Hey if you're interested in Dan and Fleur i'm gonna catalogue (hehehehehe-) my writing on AO3!
You’re sucking my dick then you look up and I’m giving you analogue horror eyes
the little guy of all times ! ! !
Replaced Dan's hoodie with a cardigan :)
Index
CORE
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Index
CORE
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<Reblog to get a sword.> o()xxx[{::::::::::::::::::::::::::::>
in case you wanted your sword to be a different colour other than purple:
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☆Rainbow Sword☆
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ȏ̴̝̠͘()xxx[{:̸͕͗:̷͎̣̓͠:̵̺͝:̵̩͘:̷͓̔:̸͉̝̈́:̶̖͒:̴̝̞͛͝:̴̜̃̉͜:̶͓͠:̶̰̀:̶̯̓:̷͔̺̑:̵̳̓:̵̮̋̃:̷̤̭̊̄:̶̥̺̌:̷̯͚̑͝:̷̖̥͛̿:̶̞̈́̋:̸̞̲̌͐:̵̢̲̿:̷̬̱̐:̶̲͔̕͝:̷̲̈͜:̵̙̈́:̶̗́̿͜:̷͕̎́:̷̡̗͠>̶̲͊
[ J:\\ GLITCH SWORD. ]
o()xxx[{:::::::::::::::::::::::::::> trans sword ✨
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bisexual sword
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A lightsaber
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lesbian sword
this has probably already been done but:
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minecraft :3
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for the dagger users amongus
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CHAINSAW
Moroi
Average Height: 122 - 183 cm / 4’ - 6’
Blood Colour: Orange, iridium
Lifespan: Unknown
Skin Colours: Range from a deathly white to varying shades of blue, pale purple or greenish-violet.
Hair Textures: Moroi are entirely hairless.
Hair Colours: None.
Eye Colours: Lidless and uniformly pale but variously iridescent due to how their peculiar, rectangular pupils adjust to capture light.
Due to their scarce and often furtive interactions with other peoples, moroi were seen as entirely fictional until recent integration into wider society. Having remained elusive due to their habitation of the hostile, unexplored reaches of Zin, a long association with illness and disappearances has led them to be cast as eerie, duplicitous beings who are best avoided.
For a long time, the only interactions of moroi with other peoples were in the odd encounter of a lone traveller who would then carry the story back to wider civilisation. In these, moroi were variously capricious, often curious and sometimes even helpful.
As folkloric figures, their general disinterest in peoples outside their own groups and a protectiveness of their secretive abodes lent moroi a compellingly mysterious quality that shadowed the cultural profile of many frontier settlements.
A large part of this mystification of the moroi people comes from their truly alien body-plan. Eschewing the bipedal configuration that has developed in those peoples who inhabit the more open places of Zin, that of the moroi has adapted to the confined intricacies of its most enclosed and intricately connected passages.
The bulk of the moroi body consists of a radially-symmetrical trunk which houses the body’s major organs at its core. This is surmounted by a hard carapace upon its upper half, at the centre of which a complex orifice serves in place of a head.
Six muscular limbs serve both as propulsive members while also possessing tactile grippers that emerge from grooved openings just beneath the claw-tipped climbing pads at the ends of each. These grippers can be drawn inward when not in use as a means to protect their soft, sensitive flesh and the copious eyespots that line them.
Similar, more complex eyes can be found at joints and at the bases of each limb, giving moroi a panoramic view of their surroundings at all times. Through these adaptations, their bodies are easily capable of carrying out tasks in just about any orientation but they seem to favour three motile limbs and three manipulators at any one time.
Exhibiting sexual dimorphism, moroi spawn two or three times across their lifetime. Organs of reproduction are located in specific cerata, often the subject of decoration, the resulting eggs remaining cemented to the reproductive structures in specialised sacs until hatching.
Although capable of moving freely upon hatching, moroi larvae become sessile after a few days, anchoring themselves and subsisting on nutrients produced by symbiotic bacteria. Each development stage is wholly dependent upon this symbiotic relationship and, as such, the species lacks any sort of gastro-intestinal tract, instead subsisting on a highly-rarefied form of chemosynthesis.
