Post by Jormungandr on Jun 16, 2014 21:00:13 GMT -6
Jormungandr
Let the Waves Up, Take Me Down
- Name:Jormungandr
- Pronunciation:Your-mun-gand
- Meaning:Wolf-serpent, the son of Loki in Norse Mythology. Also known as Midgard(Earth)-Serpent, and is a sign of Eternity. In mythology, it is said to be one of the bringers of Ragnarok (Apocalypse).
- Nickname(s):None that he likes, though he does understand that his full name could be a bit of a mouthful, and will accept a couple of variations, so long as none of them are derogatory.
- Gender:Stallion
- Age:8 Years
- Sexuality:Pansexual
- Preset:The Fighter
- Contribution:----
Visage
what mortar ties your bones?
- Breed:Friesian/KWPN/Unknown
- Build:Jorm has the regular Friesian build, with a compact, muscular body as well as strong limbs, sometimes known as a "Baroque" body type. With a high-arched neck and the usual feathering along the legs, the only thing he does out of the usual Friesian-norm is to trim his mane and tail short to a more reasonable length. It still flows naturally, but is no longer as much of a hindrance nor long enough to brush the ground. He does, however, share some Dutch Warmblood heritage, which accounts for his rather flat head and his smooth topline.
- Pelt:His pelt was a lovely sky blue that glimmered constantly. When exposed to light, it broke into iridescent shards of every color in the rainbow. While he personally loved how handsome it made him, many are of the opinion that it made him look like a fairy and a girl. Which definitely wouldn't do. On his shoulders and back, opalescent scales grew over his fur, speckling it.
- Mane:His mane had similar properties to his pelt. It just glows in all it's rainbow glory a tiny bit more than his fur. Of medium length, glossy and quite wavy, it was something that Jorm could take pride in. It gave him an aura of nobility. That is, when it wasn't mixed in seaweed or algae or equally icky stuff.
- Tail:Jorm's tail has the same properties as his mane, and flows down to rest slightly above his ankle. He frequently combs through it to prevent tangles, and is one of his favorite tools for whacking annoying horses in the face.
- Eyes:His eyes were a luminescent white, like sea pearls. His pupils completely lack any pigment to speak of, and thus are a warm, dove grey.
- Height:16.2 Hh
- Hooves:An Icy blue color, a shade slightly lighter and more saturated than his pelt.
- Marks:He has none, other than his trademark iridescent shine and scales.
- Items:Scales:
Grown using Protrusion. It has no other function other than those aesthetic wise.
This has not been implemented yet.
Gills
Several neck and cheek muscles were removed using Extraction [x2]. In their place are two gills set there by using Protrusion [x2], and Functionable [x2] allows them to be used to filter oxygen from water. The spikes below the gills are grown with Protrusion [x2], and are a pearl white color.
This has not been implemented yet.
Fin
A fin that runs down Jorm's back, starting from his withers and ending at his rump, was grown from purchasing a Protrusion item. They have no other function other than those aesthetic wise, though they do stream-line Jormungandr's body, and can aid while swimming. They are opaque in color, and share the same hue as his pelt.
This has not been implemented yet.
Wings
Two wings, at his shoulders, were grown with Protrusion [x2]. Functionable [x2] allows him to fly, while Liven allows him to retract his wings at will. His wings are dragon/bat-like in appearance, and the leather between the bones are a translucent white, and often glow the colors of the rainbow when struck by light. The bones in-between, however, are covered in short fur, the same color as his pelt.
This has not been implemented yet.
Water
Aura causes him to emit some sort of vapor/mist, that quickly condenses and cascades down his flanks and body in little trails of water.
This has not been implemented yet.
