Name: Zephyr
Age: 17
Gender: Female
Species: Eliwan
Position: Chaotic Neutral
Powers/Abilities/Techniques/Skills:[/b]: Zephyr comes from a world of summoners who use rings as conduits to call forth "dream creatures" to fight their battles for them. These dream creatures reside in a place called the "dream plane" that acts as a sort of spiritual world. They can access the physical plane on their own or when their "animite" (a crystal left behind once they return to the dream plane) has been forged into its own ring and then called forth by their summoner. These rings are specific to each individual creature, and if rings are lost the summoner will lose the link to that creature, so it is always a great travesty if such a thing occurs.
These dream creatures consist of cards that will be referenced as needed.
Attacks are purely physical in nature while each creature's ability is described via card text as either a Power or Effect. Powers and Effects will be interpreted for the role play as sensibly as possible (mostly being left in the hands of other players), and creatures will require a certain amount of energy to be called. More powerful dream creatures will require more energy (as indicated by the number in the upper left corner of the card). Once energy is spent it cannot be recovered, that is, if Zephyr willingly sends a creature back to the dream plane, the energy will be lost.[/ul]
[/b]: Alongside summons, Zephyr can also cast a variety of spells. Like summons, spells will consist of cards and have a specific function that will be interpreted for the role play, while the energy required to cast will be indicated by the number in the upper left corner. Zephyr does not recover energy quickly, and with this combination of summons and spellcasting if Zephyr is not careful she will tire herself out fairly quickly.[/ul]
[/b]: Certain Eliwan races have the ability to shapeshift. Orotheans (merfolk) can transform their fins into legs, and d'Reshi (sandfolk) can sand-shift. Arderians, Zephyr's race, can disperse their wings after they have gained the ability to grow them. Manipulating her wings is Zephyr's only shapeshifting talent.[/ul]
[/b] Arderians have an innate ability to levitate, but Zephyr will be unable to use this ability.[/ul]
[/b]: As a blacksmith, Zephyr is proficient in wielding all manner of weapons, with the idea that it is hard to create something if you don't know how to use it properly. However, this is not to say that Zephyr is a master swordsman or anything of the like—she just won't stab herself when given a halberd or naginata. Besides, she prefers her hammer more than anything else, and with her physical defense as low as it is she would much rather not engage in melee fighting at all if she can help it.[/ul]
[/b]: The magic of the Moonlands is very unique, and Zephyr will find that she is unfamiliar with the magical properties and energy patterns of the rest of the KHU. Her ability to summon and spell cast will be extremely limited (to about one summon and two spells), but as time progresses she will become more accustomed to the new forms of magic and will learn how to "unlock" spells and summons that have been restricted to her.
Furthermore, when Zephyr starts off she will have lost a number of rings from her arsenal, therefore restricting the number of summons she starts with. In order to increase her summon list, Zephyr will have the opportunity to go on "hunts". The concept of hunts is as follows:
To reiterate, in the Moonlands, dream creatures reside mainly within the dream plane. They can access the physical plane on their own, or magi can use rings as conduits to call and bring them forth. As the Moonlands was destroyed, the physical plane of that world was also destroyed, but the dream plane was left intact. Without a world to tie it down, however, the dream plane was able to stretch across the entire Kingdom Hearts Universe.
With the dream plane stretching across the entire expanse of the KHU, dream creatures will no longer be able to access the physical plane on their own (as they, like Zephyr, are unused to the new energy patterns and fluctuations). However, with Zephyr running around, they will recognize her as a form of energy they are familiar with, and they will be able to use her as a conduit to access the physical plane. Once a dream creature has accessed the physical plane Zephyr will be able to hunt the creature down, obtain their animite (if she is successful), and forge a new ring, thus building her armory.[/ul]
[/b] As mentioned before, all spells and summons require a certain amount of energy to cast and call forth. Zephyr does not recover energy quickly, especially when she is not actively resting. If Zephyr is not careful, a quick combination of spells and summons will tire her out, resulting in exhaustion and fatigue. Furthermore, until she is familiar with the KHU energy patterns, spells and summons will require more energy than usual to cast and call.[/ul]
Weapon/Items:[/b] Other than using her dream creatures as her main mode of attack, Zephyr possesses a large hammer in the event things get too close. Her hammer can be described as thus: the head is a squarish, iron block and has a wooden handle wrapped in off-white fabric. It is defunct of magical attributes; nothing more than a tool and a weapon.[/ul]
[/url]:[/b] When darkness destroyed her world, Zephyr was in the possession of a pair of Alaban Gloves. They are the only remnant she has of her world, and she is never seen without them. Upon acceptance, she will be unable to use Undream.[/ul]
[/b]
[/url]
(currently unavailable)Flying HinkoVellup (currently unavailable)Warlum (currently unavailable)Xyx (currently unavailable)[/ul][/ul]
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[/url]
Lightning[/ul][/ul]
Picture: LinkageAppearance: While Zephyr is not explicitly human, she comes from a world consisting of humanoid beings. Her species, specifically, is Eliwan, who are very humanoid in appearance, but—it should be stated—there are noticeable differences. Their eyes are larger and more luminous than a human’s, and their noses are slightly smaller. The most apparent difference is the four digits that adorn each extremity, which are much larger than any human's. Because of this, their digits are broader and stronger.