As moroi develop, these bacteria come to function as part of a pressurised water vascular system, taking up residence in a pair of veined plume-like structures within the torso to act as both a respiratory and excretory system. These plumes form the first part of a dual circulatory system that binds both oxygen and hydrogen-sulphide, the latter being more prominent in the highly toxic environs which moroi typically inhabit.
As they respire, moroi excrete through the skin, forming the numerous calcareous plates rich in calcium carbonate and iron that form the bulk of their bodies and protect their otherwise soft, rubbery flesh. Connected by ligamentary tissues, these plates supplement a thin film of mucous that seals in moisture and repels parasites.
Moroi blood is very light-sensitive, slowly decomposing when exposed to strong light, gradually changing colour from orange to green and finally to a deep bluish-black. This necessitates a dark skin colour, typically ranging from obsidian and jetty black through various shades of blue and ashen grey. Often, moroi decorate themselves with contrastingly bright body paint and tattoos.
Blood is central to the ritual culture of moroi, with bloodletting as a common theme, as is the importance of blood in folk belief and religious ceremony. Spiritualism and deference to the unseen colours nearly everything that moroi do, from beseeching good luck upon waking to giving thanks for another day gone and countless little gestures and catechisms in-between.
Little else is known about the structure and state of moroi society and culture beyond the scant examples given by those few individuals encountered within the outskirts of the Metropole. On the whole, they remain a subject of unease but slow integration seems to be imminent as more and more of these furtive, tribal people begin to engage with their peers.
Geography
The full extent of Zin’s scale has never been mapped and although many ambitious expeditions have been attempted, it is seemingly endless in its scope. Most information that is known about Zin centres around what its inhabitants have come to refer to as the Metropole, a region within the wider temperate zone known as the Greenbelt.
Civilisation, such as it is, stands composed of several nation-states banded together by coercion, treachery or treaty, what territories exist between them locked in a perpetual struggle amongst each other to keep themselves relevant. This endures despite the infighting and opportunism which constantly threaten what stability they manage to maintain.
In the shadows of these giants, disparity is the rule of law as the powerful lord their advantages over the disempowered. Survival of the average person is often predicated on what service they might provide to their betters, most often in the form of salvage brought back from those uncharted spans beyond the metropolitan hubs.
Prosperity exists almost exclusively amidst the cloistered, monolithic city-states of the Metropole and within their borders, control is asserted with an iron will. Beyond these, people live with only a few boons overshadowed by hard labour and early death. It is not uncommon to find those who make their way by preying upon those who would risk the unknown vaults of Zin.
The wilderness is itself infested with monstrosities, so, to preserve what order can be gleaned in such an unstable environment, the law is upheld by Wardens, analogous to military police, who hold the full authority to sentence any lawbreaker. Unfortunately, aside from patrolling the immediate vicinity inside the Metropole’s major territories, these Wardens do nothing to preserve peace in the wilds.
For, beyond the protective gates of the cities, miasma is an ever-present threat, hiding monsters and worse, carrying within its bounds the dreaded silvervein plague. Low-hanging clouds that defy much more description, most who enter the murky depths are lost irretrievably, what survives lucky enough to be put down quickly.
Travel outside major population centres is heavily regulated, routes forced to change as miasma shifts about. Even so, a market does and always will exist that leads only the very exceptional or very stupid to broach the dangers. Whether hunting monsters or delving for artefacts, opportunity awaits any willing to reach out and take it.
Although many have tried, and failed, to helm expeditions beyond the Greenbelt, it quickly became apparent that other means would be necessary to overcome the region’s sheer scale. Recent advances in technology have seen the launching of semi-autonomous drones in place of flesh and blood explorers and it is through these that the existence of four extent climate zones have been discovered.
Because of its three-dimensional nature, plotting direction in Zin is predicated on a spherical coordinate system with the centre of the Metropole at its origin. Beneath the Plane of the Azimuth, it has been found that temperatures continually rise, shading into more tropical and, theoretically, dry climes while the opposite is true above the Plane as temperatures steadily fall into increasingly frigid ranges.
The Metropole itself is divided between the paired regions of Zenith, above the Azimuthal Plane and Nadir, beneath. Within Zenith, the Redoran Empire holds sway, while Nadir is home to the variegated cloisters of the Dwarven Autarky and at their centre is the special economic zone, simply The Zone, overseen by the Federated Economic Bloc and home to the numerous clans and tribes of the Graven Kritarchy.