Shapeshifting
Jormungandr had the ability to shapeshift into a sea-serpent. With Extraction and Protrusion [x2], he can grow a snake's tail, with a fin at one end. With Reformation [x12], he can elongated his body and neck, and reform his limbs to fins (the fins are still made up of skin and bones). He reshapes the structure of his skull into a more serpentine shape, and his fur morphs into scales. Furthermore, both of his gills as well as wings enlarge to fit his new size. With Extraction and Protrusion, his mane is replaced by a giant fin going all the way down his neck. His body and all still remain the same shade as when he was still a horse, though he is about the size of a Dragon. A Functionable toughens his scales and allows it to withstand extreme conditions. Finally, with Liven [x3], he can transform back into a horse.
This has not been implemented yet.
Essentia
what boils such beating blood?
- Key Traits:
- Taciturn:Despite what people seem to think, Jormungandr is far from shy. If he wishes to make his point or opinion clear, woe onto anyone who tries to prevent him! He is introverted, however, in his desire to be left alone and his preference of his own company compared to that of anyone's else. Being with others for any length of time, and god-forbid, having to be social!, leaves him feeling mentally drained. That doesn't mean that he doesn't converse, of course. In fact, he does indeed enjoy talking with others! It's just that he rather not partake in any social small talk or mindless chats.
- Sanguine:An eternal optimist, and having a generally cheerful, playful personality, Jorm never gives up, no matter how hopeless a cause. He too, is confident that everything will work out well, one way or another. He is also a free-spirit: not in the way that he can't be tamed, but in the way that he needs to be able to stretch his legs, see the stars and run against the wind. Neither is he picky, and he often likes more things than he dislikes others. Furthermore, he enjoys the quiet type of company, and fears being alone or forgotten. He too, can also experience extreme, but brief, emotional leaps (such as anger or betrayal), but is quick to forgive and forget. He likes to live in the moment, and thus hates planning for the future.
- Phlegmatic:Jorm likes his peace: if it's down to an argument, he tries to take the path of the least resistance whenever he can. He tries not to needlessly anger others, and tends to give in whenever it is beneficial to the serenity of the situation. Furthermore, Jorm tries to respect others' wishes as well as rules. Because of a deep-rooted unease of making a fool of himself, he tends to let others make decisions rather than have his own say. After all, if it all fails in the end, he wasn't the one who did the planning. It makes him irresponsible, though, and this trait causes him to disregard his health and welfare. It also leads to rather stubborn, self-destructive tendencies in him. And overall bad planning.
- Stalwart:Belief, to Jorm, is a rather sacred thing. Naturally, it doesn't mean anything if you don't stick to it. For him, he doesn't believe in Gods, or a particular religion: it's all about the things surrounding him in the moment, both physical and abstract. He believes in Faith and Friendship and Love and Life. He wants to chase the sun and bask in the joy of today. Above all he treasures his friends. He has this constant fear of being alone, and thus, he has two types of companions: the superficial ones, and the ones that mean the world to him. He is loyal to the death, especially to the latter. One might call him possessive, but he likes to look at it in a more positive light. But even he can't deny that loyalty, is in actuality, the most basic and selfish part of instinct. To protect what's yours.
- Splenetic:Especially in regards to insults directed at his friends (the ones that he cares about most), sometimes he can be absolutely unforgiving, spiteful and bad-tempered. Normally, while he has a hot-temper, it fades quickly and he is fast to make amends. But insults to others he finds close are something that just rubs him the wrong way. This leads to him being rash, impetuous and impulsive, and in the heat of anger he can often make stupid decisions. It was usually accompanied by spontaneous, out-of-character and feral behavior. He knows of this flaw and he tries desperately to change, but somehow, no matter how much effort he pours in into it, he just can't.
- Injudicious:From what's written above, it should more than obvious that Jorm frequently makes horrible decisions. "Frequently" and "horrible" being gross understatements, naturally. He was a trouble magnet and he knew it. A die-hard lover of adventure, it was only pure luck that prevented him from being captured, killed, or worse so far. Sadly, being a reckless fool, he'll still gladly run into the middle of a human settlement on a whim. Or on a dare, which he does often take.
- Likes:
- Confidence:Perhaps it's because he himself severely lacks it, but Jorm really likes his friends to have some measure of confidence. Being a follower, he needs some assurance that his companions know what they're doing, and being confident in one's own decisions is the easiest way to reassure him of that.
