Neko Wafer

From BelegarthWiki

(Difference between revisions)
Jump to: navigation, search
(Strikespring Raiders)
Line 6: Line 6:
  
 
==Life as a Human==
 
==Life as a Human==
Wafer was born to a métamorphe mother who was part of the [[Strikespring Raiders]], a nomadic human tribe that roams the Western Deserts. Wafer's mother shapeshifted Wafer into the form of a human male each night since Wafer's birth, as she feared that Wafer would start shapeshifting on her own, be discovered to be inhuman, and be banished from the tribe.
+
Wafer was born to a métamorphe mother who was part of the [[Strikespring Raiders]], a nomadic human tribe that roams the Western Deserts. Wafer's mother shapeshifted Wafer into the form of a human male each night since Wafer's birth, as she feared that Wafer would start shapeshifting on her own, be discovered to be inhuman, and be excommunicated from the tribe.
  
In a community where children were raised communally and the absence of one or both biological parents is common, Wafer didn't think much of her lack of knowledge regarding her father. She felt that her mother and tribe gave her more than enough attention and support, even that her mother was several parents' worth of coddling at times.
+
In a community where children are raised communally and the absence of one or both biological parents is common, Wafer didn't think much of her lack of fatherly familiarity. She felt that her mother and tribe gave her enough attention and support, even that her mother was several parents' worth of coddling at times.
  
 
=Métamorphe=
 
=Métamorphe=
Line 32: Line 32:
  
 
==Garb==
 
==Garb==
While métamorphes dress in whatever manner is appropriate for the identity they're assuming and can create clothing through shapeshifting, they also like to fashion their cocoons directly into articles of clothing. They typically bind portions of cocoon over their joints to maintain them. For example, an individual wearing cloth gloves, elbow sleeves, knee sleeves, ankle sleeves, and a cloth choker or scarf that all seem to fit on a color gradient is very likely a métamorphe. Many métamorphes hide their cocoon joint coverings underneath other clothing to avoid giving themselves away.
+
While métamorphes dress in whatever manner is appropriate for the identity they're assuming and can create clothing through shapeshifting, they also like to fashion their cocoons directly into articles of clothing. They typically bond portions of cocoon over their joints to maintain them. For example, an individual wearing cloth gloves, elbow sleeves, knee sleeves, ankle sleeves, and a cloth choker or scarf that all seem to fit on a color gradient is very likely a métamorphe. Many métamorphes hide their cocoon joint coverings underneath other clothing to avoid giving themselves away.
  
 
=Strikespring Raiders=
 
=Strikespring Raiders=
 
{{Lore}}
 
{{Lore}}
The '''Strikespring Raiders''' are a tribe of humans that roams between the communities of the Western Deserts. They threaten others with the ultimatum of surrendering whatever the tribe wants or being attacked and pillaged. This nomadic and aggressive lifestyle stems from their belief that combat rejuvenates the spirits.
+
The '''Strikespring Raiders''' are a tribe of humans that roams between the communities of the Western Deserts. They threaten others with the ultimatum of surrendering whatever the tribe wants or being attacked and pillaged. This nomadic and aggressive lifestyle stems from their belief that combat reinvigorates the spirits.
 +
 
 +
==Values==
 +
#We fight when resisted.
 +
#We reciprocate when supported.
 +
#We earn our desires.
 +
#We desire our survival.
 +
#We shall not annihilate.
 +
#We consecrate our humanity.
 +
#We live as Strikespring.
 +
#We die as Strikespring.
 +
 
 +
==Spirituality==
 +
The Strikespring Raiders believe that a human's soul can empower the spirits. They assume the duty of using their souls to empower the spirits that sustain their survival. They do so through having spirits inhabit their weapons, shields, and armor. Different types of combat equipment give imbued spirits different abilities.
 +
 
 +
The motion of striking with a weapon summons a spirit into the weapon. The soul of a human that performs a weapon strike energizes the spirit that is summoned. At the end of the strike, the spirit leaves the weapon; if the strike hits, the weaponized spirit enters what was struck and feeds off its energy. The type of weapon and strike affect the weaponized spirit's ability and the spirit is referred to by color to reflect its combat abilities, such as the green spirit that does not enter armor but can circumvent it if empowered by a two-handed strike. After the strike, the spirit leaves and resumes its normal duties.
 +
 
