of casting them is Delacroix.

    The Grymmswood - first a small continent, and a massive forest of cryptids and intrigue second. It trembles and changes over time, with all manner of flora and fauna gracing the dark realm like surprises in the night. Rare herbs and materials are procured here, funding the lavishness of the estate. Kingdoms and empires have crumbled and fallen in their attempts to conquer it, with legends telling of everything from entities that guard the very forests themselves to monsters best suited to hunting Men... the likes of which no common man has ever seen. Many blame the Grymmswood for the Black Moon incident and the creatures borne of it.

    The Garden/Menagerie - the names given to the ethereal estate grounds, though its residents tend to use 'garden' more frequently than guests, who treat it more like a true 'menagerie'. The earth itself seems imbued with magic, as though never intended for this world, fed and bathed in the glow of the Grymmswood. Only the bravest and most peculiar of mortals trouble the menagerie's doorstep, as there are no kings, no ranks in the garden. All men kneel before Flowers, like dangling over a chasm, waiting to be either welcomed or devoured.

    Gardener - Once mortal, Gardeners were typically once knights, guardsmen, mercenaries, or powerful shamans and sorcerers who eventually met their match or in some way fell short. Whatever their circumstance, they all came to Delacroix for a wish, and in turn, have been bound, soul to soul, to this strange creature and his estates. Trusted Gardeners and Flowers may be sent (quite rarely) to other lands for tasks, but they will never freely walk the earth again, leashed to Delacroix for the remainder of their everlasting lifetimes. They will spend this time caring for Flowers, everything from mundane household tasks to overseeing their safety.



    The Black Moon - an event that was never seen before or since, the moon blackening to pitch like the sky behind it. There were no stars, and no eclipses. It could be heard cracking, rumbling, swaying the very seas themselves. The end was unimaginable darkness and cold, an awful unearthly howl resounding from above, and the eventual return of the moon as they knew it. Unfortunately, all children, save for three, born that night did not ever draw breath. Even 150 years later, fear still grips the mortal Man like an icy claw.


 
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SERONETHIUS CRANES - WISTERIA
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  • SERONETHIUS CRANES
    ALIAS
    WISTERIA
    AGE
    149 years old
    GENDER
    Male - He/They

    ORIENTATION
    Panromantic Demisexual
    AFFLICTION
    The Diamond Prophet - clairvoyance using crystals and minerals, manipulation of minerals and stones. Limbs made of pure diamond. Oracle, prophetic visions, readings, and prophesies.
    GARDEN STAY
    146 years and counting
    HEIGHT/WEIGHT
    5'10" - 177.8 cm // 235 lbs - 106.6 kg

    COMBAT SKILLS?
    Hand-to-hand combat only, no formal weapons training. Diamond limbs to attack and defend.
    LIKES
    Seron enjoys, quite literally, eating rocks. Rocks, fine gems, crystals, jewels, the whole bit. Sapphires are his favorite. He likes to wander the estate to socialize with the family/other Flowers as often as he can and loves lending an ear. Naps are another big favorite, Seron can fall asleep anywhere (the greenhouse and the cherry tree are the best spots). He spends a great deal of time cycling through all 4 studies as well as the estate library as Delacroix refreshes the selections.
    DISLIKES
    Hates 'food', which is honestly just anything that anyone else would eat. Seron also hates but often DOES become the bearer of bad news. He hates lying about prophetic content, being woken up after intense readings, and those that argue the readings are untrue.
    APPEARANCE

    Seron's svelte form often gives the illusion of being tall, but he is a lithe man of neutral height. His silver hair has had nearly 150 uninterrupted years to grow and prosper until reaching the full length of his body, now cut approximately once a year by a few centimeters to keep it off the ground. He dresses exceptionally well, even as far as Flowers go, with all residents privy to some of the finest clothing the known world has to offer. Seron, at surface level, appears incredibly proper, his clothing and mannerisms graceful and without error. Perhaps the most striking features to note are his crystalline eyes and his arms and legs, which are a matching set of pure diamond. As a result, he's far heavier than he appears.