- Tranquility:A state of serenity and quiet: two things that Jorm, with his introvert tendencies, favors. It gives him time to ponder and daydream, as well as relax and simply enjoy. To him, nothing is more liberating than the peace tranquility provides.
- Experience:While Jorm rarely shows it, he does have a certain amount of experience and capability. After all, he has traveled around Alcrystian Wildernesses and Outskirts for his whole life, and have seen both the horrors and the blessings of the realm. Therefore, he finds it easier to relate with people who are less naive.
- Nature:Sharing a love for anything natural, Jorm is the kind of horse to give shelter to injured critters (despite the fact that he's supposed to eat them), water plants, and the like. In fact, he only kills when he has to eat, and even then he tries to target fellow carnivores only.
- Space:Jorm is naturally claustrophobic. He loves the open and can't stand to be coped up, especially for days. He's the kind that would sleep in the rain, not for kicks, but because he can't stand sleeping in a cave or any other enclose shelter.
- Compassion:Being a benevolent soul, Jorm can't stand it when others are cruel, petty or selfish, especially if they hurt others needlessly, or for sport. Being compassionate is a must for any friend or associate of his.
- Dislikes:
- Heat:He finds that it evaporates the moisture around his body, leaving a wholly unpleasant feeling of dry, sticky skin. Because of that, he tends to stick within more humid areas such as forests, or beneath lakes and other bodies of water. However, despite his dislike of it, he finds that he fares better than most when encountering scorching temperatures.
- Family:Okay, so he has no problem with his family: they were flawed, painfully flawed, but they had tried to be perfect for him. But even then, it hurt to talk about them, though he rarely shows it, especially since fate ripped them apart. Jorm likes to pretend that he never remembers them, and tries to ignore the fact that he has family in the first place. So far that worked out fine, and over time, he's starting to come to terms with it all.
- Gossip:Jorm doesn't do gossip. Period. Having to engage in idle talk is bad enough, but rumors about other's life were just too utterly useless for him to partake in.
- Strengths:
- Empathetic:He likes to try and understand what others are feeling, and put himself into other's...hooves.(?) Being rather compassionate, Jorm always tries to help others and put them before oneself.
- Team-Player:Despite being an introvert, Jorm does work well with others. He's unlikely to demand his way, defers to others when needed, and is always willing to take one for the team. He while he might often argue, when it's time to be serious, he does what's needed to be done without hesitation.
- Loyal:Jorm never lets his friends down; at least, not when he could've help it. He's the kind of guy that'll stick with you through thick and thin, defend your honor and keep your secrets.
- Weaknesses:
- Impetuous:While not a daredevil, Jorm does have a rather self-destructive tendency that tends to get him hurt, one way or another. He also doesn't think through before he acts, and that usually causes him to create more messes than fix them.
- Vindictive:Jorm isn't possessive in the way that screams 'my friends cannot have any other friends but me'. It's more of the 'you lay a finger on my friends and you'll die. Painfully.' kind of way. His anger and vengeance is quick to ignite, but it is also quick to die down, most of the time. In that spur of the moment, however, Jorm has a habit of doing things that he'll come to regret later, such as hurting others. While he is vindictive, he always rues whatever violence he might have caused.
- Stagnant:He doesn't show it, but Jorm does have a few...unpopular opinions, especially those that he learnt while in his old herd. He knows that some of them are outdated, but change is difficult for him. He can accept change without problem, but when it comes down to changing himself, that's another matter altogether.
- Fears:
- Loneliness:In the past, Jorm had been surrounded by others. He had been in a herd, and had a huge family. And suddenly, he was cast out by his own Grandfather, and the company that he had taken for granted was brutally snatched away from him. Now, while he continues to survive on his own, and even has his own friends!, he still harbors the constant fear that one day he might be abandoned, left alone, again.