 +
While a shield or armor is equipped by a human, a spirit inhabiting the item is continually energized by the human soul. The item becomes a spiritual habitat, and it is practically guaranteed that a defending spirit will be residing inside the item at any possible time. If a weaponized spirit strikes the item, the defending spirit will try to protect the item's integrity and fend off the weaponized spirit. However, the spiritual habitat can be neutralized so that defensive spirits can't be energized within them; armor's habitat is normally destroyed by blue and red weaponized spirits, while a shield's habitat can withstand the destruction of one red spirit but be destroyed by the next red spirit. Within the realms of Belegarth, helms are perfect spiritual habitats that cannot be neutralized.
 +
 
 +
The Strikespring Raiders' devotion to revivifying spirits comes from their values of earning desires, desiring survival, and reciprocating support. The spirits, through maintaining a survivable world and inhabiting the tribe's equipment in combat, allow the tribe to survive. This is support that the tribe desires, feels they must earn, and must reciprocate. The tribe's value of fighting when resisted happens to align with their duty to the spirits, as it prompts other humans to use combat equipment for spirits to inhabit and also lets spirits gain power through successful weapon strikes by any race of combatant.
  
 
==Garb==
 
==Garb==
Line 51: Line 70:
 
*one emblematic accessory, such as a pendant or belt flag
 
*one emblematic accessory, such as a pendant or belt flag
  
Those living and fighting as part of the tribe must wear nothing more than such sets of clothing, though they are permitted to wear less than the full set. Those who have chosen to leave or have been banished from the tribe traditionally keep their Strikespring garb and wear parts of it with other clothing and accessories at least occasionally. Those who have been banished are forbidden from wearing Strikespring garb without other visible clothing, and may be killed for doing so.
+
Those living and fighting as part of the tribe must wear nothing more than such sets of clothing, though they are permitted to wear less than the full set. Those who have chosen to leave or have been excommunicated from the tribe traditionally keep their Strikespring garb and wear parts of it with other clothing and accessories at least occasionally.
  
 
==Membership==
 
==Membership==
 
All members of the Strikespring Raiders must acquire tribal garb and either a weapon, a shield, or armor, then equip and fight with these items. Even children born into the tribe are not treated as members until they have been provided with garb and have thrown their first shot with their own weapon.
 
All members of the Strikespring Raiders must acquire tribal garb and either a weapon, a shield, or armor, then equip and fight with these items. Even children born into the tribe are not treated as members until they have been provided with garb and have thrown their first shot with their own weapon.
  
===Banished===
+
==Excommunication==
 +
Once one is Strikespring, they are always Strikespring. The tribe takes responsibility for all members that it admits. However, when the presence of a tribesperson contradicts the values of the tribe, that person may be excommunicated. This is less of a banishment or disassociation and more of a demotion into a lower caste that all should be ashamed of.
 +
 
 +
Excommunicated tribespeople must not act in a way that suggests that they are still Strikespring Raiders, but are expected to remember and be reminded that they once were. They cannot be alongside the tribe, during peace or during battle, are forbidden from wearing Strikespring garb without any other visible pieces of clothing, and may be killed for ignoring these demands. However, interactions between individual Strikespring Raiders and those who've been excommunicated are not discouraged.
 +
 
 +
Excommunication is officially upheld by collective tribal memory. If ever the tribe forgets or is willing to forget an individual's excommunication, then their status as a Strikespring Raider is considered to be restored. Keeping a physical record of an excommunication is considered to be greatly disrespectful toward the person who was excommunicated; keeping a physical record of the identities of excommunicated individuals, though, is acceptable.
 +
 
 +
===List of Excommunicated Tribespeople===
 
*[[Wafer]]
 
*[[Wafer]]
  

Revision as of 00:17, 12 April 2017

My name is Neko, my fighter name is Wafer, and I've been a member of Andor since Autumn 2015. Sometime I'll turn this into a little bio page or something, but for now it's just my wiki sandbox.