    MISC & QUIRKS

    Seron wears an abnormal smattering of extra layers when the estate is entertaining guests- this has been a point of contention between he and Mr. Delacroix for 140+ years. He despises revealing his limbs to humans who will no doubt run up to paw at him, and so only exposes his diamond arms at readings wherever it cannot be avoided. Seron will refuse small or inconsequential readings, simply stating 'life is a surprise, let's not spoil the entire book for ourselves'. He has done readings on himself as a boy, but has sworn never to peek again. Gifts are a favorite of his, and he often uses his abilities to create jewelry to leave as treats for his family.
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wip ill finish this when im on my computer

latest

Alias:
Amaranth
Name:
Was never given one. He prefers not having a name, and dislikes being called "Amaranth".
Nicknames:
Frequently called "Gray" due to his hair colour, or "Necromancer". Call him whatever you like, he'll probably respond.
Age:
149
Orientation:
Bisexual
Garden Stay:
130 years
Affliction:
Necromancy- He's capable of raising and commanding the dead. Tends to prefer to raise ghosts instead of full zombies or skeletons.
Mediumship, communion with the dead
Appearance:
(Just listing the physical oddities so i can actually write this later) 5'5" Invisible feet up to his mid calf, making it look like he doesn't have any if you don't look close enough. Head is not actually attached to his neck. When it's off, a whispy black smoke comes from his neck, and when he puts his head on his shoulders the smoke affixes itself as sutures to keep it in place. It's still easily knocked off, so he has to be careful. Tail made of bone.
Personality:
"I'm a great healer if you're willing to die first. Just kidding!"
The easiest way to describe him would be "Quiet". Preferring the company of the dead to living people, he's not particularly talkative, and doesn't make much of an attempt to talk to the people around him unless they initiate contact first. When he does, he comes off as... Disorienting. Communing with the dead seems to have given him a fondness for acting creepy, enjoying any chance he gets to scare other people.

Despite his surface personality, he's notably also very kind. He's a caring individual, if a bit sharp-tongued with his concern about other people.

He's not very trusting toward living people, even the ones he likes. He's slow to warm up to people and hesitates to let them know when he has problems. While it might be in his nature to take care of other people, he's not as good at letting other people take care of him.

His opinion on Delacroix is mixed. On one hand, he appreciates how he's giving all of the Flowers a safe place to live. On the other hand, the time he's spent in the Garden hasn't really convinced him to trust Delacroix. He acts like he hates Delacroix, and that might just be the truth.
Likes:
Bones
Cats
Ghosts
Drawing
Sleeping in small, confined spaces
Dislikes:
Violence, he dislikes fighting. Curiously, this only applied to participating in a fight himself, he loves watching other people get into a fist fight.
Heights
Bio:
He was born to a couple that worked as the town's gravekeepers, as is perfectly fitting for a child that would be capable of commanding the dead and because I think it's funny. He was welcomed, but not with warmth nor disdain. His pregnancy had been an accident, and now they had a child that wasn't even a normal one. However, his parents chose not to send him to the Garden, despite being given the opportunity to- They had produced this freak of nature, and dammit they were going to keep him. So, his childhood consisted of mostly playing with his parents at night or watching as they did their jobs, digging graves for the recently deceased late into the night. They learned he could talk to the dead and raise ghosts when he was only three and they found him babbling typical toddler nonsense the ghost of a cat that'd recently passed away. Their response? "Eh, guess he'll actually have some friends."

And that's how he was raised, with his parents taking whatever oddity he threw at them in stride. He'd raised somebody's recently deceased mother from the dead because she wasn't buried yet? One parent would take him to go play somewhere else while the other one beat Gertrude back to death with a shovel. Ghosts throwing their spices around the house? They'd just buy some more whenever they were in town.

A few times, around when he was 5-6


As he got older, he'd occasionally go out to run errands for his parents in town. As long as he was careful to not get his head knocked off, he could blend in, so occasionally spending time around other people was kind of refreshing, even if he did initially feel like an out of place raccoon.

details about his parents deaths here. important notes: his dad died first, mom died later. brought his dad back as a ghost when he died and refused to let him go for 6 months, also kept his moms ghost around for a month. doesnt commune with them much because he's scared he might do that again.


Combat Skills:
No. While capable of hunting, he can't handle much more than a bar fight.
Extras:
Always has a satchel tied to his belt, containing the bones from his parent's hands. He sometimes pulls out a bone to talk to when he's stressed.
 