In all, it is estimated that the Plane of the Azimuth stretches for, roughly, 30,528 square kilometres, with a circumference of 879.6 kilometres, while the whole of the Metropole encompasses a sphere fully 11,494,040,000,000 cubic kilometres in volume.
Across this vast space are many points of interest which include:
Within the Plane of Azimuth:
- The Zone
- Guild District
- Upper District
- Lower District
- Outer District
- The Sprawl
- Agricultural Commons
Within Zenith:
- Deadlands: A labyrinth of endless industrial wastes, open valleys of glass and metal scoured by corrosive sand whipped about upon cold, howling winds.
- The Sea of Daggers
- The Glass Desert
- Glyphwood
- The Iron March
- Ghoulfen Moor
- Ashen Fell
- Witchcrown
- Spires: Outer reaches, rarely seen, places of rumour, myth and legend said to be inhabited by strange beings.
Within Nadir:
- Underworks: Enormous complexes serving to house most inhabitants amidst alien architecture designed seemingly for beings of prodigious stature now the subject of myth, the vast metropolises of which have since been reduced by cataclysm to places of unchecked verdure stalked by living, predatory machines.
- Middens: A warren of the lower middle-class and poor, whose lives grow only more desperate the deeper one ventures.
- Vaults: Also called the Nightlands, a lightless labyrinth of ancient artefacts and heinous creatures that stalk through corridors of perpetual, sweltering darkness at the centre of which are great refineries of biological matter that output cycles of flora and fauna and to which the memories and experiences of that life are returned so that may be created ever more advanced beings.
Historical Outline
After Izabrati Odaran united the northern kingdoms of humanity into his Empire, he set his armies to conquer the southern demesnes of the Dwarven Autarky.
Faced with the unified armies and heavy armour (mecha) of their human foes, the dwarves mounted an altogether more divided resistance, independent clans unleashing the masses of their graven servants against whatever enemy encroached upon their holdings with only their superior weaponry (firearms) and sheer numbers making up the difference.
With neither power able to make inroads, the sudden advent of rebellion within the graven ranks, led by Tsekisano Ketua against their dwarven masters, saw the war devolve into a quagmire of intermittent conflict as human forces were divided across multiple fronts and the dwarves dug themselves ever-deeper into their strongholds.
The fighting seemed interminable, until the emergence of the silvervein plague, attributed to violation of a dwarven temple during the siege of their capital, which went on to cut a devastating swath through the populations of both nations while leaving only the graven untouched.
In the interest of continued survival, the two powers were faced with a choice, collaborate or succumb to the plague, but it was the death of Odaran Izabrati that marked the ultimate dissolution of the human offensive as his subordinates scrambled to parley.
The dwarves, on their part, were quick to accede, for with their leadership similarly broken and populations decimated, the present threat of a graven uprising had to be addressed before it spilled out into another conflict that they simply could not survive.
To that end, the intervention of dwarven separatists, led by Imara Rakaisa on behalf of the graven people and their human allies, has become held as the shining dawn of a new era for all the free peoples of Zin, for without the pharmacon that they supplied and the innovation of their peers, no cure for the plague would have been possible.
The subsequent accord was cemented in the joint creation of a free economic zone and the founding of the Federated Economic Bloc, meant as an independent territory maintained between the borders of the two great powers and a new seat of the nascent Graven Kritarchy.
Although tensions remain between them, a masquerade of peace has persisted in the years that followed and a burgeoning industrial revolution that promises recovery as the populace finds their feet.
Across 41 years since the war’s end, open conflict has instead shifted into a contest of exploitation and subterfuge amidst acts of espionage and domestic terror between the factions that emerged from the conflict’s end.
However, as ever, growing threats of renewed violence remain as the alliances between the great powers strain…and begin to unravel.
Ophidians
The person before you presents an almost alien visage, with a flattened nose, ridged, pointed ears and elliptical pupils within a pair of wide, piercing eyes.
This uncanny aspect is heightened by the mottled, iridescent scales that cover most of her skin, their darker hue contrasting with a paler variety running along her stomach and the underside of a long, thickly-muscled tail.