- Being Caged:Whether figuratively or literally, Jorm wants to be the bird on the bough, so to speak. Freedom is one of the things that he values most of all. Personally, human captivity doesn't sound so bad to him, as long as they don't keep him cooped up in one place all the time. Walls closing in on all sides don't appeal to him at all, in the least.
- Betrayal:Sometimes, he dreams about how his grandsire betrayed him, and how that one horse caused him to loose his whole entire family. He isn't naive enough to believe that no one would ever sell him out again, but he nonetheless fears that when they eventually do, the repercussions would tear his life from under his hooves yet again.
- Secrets:
- Humans:He's always been curious about those humans that wander around the outskirts. The only thing that he has learned about them is that they'll capture you. He's seen one many a times, though he has never met one face to face. He'll never admit it, but he almost wants to try a hand at getting captured, if only to discover more about those two-legged (most of the time) creatures.
- Hurt:Jorm rarely shows just how much the lost of his family has affected him. They were everything he had, and they were torn away, shredded into tiny pieces. Don't get him wrong: when he interacts with friends, he's truly happy. But the empty gap in his heart would always remain, the only memento of what he once had.
- Dreams:
- Reuniting his Family:It seems hopeless. Where would he start? His old herd was but a distant memory, and his siblings lost to him. But he could dream. Despite the repudiation in the old herd, those memories of his family were one of the best in his life. Jorm only wishes to have them back again.
- Becoming Stronger:All the time, because he wasn't fast enough, strong enough, smart enough, he lost his family as a result. He wouldn't let that happen again.
Saga
what shatters beneath those hooves?
- Sire:Loki
- Dam:Angrboda (Deceased)
- Sibling(s):Sleipnir (half-brother; paternal/maternal(?) side), Hel (Full Sister), Fenrir (Full Brother).
- Historical Events:
- Enter Asgard:The herd was called Asgard, and the Domitan Odin ruled it with an iron hoof, so much so that everyone began to call him the Allfather. He had a mate: the Mattrice Frigga "Allmother". Now, Odin was a bit of a despot, but Frigga was a kind, gentle soul, who wouldn't even have whacked a fly with her tail. She did have some form of authority, but even so, was still a bit of a pushover when it came to her consort.
The Herd had many enemies, first and foremost were the Jotnar, whose Domitan had a grudge. Relations between both herds had always been hostile, but recently, they had escalated into bloodlust from both sides. And that was when Odin and Frigga had a foal: Thor. - The Herd War:Sooner or later a savage war broke out between Asgard and the Jotnar. It was a brutal battle lasting a day, a night, and on till the next sunrise. In the end the Asgardians won, and to ensure the Jotnar's unconditional surrender, they took the Domitan's oldest colt: Loki.
- The Two Brothers:Thor and Loki were raised together, as siblings, within the herd. However, Asgard had a reputation of being chauvinistic, nepotistic and misogynistic, and one's status depends on both parentage and combat prowess. Loki was never built for combat, and his lineage, in the herd's eyes, was worse than dirt. Thor, on the other hand, was a natural fighter, and being the son of the Domitan and Mattrice gave him respect from the whole herd. Odin and Frigga similarly fawned over Thor but ignored their other, albeit adopted, son. Naturally, Loki grew envious of his stepbrother and the way he always had their parents' attention, and he became desperate enough to resort to unseemly measures in order to gain their approval.
- Sleipnir:No one knew how Sleipnir came to be. Other than his Dam, of course, but Loki certainly wasn't telling. All of a sudden he was gone for months, and when he came back, a little foal was tagging behind him. There was no question, however, that Loki was the mother: Sleipnir had yet to be weaned. But the herd did the young colt no favors: with an unpopular mother, he was greatly looked down upon. In the end Sleipnir ran away, taking his chances as a rogue.