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Sugar Rush



BIBI












Amaryllis















R

equisite.










name


Nymeria







alias


Amaryllis







age


99







orientation


Panromantic Pansexual







garden stay


99 years







affliction


THE GILDED UNICORN - Nym has the ability to bend the will of others with seduction based magic. Stimulating pheromones excrete from her body, causing a heightened attraction to the woman, be it platonic or more. Nym also has illusion based abilities, able to cause people around her to hallucinate when and what she sees fit. This includes all of the five senses, making it incredibly hard to discern reality from fiction.





















g

eneral.





APPEARANCE: A long, blade-like horn made of gold extends from Nymeria’s forehead, causing her height to go from a small 5’4” to a taller 5’8”. The whites of her eyes are instead black, and her irises have a golden shine to them. Her teeth are pearly white, besides two golden fangs where her canines should be. Her hair is a cherry red, often tied back in pigtails for aesthetic more than function. She has a dancer’s body, meaning she is well toned with tremendous core strength. She often wears the most elaborate of ensembles, but one thing that always reigns true: gold. Gold linings, gold necklaces and bands. Hell, even her weaponry is gilded in gold for an extra touch.

PERSONALITY: Cheeky and slightly insolent at times, Nymeria would be an acquired taste if it were not for her odd and endearing charm. Well, that, and the fact that her magic just makes it incredibly hard to dislike the woman. She knows how to get what she wants, what buttons to push, and when to push said buttons. She is always trying to find something new to entertain her seemingly increasing boredom, chasing highs consistently. Nym is also known for often causing commotion between the guests that dwell in the menagerie, pitting them against each other when they’ve outstayed their welcome. While she has a deep-seated hate for almost all mortals, that opposite could be said about her fellow flowers and gardeners, even if they may not see eye-to-eye due to Nym’s rather large mouth. That would be especially true with Mr. Delacroix, who she instead refers to affectionately as Papa. Although it may annoy other flowers, it’s slightly obvious to those around that Nymeria is considered β€˜Daddy’s Little Princess’ even if no one would have the gall to say it out loud.









h

istory





β€œYou must save me, Monsieur…” A young woman spoke weakly, her body and her movement haggard. She was gaunt except for her belly, which showed she was quite far along with child. She sat in front of the one and only Mr. Delacroix, who seemed somewhat eager for the interaction to be over. It wasn’t until she finally said what she needed, that his interest was piqued. β€œYou must save me, for a demon grows in my belly.”
β€”
Nymeria's birth was a bloody one, a c-section gone wrong due to the bladed horn that protruded from her skull. Her birth mother didn’t survive, not by a long shot, but Nymeria never really felt any remorse for her death. Was she supposed to feel guilty for living, when the woman who bore her would rather her dead? Was she supposed to go on in the memory of a woman she never knew? A woman who called her demon-spawn? The answer was no. Instead, Nym would choose to relish the life Mr. Delacroix had given her, and chose to see him as her own father.
(wip)









g

allery.
































β™‘coded by uxieβ™‘

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Placeholder for Nym/Amaryllis
 
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Sylvie Beaumont
















#Hyacinth




#she/her










β™‘coded by uxieβ™‘



 
Alias: Watcher

Name: Kelver Dramisk

Age: 32, or 91 if one counts.

Orientation: Homoromantic Demisexual

Garden Stay: 59 long, long years.

Contribution: Kelver is many things - a guard, a trainer, a fixer, a babysitter - but their abilities have confined them most notably to stealth and night details. If they are free to remain at the Gardens, they teach the basics of combat and defense and give sparring to those more interested in the martial arts. They also act as a primary member of the night watch, protecting the residents of the Menagerie from outside threats and occasionally, each other. When the time arrives for their skills to be employed though, they are a trained assassin and mercenary, carrying out the tasks of theft, intimidation, and murder with frightening success.

Most of the time though, they're breaking up fights that threaten to make weeds of the Flowers.

Affliction: The Light Breaker - The ability to absorb and condense light within themselves and reform it either as a glow or as items that fade as soon as they leave contact with their body.