The fierce impression she gives is only furthered by sharp claws on both her hands and bare feet and the knife-edged smile that splits her face.
In lieu of hair, thin, feather-like structures cover her head, running down the sides of her face, outer edges of the forearms and elbows and along the chest, shoulders and spine, flaring spectacularly in vertical flukes at the tip of her tail.
Despite lacking the mammalian signifiers of such, her figure is undeniably feminine, a fact which becomes alarmingly apparent as she looms over you.
Average Height: Increases continually as they age, up to 305 cm / 10’
Blood Colour: Green, nickel
Lifespan: 160 - 200 years
Skin Colours: Range through a broad diversity of colours and patterns, combining reds, browns and yellows with whites, blacks and greys that often give them a greenish cast.
Ophidian tongues are bright blue
Hair Textures: Stiff and coarse.
Hair Colours: Can vary from black to pale yellow or reds, growing darker with age.
Eye Colours: Varies between greens and yellows, rarely violet but the pupil invariably appears rimmed in red.
Ophidians are considered by most other species to be strange and difficult to understand due to a lack of recognisable emotions. The ophidian mindset does not rely upon the heavily symbolical categorisation common of other sapient species, being more reactive than contemplative, as suits these solitary, nomadic hunters.
Theirs is a psychology that is more abstract and freeform, rendering meaning without first capturing it within discrete forms that are then projected back upon reality. Although not exactly lacking in empathy, the seemingly apathetic and casually calculating nature of ophidians can easily come across as cruel or uncaring to more expressive peoples.
This isn’t to say that they cannot emote, as ophidians who assimilate into other cultures are quick to pick up on social cues and adapt their behaviour accordingly. Such individuals are capable of giving the impression of emotional depth, even if their actions belie the bluntly pragmatic, utilitarian thinking beneath.
Largely self-sufficient from birth, most ophidians are solitary nomads with little culture of their own beyond a simple language composed of expressive bodily posturing alongside a bevy of clicks, chirps, trills, and hisses. Despite lacking even a developed written language or scientific discipline, ophidians are preternaturally swift to adopt the culture and technologies of other peoples they encounter, adapting what suits them into an individualised hodge-podge.
Left to their own devices, ophidians most often end up dedicating their lives to hunting for food as well as sport, wandering aimlessly when and where they will. Gathering trophies from particularly memorable or challenging targets, they aren’t above targeting other sapient species that pique their interest and are infamous for this reason.
It is within the necessities of reproduction where the few adornments of ophidian culture can be glimpsed. The only permanent fixtures of their loose society are those who guard and maintain their ancestral spawning grounds, these individuals being one of only two unifying forces between the ophidian diaspora.
Born via parthenogenesis, young ophidians are sequestered together in ancestral spawning pits for the first years of their lives where they must subsist through any means necessary. Upon reaching adolescence, those individuals who survive are taken in by their, often elderly, mother who mentors them until they reach adulthood, imparting upon them the oral history and wisdom of past generations and training them to fend for themselves in the meantime.
A final rite of passage sees their mother pass along the signifiers of ophidian adulthood in the form of a ceremonial insignia which functions as the individual’s name and legacy of their shared lineage. Once done, the parent then abandons their charge, ultimately wandering off into self-imposed exile to live what remains of their lives as an aesthete and die in whatever manner they see as fitting.
Those insignias of the greatest age are considered to be of a higher standing and act as a loose hierarchy should two or more ophidians meet, a not always successful guarantor against conflict. For those who carry the insignia of a particularly venerable lineage, it is customary to treat them as an authority and they are often revered in the same manner as folk heroes or similar legendary figures.
Abe is a young ophidian with a fondness for adventure and exploration. Despite or perhaps because of having grown up on the outskirts of society, forced to fight and steal to survive, she seeks life in a community and yearns for a sense of belonging with a found family.
Abe makes her way in the exploration of uncharted or dangerous areas in search of metal and technology, sometimes even taking the time to register her discoveries with the appropriate agencies. A self-avowed treasure hunter, she is happy to receive compensation for her cultural contributions and harbours a secret love for such things that falls just short of outright study.
When she is not being employed, she spends most of her time lounging in her small housing unit and is a common face at the local bar.