Zephyr herself is an Arderian, a race of Eliwan that hail from the sky realm. Arderians have a natural ability to levitate, and as such are more often seen hovering and floating than standing and walking. This makes their physique rather soft and smooth as the gentle soaring does not put much stress upon their muscles. They are light-skinned, and their hair and eyes are usually soft and calming tones of colors. The clothing too is generally light to keep from weighing them down.
However, Zephyr is not a typical Arderian. It is accepted among the Eliwan races that Arderians have the sharpest vision, nestled as they are within the clouds where they can look down and view the rest of the Moonlands with a bird's eye view. Zephyr, however, suffers from acute myopia (nearsightedness), though she hardly ever wears glasses. As such, she quite often gives the appearance of being standoffish, though her narrowed eyes are really just her squinting to get a better look. She is also a ringsmith (read: blacksmith), and so while most Arderians have a physique that is soft and smooth, Zephyr's upper body is quite toned, built to accommodate the arduous labor of working in a forge.
The girl is not exactly modest in her attire. She wears a bright yellow string bikini bottom and a banded halter top. Two long rectangular veils hang down at her front and back, sitting at her hips and connected by strings. It is the same bright yellow color but has cerulean streaks that arc and crisscross randomly. Clothing like this is commonplace on her world, and while she may be sporting more skin than most others, this style of dress has been accepted as the social norm on her homeworld.
When the darkness took her world, she happened to be wearing a pair of
Alaban Gloves, and it remains as one of the few remnants she has left of her world. Her shoes are tannish, appearing like moccasins, except for the large tongue that extends upwards to cover the bottom of her shins. A metal plate covers the top of each foot while light grey fabric wraps loosely around her shoes at the ankles, giving the appearance of knee-high socks that have been pushed down because they were too itchy. On the heels are colorful butterfly wings, attached by emerald buttons for a splash of color.
Her complexion is light, and her eyes large and bright with irises a mysterious light purple. She is often giving a whimsical look as her mind is generally known to wander. Long violet hair—the color you might see in the sky during a sunset—extends all the way to her calves. It is cropped in a multitude of layers to cast the best effect when caught in a good breeze. A pair of goggles sit on top of her head to keep her hair out of her eyes and despite having prescription lenses she only uses them during extreme situations, such as while forging or when in flight. They have leather straps with the lenses a deep cobalt color.
Zephyr also possesses a pair of large angelic wings. They appear white, but when caught in a certain light give off a very faint blue hue. The girl prides herself on her wings as they are a sign of great achievement among her people. As mentioned within "Powers", Eliwan have a limited ability to shapeshift—Arderians specifically with the ability to remove their wings as needed. However, Zephyr is loath to conceal them unless it is absolutely necessary.
As a ringsmith, a large utility belt is strapped across her waist, containing both tools of the trade as well as her rings. Below her left hip is a large mallet which she uses for forging and doubling as her only weapon. It has a wooden handle that is wrapped in off-white fabric, and contains a heavy iron block for a head. It weighs down the belt, causing it to sit at an angle to create maximum cuteness.
Personality: True to her namesake, Zephyr is just like the wind. Airy, light, and unpredictable. Generally a sweet person, she's cheery, happy, energetic, and usually out to have a good time. However, it is quite easy for her to work up a good fury, and if something upsets her she will not hesitate to show her displeasure. Zephyr can and will hold grudges for quite an extended period of time.
Like all Arderians, Zephyr is a very vain person and arrogant about herself and her abilities. Her unnatural handicap has made her rather self-conscious, and as such she is constantly looking for ways to prove she's better than others. This causes her to take unnecessary risks even if the odds are stacked high against her favor, and in the event that she doesn't pull through, well, if the sun hadn't been in her eyes….
As a blacksmith, she's quite passionate about her work, constantly evaluating her pieces against others and seeking ways to improve her skill. When she's not in her forge working, she's usually out on various excursions with the intent of selling her wares or getting her name out for commissions. She views the world with a blacksmith's eye, one that believes the solution to any problem can be solved with a few good whacks with a hammer.
She is very often found in a dreamy state as life in the heavens has allowed her mind to wander even during extreme situations. She is prone to ramble and can be rather absentminded at times, but don't let her obliviousness fool you. Zephyr is a sucker for confrontations, and more often than not will instigate conflicts just to rile everyone up.
Zephyr is extremely claustrophobic, and cannot stand small rooms and large crowds.
Original World: Moonlands
Current World: Traverse Town
History: For the most part, Zephyr was shaping up to be a rather fine Arderian. Pretty, arrogant, absentminded, though there was a little bit of a spark in her more typical of Calders, but no one paid it any mind. In Zephyr's younger years life was good and enjoyable. It wasn't until her vision started deteriorating when things started going downhill.