Wish: The wish was simple. They arrived at the Garden bleeding out and at death's door. They wanted to live. This choice has grown resentment over the years, though whether it's towards Delacroix taking advantage of a desperate killer or turned inward over not making a smarter choice remains to be dissected.

Appearance: Warm skin that has paled over time, 6'1", strong build, short light-bleached hair, and cold eyes with the color long faded to gray. Scars from their time before the Garden pepper their skin. Depending on the day, their gear changes, from the amount of guards worn to the length of cloaks covering their shoulders. What remains the same is the color: black. Not by choice mind, they will insist they prefer warmer and more neutral colors, but their work demands discretion and the ability to disappear in the dark.

Personality: They would choose to be quiet, but their work hardly allows them to be. Once brash and craven, the life that brought them to Delacroix whittled away within the Garden. One may think being humbled would cause kindness or fondness to bloom, but Kelver moved in the other direction. These days, they’re stern with little room for nonsense. That doesn’t mean they lack a sense of humor or patience, they just can’t stand stupidity from ancient adults that really should know better.

Bio: Kelver had the classic life of a spunky crook: missing or dead parents, life on the street, learning to fight at a young age, and more importantly, learning when to run. For a life so unfortunate, they truly made the most of it... in their malignant way. Picking pockets and charming merchants became not only a method of survival, but an art. When they picked up the knife, it moved as naturally as their own arm. By the time they were a teenager, there was no shortage of people they’d crossed.

As they crested into adulthood, their work as a β€œlegitimate” criminal began. With skills ready to be tested and loose morals, they became a mercenary and assassin for hire, with theft becoming a favored pastime. Being a regular, and rather lanky individual, it took time for Kelver to develop any sort of name for themselves. For a good few years, their jobs entailed them looking intimidating, rather than them posing any legitimate threat. With time though, came experience. There wasn’t one particularly bloody or notable night that made the change from muscle to killer, the change merely came as naturally as the shift in seasons.

Murder was a messy business, and something that couldn’t always be performed alone. The crass nature Kelver had developed over the years hardly made them a favorite, and they found that the help they hired themselves often had to be eliminated. Such a life of few friends and numerous enemies made them a target from the righteous and the crooked alike. When their outrageousness outgrew their talents, it was only a matter of time before the assassin was hunted down.

It was the cut of a sword against the overzealous Kelver that sent them running into the Grymmswood. It wasn’t the first time they’d braved the woods to escape trouble, but they never went further than a few hundred feet. On that day, their pursuers were braver than they were, and they had to keep running as blood steadily welled past the weak dams of cloth and ramshackle bandages. By all accounts, they should have keeled over at any point other than the one they had; by miracle or intervention, they collapsed at the Menagerie, steps away from the illustrious Monsieur Claudiu Delacroix.

That very night, they cashed their wish, and they were walking the next day.

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  • Vale (800 x 800 px).png
    ✽I R I S ✽

    Name: Vale Astronis
    Age: 149 years old
    Gender: Cisgender male, He/Him
    Orientation: Panromantic pansexual

    boh.png

    Appearance:

    He's five feet and eight inches tall of peculiar beauty and lithe limbs. Pale blonde hair, pale unblemished skin, glacial blue eyes with searing red pupils. Always smiling albeit not invariably good natured. He has a snake-like countenance; intentional, methodical, observant. Though some might attribute it to his apparent constant state of fatigue. Dressed in robes often red and patterned and much too large for him in comforts sake. A streak of red traces the underside of eyes, matching the oblong gemstone imbedded in his chest, its borders inlaid with gold.

    Affliction:

    Dreamscape: Vale enters the subconscious of a sleeping target and can freely walk through and shape their dreams. He can turn a harrowing night terror into a blessed vision and vice versa. His influence skews the lines between fantasy and reality, the dreamer feeling everything in the dream as if it were real. It sometimes takes the dreamer a few minutes after waking up to realize they'd been dreaming the entire time. Additionally, if Vale doesn't want you to wake up, you will not. He can trap someone in a nightmare or fantasy, and they will be none the wiser granted he stays in the dream. Once he pulls away from the subconscious, the target will wake at their own pace.

