gobly: (002)
oh god under construction

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gobly: (009)
PLAYER
NAME: Kari
CONTACT: beelzebae#2319 @ discord, [plurk.com profile] beelzebae
OVER 18? Yep.
CURRENT CHARACTERS: n/a

CHARACTER
NAME: Kuvii
CANON: Original
CANON POINT: Around two weeks after her "party of heroes" has fully gathered.
BACKGROUND: For the most part, Kuvii's world is classic D&D-adjacent and it shows. We got goblins, we got dragons, we got trolls and shit. The largest divergences - at least, as far as Kuvii's app is concerned - come in the cosmology of the world and in the individual events which happen to a certain small goblin.

Let's get the cosmology out of the way first:

  • The universe started in darkness, and ancient eldritch beings took form and made civilizations within it.
  • One day, one of the ancient beings grew tired and gifted its entire being to its children, in the hopes they would make something new altogether. The darkness in this one tiny speck lifted into light, and the children became the gods of this light-filed space of the universe.
  • These gods made the planets and the stars, in the entire livable space of the Light - before the darkness of the Farlands.
  • The progenitor of these gods came to be known as the Holy Light, and while worship of it has largely fallen in favor of its children, there are still some who place their faith in it.
  • As for the Holy Light itself, it is a shadow of what it used to be, old and near powerless compared to its old days.
Whew! That's a lot to take in. As for events, here's what happens before Kuvii is born:

  • Hundreds of years ago, a missionary paladin of the Holy Light decides to spare a goblin village instead of exterminating it (as adventurers tend to do). He stays with the goblins for some time, teaching them what he can about his faith and his mission, and eventually he leaves them with his book of scriptures.
  • The paladin's teachings are adhered to, to the best of the goblins' abilities, and passed down from generation to generation. Unfortunately, the last literate goblins die off fairly soon thanks to outsider attacks on their village, and the teachings soon take on a life of their own, changing and evolving over time. During this time, the goblins' worship of the Holy Light becomes the worship of the sun instead.
  • The goblins continue to exist as a peaceful force, and over time they become viewed more as an inconvenience than a threat (largely due to their habits of foraging on human-owned lands, taking food, and sometimes even outright theft of unattended goods). Thanks to this, goblin lifespans rapidly start to expand.
Wow! We've finally reached the girl herself!

  • Kuvii is born, a completely regular goblin, on the same day the Holy Light reawakens after thousands of years. For eleven years, this means absolutely nothing to her, and she learns to forage and survive like any other goblin.
  • On her eleventh birthday, the Holy Light reaches out to the world and gifts the nearest beings to it (those born on the day it awoke) with a vision - the beings of the darkness attempting to reclaim this aberration of Light into their own being.
  • Kuvii, being a simple and uneducated girl, doesn't comprehend most of what she sees; this is what allows her to survive while the other prophets are driven mad. She does tell the elders of her village that she saw a great light warning them of a great darkness, one that would consume their village whole.
  • The elders discuss this among themselves, and come to the conclusion that Kuvii is the reincarnation of the paladin that "saved" their village - the metalman, as they call him at this point. She is raised to become self-sufficient in combat, taught the common languages to the best of their villages' abilities, and at seventeen (the village's age of adulthood) she is sent out into the world to find a way to stop the darkness. This entire time, the visions continue, widening in scope and scale as she becomes able to process them.
  • For two years, Kuvii adventures across the countryside, stopping to help towns where she can. During this time, she meets and bands together with a party of outcasts and misfits: a sex worker on the run from abusive clients and managers, a common thief disowned from noble lineage, and a convicted murderer who has refused to speak since he plead guilty on all charges.
Two weeks after their final acquisition to the party - the convicted murderer, who joins them involuntarily in the course of them breaking out of prison - Kuvii wakes up in a strange new world of neon and electricity!

SUITABILITY: As a paladin from a culture that differs from "normal humanoids," Kuvii is already well-acquainted with being thrown into unexpected moral crises. Half of the things she has to do to survive around humans are already terrifying nonsense rules with no meaning; why would this be any different? Things like murder, conflict, stealing... She's not as unfamiliar with them as a lot of people might be. In particular, I'm interested in contrasting her desire to remain a (mostly) righteous paladin against the way youkai influence will flow a little too naturally with her.

QUESTIONNAIRE:
Your character finds an injured okami deep in the woods. Its leg is broken, trapped under a fallen tree, but it’s clearly in good health otherwise. They know this type of youkai is able to discern the morality of their past actions, and can turn hostile to them based off that judgment. What do they do?
Kuvii is absolutely petrified of the idea that she might be attacked - as someone who is still coming to terms with her calling as a paladin metalman, the idea that she might be judged for her past actions is a real kick in the pants. Still, the situation calls for immediate action, and as much as she'd want to skitter away and move on she'd know she couldn't in good conscience. So she'd use whatever tricks she had up her sleeve to get the tree trunk off, try to help the okami with its leg, and be prepared to sprint at the first sign of bared teeth.
Your character's worst enemy asks to meet alone by moonlight in a remote location, to discuss temporarily banding together against a larger threat. How do they respond to the invitation?
Step one: sigh deeply, because you are not stupid and know how these things go. Step two: try to figure out just what's going on, whether it's actually a trap, whether there's any escape routes, and so on. Step three: finally agree to go, because maybe something good will come from it... but absolutely smuggle what allies and advantages you can in with you. There's nothing honorable in a meaningless death, after all - and you're still alone if they never see your friends.
Your character has the option to lead a rampaging oni away from path where it would find and attack a lone, inhabited farmhouse. However, the only road they can distract it down leads to the city, where it will inevitably do more damage. What do they choose to do?
Metalman code says she has to try and stop it. But every goblin knows that you never drag trouble back home. The solution: run distraction toward the house, while either you or an ally runs ahead to warn people. If she manages to slow down the oni, there's a chance everyone get out unharmed. Hopefully, she is included in that!
A shrine of a powerful god offers your character a unique boon crafted to overcome the biggest challenge they’re currently facing. In return, it only asks to be able to possess your character for a 24 hour span of its choosing, which they will not necessarily get warning for. How do they feel about the exchange, and more importantly, do they accept it?
On the one hand: deals are to be met with suspicion, ESPECIALLY when old magic is involved. On the other hand: any help is good help, and she wouldn't be praying at the god's shrine if she weren't already in need. So even if she's very concerned about the deal, she'd take it without hesitation. That is a problem for tomorrow's Kuvii.
YOUKAI: Daitengu, complete with a worn-away, once red mask!
INVENTORY:
  1. A mundane, ramshod guandao;
  2. The Book of the Shiny One, a completely mundane book of scripture;
  3. A set of lockpicks and related tools;
  4. An oversized hiking backpack (mostly empty now);
  5. A canteen of water (clearly sized for humans);
  6. A small hand mirror

SAMPLES:

SAMPLE 1
SAMPLE 2

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kuvii

October 2020

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