- Third Time's the Charm:Heartbroken, Loki chased after Sleipnir in hopes of finding him. He didn't manage to, though he did come across another rogue: Angrboda, ex-herd member of the Jotnar. They took off right from the start, and in the end they had three children: Jorm, his brother Fenrir, and his sister Hel. They had a wonderful life together, until one day Angrboda fell prey to several wild animals in the Wilderness. It was Winter, then, and Loki feared for the life of his foals. He had already lost one, he wouldn't lose another. They were the only family that he had. And so he found a way back to his old herd and begged Odin to take him back. There was an empty Civire slot, and Thor was insistent, and so they ungraciously accepted him back into Asgard, along with his foals.
- The Casting:Jorm knew that the Domitan never liked him: Odin never favored any of his siblings either, in fact. So it came to no surprise that one day he just cast them out. Loki was off hunting with his brother that sunrise, and the ever trouble-loving Fenrir had devised a devious little prank in his father's absence. Sneaking a harmless little snake into his grandsire's bedding, what he didn't know was that the harmless, little snake wasn't really so harmless after all. It also had venom. Suffice to say, when Odin discovered the parting gift, as well as proof on the identity of the culprit, he banished Fenrir immediately, on the grounds of attempted assassination. Jorm and Hel stood by their brother's side and refused to budge, causing to Allfather to throw them out of the herd as well.
- Aftermath:The herd had never treated Jorm well. In fact, Loki had always told him little stories of the older brother that he never knew. Like Sleipnir, Jorm was constantly ostracized: Asgard rarely took in outsiders, even outsider Adolites, so he and his siblings were the only one without respectable parentage (Loki didn't count). It was nepotism in all it's ugliness. Still, despite it all, the herd offered safety that the wild happened to lack. During this time, Fenrir was six, Jorm four and Hel two. Out of them all, Fen was the only one who could hunt. And so he provided for the three of them, until one day he just vanished while hunting. Jorm searched for days: of course he did, he was family. They never did find their older brother, though. And then it was up to Jorm to protect the both of them.
- Wild Beasts and How to Ruin Your Life:Jorm learned how to hunt, he learned how to fight, he grew up, and his personality hardened overall. He never lost his compassion or grew bitter, however, for his sister was always at his side. She sweetened his life and taught him not to live in the hardships of the past. Really, even though she was younger, Hel had a wisdom and sombreness that Jorm never had. Nevertheless, they survived that way for four years more. Until everything crashed down like a tidal wave over his head.
It was raining that day: a storm so great that you could hardly see the first few feet in front of you. Brother and sister took shelter in the numerous caves of Aridon. Unbeknownst to them was that the wild creatures, having the same idea, also took shelter in the same cave. When they noticed the presence of the horses, they had given chase like any sensible predator would do. The beasts outnumbered the equine company three to one, and the odds weren't favorable in a fight. They chose to flee. Jorm ran like he had never ran before; but the terrain was harsh, the weather unforgiving, and he had panicked. When he could no longer hear the beasts behind him, he stopped, only to realize that his sister was similarly gone as well. He searched, he searched long after the rain subsided, calling out his sister's name into the outstretched plains around them. As three weeks past he gave up at last, choosing to leave for the wildernesses instead in an attempt to move on. - Life Goes On:Jorm never did move on. He still hates his grandsire and the herd, for all the trouble the Allfather had caused in his life. Yet he holds his immediate family close to his heart, for they were loyal and had loved him to the end. He ventures far and wide, and isn't afraid to enter both wildernesses and outskirts, despite the danger of captivity. He always looks for new friends, new people to hold close to his heart, though deep down Jorm realized that nothing would ever be able to fill the gap his family had left when they were snatched away.
Scribe
what reins in the thrashing wind?
- OOC Display Name:Hᴀʀᴘʏs Qᴜɪʟʟ ❥
- Real Name:Johanna
- Age:13 Years Old
- Experience:3 Years of Roleplaying
- Characters:
- Tamed Horse(s):----
- Untamed Horse(s):----
- Human(s):----
- Notes:His history and family is inspired (who am I kidding? It's pretty much copied) by various Norse Mythologies as well as the MCU, and his personality inspired by a certain character in the Lord of the Rings, with some changes.