    Waking illusion: Vale can momentarily pull things out of dreams, both inanimate and animate. A beloved vase once broken, a glistening golden apple, a lost loved one. When materialized, they are tangible and can be interacted with, though last a couple hours at most before they dissipate. Essentially, Vale is drawing out the memory of the dreamer. So when bringing forth the spirit of a loved one, all he is doing is bringing forth the dreamer's memory of their loved one. How they speak, look, and act is all based on how the dreamer remembers them. If the same person or thing is pulled repeatedly from the dreamer, their memory of it begins to chip away slowly until they forget about it entirely.

    Memorium: Erasing memories, altering memories, implanting false memories. Vale can manipulate all of that and more. With his easy access to dreams, latching onto the memories of his targets is a walk in the park. He can read their pasts, watching it play like a movie before him. He can cut out any unwanted parts or embellish any accomplishments. He can even unlock lost memories and bring them to the surface, though the risks often outweigh the benefits. Poking around too much in someone's head could lead to severe brain damage, or something akin to a lobotomy. In Vale's case, he sometimes forgets which memories are his own and which are someone else's.

    Garden Stay:

    Personality:

    Biography:
 
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  • Basics
    Irene
    Amaranth
    FC: Nerissa Ravencroft
    Alias
    |
    Amaranth
    Epithet
    |
    Spectral Soul Soother
    Name
    |
    Irene
    Age
    |
    149
    Garden Stay
    |
    123 Years
    Appearance
    Hair
    |
    Black / Blue
    Eyes
    |
    Red
    Height
    |
    5'9" / 175cm
    Cloaked in a touch of her favorite fragrance and possessing a preternatural charm, Irene’s physical appearance and soul bewitch both the living and the dead. However, not all are bold enough to approach, for unlike her namesake, her thorns are clear for all to see. The sharp gaze in her crimson eyes and preference for dressing herself in dark attire trimmed with crow feathers gives a malevolent impression, and some have taken one look at the jeweled horns crowning her headβ€”one of which had been broken in the pastβ€”and called her the devil herself. Perhaps many guests have left the menagerie assuming she’s a wicked woman given her harsh and derisive manner of rebuking them, but there’s a distinct tenderness that settles upon her face when the opposite party has managed to garner her sympathy.

    Of the Flowers of the Moonflower Menagerie, the Flower bearing the title of Amaranth is one who resembles humans more closely. However, the underside of her hair colored a deep blue and the azure peeking out from the obsidian shell of her horns glow a ghostly white when her powers are in use.
    Personality
    The bright red blooms of the common weed retain their eye-catching hue even after death, symbolizing immortality and an affection that will never fade yet also a love that lies within hopelessness. Mortals will find that this assessment of Amaranth is fair and true. For one who claims to believe in the inherent sanctity of life, her affection for the dead oft appears to supersede her empathy for the living. Their tragedies have already long passed, yet she continues to tirelessly work to grant them closure, going as far as to prioritize the happiness of those laid to rest in the afterlife even if it brings distress to the loved ones left behind. The irony of her behavior is not lost on Amaranth herself. However, she cares not for whether or not mortals and the other denizens of the Moonflower Menagerie understand her ideologies. After all, the living still have two hands and feet to make a change in their own lives, and she has long learned that there’s no use for them to dwell on what is long lost. Clinging to the shadow of the dead has never brought peace to anyone, and her harsh rebukes are an attempt at pushing the living into coming to that realization.

    Amaranth has built up a reputation for being a mysterious temptress, needlessly preachy, incredibly sharp tongued, and speaking in riddles. When given the opportunity, she’s constantly testing the will of the living and the lengths they’re willing to go to obtain her aid. Compared to the Flower whose words contain twists and turns instead of a straight answer, the woman named Irene reveals a far more tranquil and tender side to her persona.

    Irene is every bit as stubborn as Amaranth, yet the moment her mask falls to the wayside, her enigmatic mannerisms peter out into a temperament completely lacking in the desire to inquire and oppress. She’s a tranquil soul who enjoys spending much of her time unwinding alone, running delicate needlework through fabric while surrounded by the scent of old books. While her behavior is typically interpreted as introverted, those more familiar with what makes the woman tick know that she isn’t averse to social interaction but rather welcomes it so long as the timing is right. On days when her social battery is completely drained, she’ll lock her doors and politely shoo anyone seeking her presence away. Otherwise, she’s fairly attentive to the people around her, even carefully listening to stories that utterly bore her (though finding such casual conversation boring is rare if ever) and making responses when appropriate. Not that she gets along with everyone. When it comes down to it, it doesn’t come as a shock to her that her tendency to be brutally honest about her ambivalence towards banal topics such as β€œthe weather’s nice today?” compared to jumping straight into what they wish to say comes off as rude and crass.