Contents

Wafer

Wafer is the roleplaying character played by Neko Perdomo. She is a métamorphe from the realm of Andor. Her passive form is that of a light-skinned male human. Her cocoon color is currently cream to black, affected by the Dark Mirror.

Life as a Human

Wafer was born to a métamorphe mother who was part of the Strikespring Raiders, a nomadic human tribe that roams the Western Deserts. Wafer's mother shapeshifted Wafer into the form of a human male each night since Wafer's birth, as she feared that Wafer would start shapeshifting on her own, be discovered to be inhuman, and be excommunicated from the tribe.

In a community where children are raised communally and the absence of one or both biological parents is common, Wafer didn't think much of her lack of fatherly familiarity. She felt that her mother and tribe gave her enough attention and support, even that her mother was several parents' worth of coddling at times.

Métamorphe

The métamorphe is a shapeshifting race that uses a cocoon to naturally shapeshift and heal.

Cocoon

The defining feature of a métamorphe is their cocoon. A métamorphe's cocoon provides them with heightened sensory abilities, allows them to regenerate, and enables their shapeshifting. Only when the cocoon is bonded to its producer's body can it be useful; métamorphes cannot make any use of each others' cocoons.

The thread of a métamorphe's cocoon grows from a single pore on their skin. The location of this pore changes whenever the métamorphe shapeshifts or heals over it. Since the métamorphe gains heightened sensitivity from the cocoon, they can easily tell where the thread pore is on their body under normal circumstances. Tugging this thread from the pore further stimulates its growth. The cocoon doesn't need to be one continuous thread connected to the pore; the thread can bond to itself and also to bodies, so it can be severed as necessary.

Health

A métamorphe's bodily ability to heal and fight off illness on its own is dependent on the amount of time it was last developed in the cocoon. The longer it was developed, the longer the body can maintain those functions. However, areas of the body bonded to the cocoon can regenerate quite quickly and are nearly invulnerable to infection. If mobility is not a concern, métamorphes can fully enclose themselves in thick cocoons to overcome critical health issues.

Métamorphes can also bond their cocoons to other physical beings in order to heal them. The healer doesn't need to be familiar with the body of the being they're healing, but they do need to focus. During certain battles, the recitation of poems and chants has been successful in generating this focus.

Shapeshifting

In order to naturally change form, métamorphes must be affected by a cocoon. They must be entirely encased in the cocoon. To assume a particular form, a métamorph must place the form into their subconscious; if this fails or no form is chosen, they will assume their passive form. Métamorphes typically have trouble assuming forms that are much different from their passive forms.

They aren't immune to unnatural changes of form initiated by others, as from curses. Such changes can even remove the cocoon thread pores from their bodies. The use of a métamorphe cocoon can reverse the effects of unnatural changes of form, however.

With intense focus, métamorphes can cause other physical beings to shapeshift for a time. The other being must be completely encased in a cocoon in order for this to be done. In this circumstance, unlike when métamorphes shapeshift themselves, the shapeshift does not deteriorate until it comes to an abrupt end. Métamorphes are largely responsible for replacing children of one race with children who they shapeshift into that race. These children are referred to in métamorphe culture as changelings.

Garb

While métamorphes dress in whatever manner is appropriate for the identity they're assuming and can create clothing through shapeshifting, they also like to fashion their cocoons directly into articles of clothing. They typically bond portions of cocoon over their joints to maintain them. For example, an individual wearing cloth gloves, elbow sleeves, knee sleeves, ankle sleeves, and a cloth choker or scarf that all seem to fit on a color gradient is very likely a métamorphe. Many métamorphes hide their cocoon joint coverings underneath other clothing to avoid giving themselves away.

Strikespring Raiders

The Strikespring Raiders are a tribe of humans that roams between the communities of the Western Deserts. They threaten others with the ultimatum of surrendering whatever the tribe wants or being attacked and pillaged. This nomadic and aggressive lifestyle stems from their belief that combat reinvigorates the spirits.

Values

  1. We fight when resisted.
  2. We reciprocate when supported.
  3. We earn our desires.
  4. We desire our survival.
  5. We shall not annihilate.
  6. We consecrate our humanity.
  7. We live as Strikespring.
  8. We die as Strikespring.