With Arderian eyesight the sharpest in all the Moonlands, it was strange not only to the other children, but the adults as well why this one girl was having so much difficulty trying to see. Zephyr found herself unable to play with children her age, which typically consisted of games that relied heavily on sight. By the time her parents had taken notice, it was too late and Zephyr had already become an outcast. Once the girl came back with a pair of thick glasses, she might as well have considered her life over.
This ridicule and ostracism became the basis that would shape the rest of her personality. Discarding her glasses because she saw no reason why she couldn't see just as well as anyone else, Zephyr set on a path of proving her worth. That Caldan spark grew inside her, and she began taking unnecessary risks and dares just to show she needed no handicap around others. Eventually she sought an apprenticeship at the region's Ringsmith forge, with the idea that if she were the one making everyone's tools and weapons, her peers would be forced to respect her.
However, a forge was no place for a girl with bad eyesight, and despite learning how to cope with her vision she was unable to pull the wool over
Lasada, the Ringsmith's eyes. Taking pity on her, Lasada took it upon himself to get her crafted a pair of prescription goggles. After a few years working in the forge, building a strong bond between herself and Lasada, Zephyr felt the next step to take was to earnyeah her wings, and incredibly difficult and arduous task for any Arderian.
Upon studying for the trials, she came across another outcasted girl and the two struck up a quick friendship. They became inseparable, always pushing each other to greater heights in preparation of achieving their wings.
It was about this time that the darkness in the world started to increase in power as Sora and Co. traversed the worlds locking keyholes and sealing the door to Kingdom Hearts shut. The Moonlands were never touched by Sora's travels, but the surge of darkness was made apparent by the rise in power of a certain individual that had been locked away in the Core of the moon centuries earlier. It was this man,
Agram, who used the darkness to once again touch the surface of the world, reaching out to certain individuals he felt could be swayed by the darkness's power. Zephyr was one such. Her friend,
Harror, was another.
When the Trials of the Wings came about, Zephyr completed the tasks successfully and earned her wings, although Harror was not so lucky. Overridden by jealousy, Harror embraced the darkness and power Agram promised her, turning herself over to the Core and nearly bringing Zephyr with her. Despite the temptations, Zephyr's heart remained strong and pure, bolstered by the innocense of a flying hinko kit she had saved from an attack by a
flying darbok. The hinko was Zephyr's first ring and summon.
With Agram growing in power, in was only a matter of time before Zephyr's region and others joined forces to fight back. It was a long and difficult battle, but it seemed as though Agram's forces would fall. In desperation, he unleashed darkness upon the world, unwittingly opening it up for destruction.
Now, Zephyr finds herself in a brand new world, alone, confused, and afraid.
Role Playing Sample: Click. Screee…The door to The Cloud's Anvil swung open, revealing a dark, cold room to the two beings standing before the threshold. Zephyr turned her gaze to the flying hinko perched on her shoulder and let out a quiet squeal, her face erupting into a bright smile. Jispo cocked his head and chirped in response.
The Arderian Ringsmith swept into her forge, holding her lantern aloft as she made a bee-line for the desk. Placing the lantern down, she opened the first drawer on the right, retrieved a lighting stick and attracted a small flame. Then, with a practiced purpose, she went to each wall sconce and lit its candle, filling the forge with a soft, natural light. When they had constructed her smithy, the city building commissioner had offered to install electrical lighting, but Zephyr would have none of that. There was something she didn't like about the light that came from electricity. It just didn't have the magic of pure fire. Besides, it was a blacksmith's forge; any other type of lighting would feel unfitting.
And it reminded her of home.
Walking around, she inspected her forge, lowering her goggles as she took note of each weapon, each piece of jewelry, each metal puzzle she had made. A finger brushed the surface of her anvil, collecting a thin layer of dust which she rubbed between her fingers. Everything was exactly as she had left it.
Her smithy was connected to the Moogle Synthesizing Shop, where they shared a forge large enough to accommodate both their labor. The moogle's side was still warm from the night before. Zephyr stood before the embers, basking in its heat before stealing a few to light her side, cold and sooty with disuse. Throwing a pile of coals on the embers, she opened the tuyeer and grabbed the bellows, feeding the fire until it was just short of raging.
Hovering to her CD player, one of the only electrical appliances she owned, Zephyr rifled through her collection, stopping at the sight of a
seedy-looking homeless man. Opening the case, she popped the disc in and pressed Play, moving her body along with the iconic guitar riffs. Nothing could get her into a forging mood like some good old Rock and Roll.
It was a few hours before she had to open shop—most of the lights in Traverse Town had not yet turned on, indicating early morning in the town's perpetual night—but Zephyr was too excited about her forge's reopening, and she couldn't sleep. So, grabbing an iron rod, she shoved it in the fire and went to fill the barrel with water, then retrieved her apron, pulling her hair into a tight bun along the way. Jispo watched from his usual perch by the heat of the flames.
It had been too long since the last time Zephyr had struck her anvil. Today was going to be a good day.
Questions/Comments/Suggestions? Offering up Zephyr for re-acceptance! My old application can be found
here and the archived profile
here. She's slightly different from when I first applied. Younger, more immature, so on and so forth. I've reworked her starting creatures and spells, but she has a lot of growing to do before she can use them all.