    That and not everyone appreciates the little pranks she pulls every so often when bored, especially not when the perpetrator continues to flip through a book and denies their accusations with a disinterested tone.
    +
    Likes
    Beautiful souls, fried perilla leaves, corn silk tea, tres leches, crows, sewing, black lilies, antique coins, old books, ametrine, spicy floral fragrances, hair ornaments
    -
    Dislikes
    Delacroix πŸ’€, being called a necromancer, those who disrespect the deceased, the scent of death, white lilies, rubies, garnets, garlic, fried/grilled fish, hawks
Code by Nano
 
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Alias: Lobelia
Name: Evelynne Drake
Nickname: Evel (EV + uhl)
Age: 49
Orientation: -
Garden Stay: 27 years

Affliction:
Serpent's Child β€” the ability to produce and secrete different types of venoms and toxins through her literal blood, sweat and tears as well as good old saliva.

Appearance:
Evel is a striking figure at 5 foot and 5 inches with a lean, athletic body that seems to radiate an almost predatory grace. Stick straight icy white hair is cut bluntly at her chin, framing a face defined by well defined features of high cheekbones, sharp nose and slightly pointed ears. Almost impossibly bright turquoise eyes stand out starkly against her extremely pale cool tone skin, being the most vivid color on her almost colorless figure. The only other hint of color can be seen in the myriad of scars that are most concentrated around her face, arms and hands. Many of the scars around her mouth are a result of her fangs, which began to grow in as a child after losing her baby teeth. Other oddities such as her forked tongue and iridescent scales on her arms revealed themselves later on.

WIP Personality:
Growing up as the youngest child in a family, she developed a playful and childish demeanor which as she got older and was forced to become more sheltered and isolated she became more stoic and introspective. A hard working and driven mindset was developed and encouraged by her parents and was overall quick-witted.

WIP Bio:
Evel was born into a modest working family being the youngest of three children to her mother, a baker and her father, a blacksmith. While her overall upbringing was loving, she has always viewed herself as the outsider in her own family. When she was born her parents first assumed she must have had some form of albinism as both her mother and her father as well as her siblings were born with dark hair and eyes, though as more and more peculiarities emerged over time they realized it must have been much more than that.

The family quickly discovered the nature of her affliction. A few days after her birth her father picked her up and afterwards his hands developed a rash and then blisters. It took them a while but the family put together that Evel’s skin secreted what they thought was some sort of poison. They would later realize it was also in her tears, saliva and blood. Her mother saw this as an omen and to protect her family argued that they should abandon Evel. As her father retells he simply shook his head and put on his blacksmithing gloves and picked Evel back up. While this did happen, He also desperately plead with his wife that she was their daughter and that he would never be able to forgive himself or his wife if he let that happen.

Around her seventh birthday more questionable features began to develop. When she lost her upper canine teeth they slowly grew back longer and longer and sharper than ever. The teeth seemed too big for her child-sized mouth and led to multiple cuts just from talking or eating or anything involving her mouth or lips.Her ears, which had always been pointer than normal since birth, were now also longer and became too prominent to continue to hide with her hair.

Previously she had been allowed to venture out of the house with her family and also help her mother with customers though some did look at her strangely but her mother would lie and explain that her scars were from when she contracted the pox as a toddler. Now whenever she left the house she wore a bonnet, even though she was considered much too young in society to have her hair up and covered.

Her older brother succumbed to fever when he was seventeen and Evel was ten. Her father also lost his apprentice and assistant in his blacksmithing foundry and she was set to work with her father. An accident a year later in her father's foundry left her with burn marks all over arms. It took her a near year to recover from the traumatic experience, and within that year her tongue split and became forked and the skin that had been burned regrew and revealed pearlescent scales. A few years later her parents passed her father first and then her mother months later.
 
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