Spirituality

The Strikespring Raiders believe that a human's soul can empower the spirits. They assume the duty of using their souls to empower the spirits that sustain their survival. They do so through having spirits inhabit their weapons, shields, and armor. Different types of combat equipment give imbued spirits different abilities.

The motion of striking with a weapon summons a spirit into the weapon. The soul of a human that performs a weapon strike energizes the spirit that is summoned. At the end of the strike, the spirit leaves the weapon; if the strike hits, the weaponized spirit enters what was struck and feeds off its energy. The type of weapon and strike affect the weaponized spirit's ability and the spirit is referred to by color to reflect its combat abilities, such as the green spirit that does not enter armor but can circumvent it if empowered by a two-handed strike. After the strike, the spirit leaves and resumes its normal duties.

While a shield or armor is equipped by a human, a spirit inhabiting the item is continually energized by the human soul. The item becomes a spiritual habitat, and it is practically guaranteed that a defending spirit will be residing inside the item at any possible time. If a weaponized spirit strikes the item, the defending spirit will try to protect the item's integrity and fend off the weaponized spirit. However, the spiritual habitat can be neutralized so that defensive spirits can't be energized within them; armor's habitat is normally destroyed by blue and red weaponized spirits, while a shield's habitat can withstand the destruction of one red spirit but be destroyed by the next red spirit. Within the realms of Belegarth, helms are perfect spiritual habitats that cannot be neutralized.

The Strikespring Raiders' devotion to revivifying spirits comes from their values of earning desires, desiring survival, and reciprocating support. The spirits, through maintaining a survivable world and inhabiting the tribe's equipment in combat, allow the tribe to survive. This is support that the tribe desires, feels they must earn, and must reciprocate. The tribe's value of fighting when resisted happens to align with their duty to the spirits, as it prompts other humans to use combat equipment for spirits to inhabit and also lets spirits gain power through successful weapon strikes by any race of combatant.

Garb

All Strikespring Raiders have a particular set of beige- to tan-colored garb. The full Strikespring garb set consists of the following:

  • a long-sleeved, hooded, partly-mesh belly shirt
  • wide-cuffed pants with sewn-in kneepads
  • undergarments
  • armor
  • a belt
  • a tabard that completely tapers towards the bottom edges, with belt loops or belt sleeves on the inside, worn above all previous items
  • footwraps or ankle socks
  • moccasins
  • a band or chain
  • one emblematic accessory, such as a pendant or belt flag

Those living and fighting as part of the tribe must wear nothing more than such sets of clothing, though they are permitted to wear less than the full set. Those who have chosen to leave or have been excommunicated from the tribe traditionally keep their Strikespring garb and wear parts of it with other clothing and accessories at least occasionally.

Membership

All members of the Strikespring Raiders must acquire tribal garb and either a weapon, a shield, or armor, then equip and fight with these items. Even children born into the tribe are not treated as members until they have been provided with garb and have thrown their first shot with their own weapon.

Excommunication

Once one is Strikespring, they are always Strikespring. The tribe takes responsibility for all members that it admits. However, when the presence of a tribesperson contradicts the values of the tribe, that person may be excommunicated. This is less of a banishment or disassociation and more of a demotion into a lower caste that all should be ashamed of.

Excommunicated tribespeople must not act in a way that suggests that they are still Strikespring Raiders, but are expected to remember and be reminded that they once were. They cannot be alongside the tribe, during peace or during battle, are forbidden from wearing Strikespring garb without any other visible pieces of clothing, and may be killed for ignoring these demands. However, interactions between individual Strikespring Raiders and those who've been excommunicated are not discouraged.

Excommunication is officially upheld by collective tribal memory. If ever the tribe forgets or is willing to forget an individual's excommunication, then their status as a Strikespring Raider is considered to be restored. Keeping a physical record of an excommunication is considered to be greatly disrespectful toward the person who was excommunicated; keeping a physical record of the identities of excommunicated individuals, though, is acceptable.

List of Excommunicated Tribespeople

Page Watchlist

Personal tools
For Fighters
For Craftsman
Leadership